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		<title>Leafiara (prime)/Mechanical Musings/The Autumnwinds&#039; Magical Monk Guide</title>
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		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
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&lt;div&gt;{{player-guide&lt;br /&gt;
|title = The Autumnwinds&#039; Magical Monk Guide&lt;br /&gt;
|topic = Combat, Monks, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-06-19&lt;br /&gt;
|updated = 2026-02-26&lt;br /&gt;
}}&lt;br /&gt;
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By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind, in loving memory of &#039;&#039;&#039;[[Saraphenia (prime)/Memorial|Saraphenia]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
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Last updated February 26, 2026.&lt;br /&gt;
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Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
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==Introduction: How to Use This Guide==&lt;br /&gt;
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This guide is for all magical monks from 0 exp to 55,000,000! (What do I mean by a magical monk? One not using [[Kroderine Soul]]. Somebody else will have to write that guide!) I&#039;ll go over monks&#039; strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
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&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, or at least it can be.&lt;br /&gt;
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* If you want an exhaustive guide, read through it in order.&lt;br /&gt;
* If you want the opposite of an exhaustive guide, jump to the &amp;quot;tl;dr Recap: Cookie Cutter&amp;quot; section at the end.&lt;br /&gt;
* If you&#039;re not sure whether you want an exhaustive guide, read the &amp;quot;Why Play a Monk&amp;quot; section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you&#039;re intrigued afterward. The Cookie Cutter section provides an overview of &#039;&#039;what&#039;&#039; to do and gives a small window into what the rest of the guide covers, which is &#039;&#039;why&#039;&#039; to do it.&lt;br /&gt;
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I&#039;ve made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
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Speaking of experience, what&#039;s mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I&#039;m now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.&lt;br /&gt;
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Speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn&#039;t have had the passion or interest--at least on my own. When I say I&#039;ve written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I&#039;ll call it a job well done!&lt;br /&gt;
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No further ado. Let&#039;s get on with it!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Monk or Why Not Play a Monk?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a monk at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Unarmed Combat===&lt;br /&gt;
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Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:&lt;br /&gt;
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# &amp;quot;Tiering up,&amp;quot; AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.&lt;br /&gt;
# Improving your [[multiplier modifier]] primarily through things like forcing a creature&#039;s stance down or inflicting status conditions.&lt;br /&gt;
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Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC&#039;s equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! &lt;br /&gt;
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I&#039;ll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still &#039;&#039;miss&#039;&#039; via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you&#039;ve played other physical characters and can&#039;t stand seeing a creature avoid an attack before it even gets to the roll, try a monk!&lt;br /&gt;
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===Gear Indifference===&lt;br /&gt;
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Monks have extremely low dependence on good gear.&lt;br /&gt;
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While GSIV is technically balanced around vanilla +20 gear, most people would agree there&#039;s a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I&#039;d put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!&lt;br /&gt;
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Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you&#039;re unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game&#039;s most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I&#039;d say monks are &#039;&#039;the best&#039;&#039; at not depending on gear nor even exp! Much more on that in the Ascension section.&lt;br /&gt;
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===Simplicity===&lt;br /&gt;
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Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it&#039;s difficult to get wrong. If you stick to unarmed combat, I&#039;d go so far as &#039;&#039;extremely&#039;&#039; difficult to get wrong.&lt;br /&gt;
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(If you want to do unusual things that don&#039;t involve UC, then read on in Odds and Ends!)&lt;br /&gt;
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===Fun Factor===&lt;br /&gt;
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Once monks hit their stride by level 40--maybe even level 30--they&#039;re great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!&lt;br /&gt;
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Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game&#039;s coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!&lt;br /&gt;
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===Might and Magic===&lt;br /&gt;
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If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!&lt;br /&gt;
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===Downsides or Lack Thereof===&lt;br /&gt;
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Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks &#039;&#039;can&#039;&#039;, if they want, operate like warriors who have more DS (until very far post-cap) but don&#039;t wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don&#039;t have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there&#039;s a very real case that a monk can be a better choice than a warrior.&lt;br /&gt;
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[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo&#039;s Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks&#039; offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.&lt;br /&gt;
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The best I can muster for legitimate monk downsides are that they can&#039;t obliterate an entire swarm of creatures in six seconds or less (that&#039;s the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your monk? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-creation&amp;quot;&amp;gt;&lt;br /&gt;
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If making a monk sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it&#039;s more a question of which ones are slightly better at any given thing. I don&#039;t think you can go wrong, which I don&#039;t say about other professions, so my honest suggestion is to pick whatever sounds interesting.&lt;br /&gt;
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If you&#039;re not sure what&#039;s interesting or are torn between options, my &#039;&#039;next&#039;&#039; suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk &#039;&#039;appear&#039;&#039; like other races, they can&#039;t perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!&lt;br /&gt;
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If verbs don&#039;t sound compelling either, then here&#039;s how I&#039;d rank monk races mechanically if I really had to:&lt;br /&gt;
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# &#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;: What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means faster mstrikes and assault techniques--the most key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they&#039;re slightly below average on encumbrance.&lt;br /&gt;
# &#039;&#039;&#039;[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]&#039;&#039;&#039;: All of these races tie for third place Agidex and second place in my overall rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...&lt;br /&gt;
#* Aelotoi have a [[Logic]] bonus, so they gain exp slightly faster (1 per pulse) and [[Vertigo (1219)|Vertigo]] and [[Mindwipe (1225)|Mindwipe]] are slightly more reliable.&lt;br /&gt;
#* Dark elves&#039; [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.&lt;br /&gt;
#* Half-elves have the best carrying capacity of my top five picks. The dwarves and halflings bullet points have more to say about encumbrance.&lt;br /&gt;
#* Sylvans&#039; Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.&lt;br /&gt;
# &#039;&#039;&#039;[[Dwarf|Dwarves]] and [[Halfling]]s&#039;&#039;&#039;: Unlike the above grouping of races that play roughly identically, dwarves and halflings have substantial differences alongside some similarities. The most eye-catching similarity is excellent defense against elemental warding spells, which monks would normally be weak against; dwarves have +30 TD and halflings have +40 TD. Dwarves and halflings do have -10 and -5 Aura bonuses respectively, which also defends against elemental spells, so the real numbers could be considered more like +20 and +35. (Enemy elemental warding spells &#039;&#039;are&#039;&#039; sort of rare, but you might be glad for the benefit when you do run into them.) Their heights require keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat&#039;s Leap]] to target heads as a finisher if you&#039;re trying to aim, though not all monks do. Dwarves and halflings have Logic bonuses for exp, Vertigo, and Mindwipe purposes. As for the differences...&lt;br /&gt;
#* Dwarves are the only race that&#039;s both short and slow, ranking second to last in Agidex. Still, if you&#039;re okay with slower attacks, then elemental TD remains a rare and valuable selling point. More importantly, dwarves can carry a surprising amount due to huge [[Strength]] and [[Constitution]] bonuses along with identical body weight to dark elves. I rank dwarven monks the best of the slower races. Dwarves also have a slew of amazing verbs!&lt;br /&gt;
#* Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults while being about as close as invulnerable to enemy maneuvers as it gets. This alone (never mind also having the elemental TD bonus) is important enough that older versions of this guide used to rank halflings as the second best monk race. However, 2026 changes to average box sizes and drop rates exacerbate halflings&#039; severe [[encumbrance]] issues. The question is your tolerance level for either A) frequently pulling back from hunts to [[locksmith pool|drop off boxes]] or B) buying encumbrance-reducing items like silvery blue potions and [[Blue_feather-shaped_charm|blue feather-shaped charms]]. If you don&#039;t mind, then halflings remain a very powerful option. If you do mind, you might want to look elsewhere.&lt;br /&gt;
# &#039;&#039;&#039;[[Half-krolvin]]&#039;&#039;&#039;: The fourth best race for Agidex, though there&#039;s as much of a speed gap between third best and fourth best as between best and third best. Like dwarves, half-krolvin have a slew of amazing verbs. In pre-2026 versions of this guide, I didn&#039;t see much purely mechanical reason to choose a half-krolvin over the previous seven races or gnomes, but things have changed. Their second best carrying capacity helps much more than before. On the flip side, their Logic penalty hurts less in a world with new options in silver or Simucoins for vastly accelerated exp. If you want carrying capacity without sacrificing anything, but also not specializing in anything else, half-krolvin monks are a perfectly good place to be.&lt;br /&gt;
# &#039;&#039;&#039;[[Forest Gnome]]s and [[Burghal Gnome]]s&#039;&#039;&#039;: These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are minor enough that I don&#039;t think anyone should sweat it. It just comes down to the same question of whether you can live with the encumbrance issues. If you can, have at it.&lt;br /&gt;
# &#039;&#039;&#039;[[Giantmen]]&#039;&#039;&#039;: Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance &#039;&#039;doesn&#039;t&#039;&#039; slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. However, giants are the worst at mstrikes via natural stats. Agidex-boosting enhancives can fix that, but maintaining charges on numerous enhancives can get even more expensive than the small race path of maintaining encumbrance potions, so I personally wouldn&#039;t take the trade. Still, there&#039;s a reason that some players choose giants near exclusively. If returning to town sounds aggravating or if you want to maximize the amount of time you spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.&lt;br /&gt;
# &#039;&#039;&#039;[[Erithian]]s and [[Human]]s&#039;&#039;&#039;: These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!&lt;br /&gt;
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Races from half-krolvin up are close enough that I wouldn&#039;t quibble about any of them being seriously better than the others. I understand people&#039;s case for giants too, even though they&#039;re not my style (I&#039;m okay with returning to town every two or three boxes!), and gnomes are similar enough to halflings. I find erithians and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can&#039;t go wrong, exactly, but Perfect Self also makes the rich richer.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you&#039;re used to playing a halfling or gnome warrior who wears full plate, don&#039;t expect your encumbrance life to be similar on a halfling or gnome monk in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let&#039;s talk about GS&#039; encumbrance paradox!&lt;br /&gt;
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[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes.&lt;br /&gt;
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Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly &#039;&#039;that&#039;&#039; much of the gap, so be warned!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar 2, 2026 Edition!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I didn&#039;t want to bog down the bullet points above by talking too much about encumbrance, which could have taken over the entire race section. In short, as of mid-January 2026, boxes drop a third as often as they used to, so encumbrance kicks in less often, but boxes also contain roughly three times as much as they used to, so once encumbrance does kick in, it kicks in much harder than it used to. You might jump from unencumbered to moderately encumbered in a single box.&lt;br /&gt;
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It might not be immediately apparent why I consider the loot changes to be impactful enough to move halflings down, half-krolvin up, and gnomes down, but not impactful enough to move giants or humans up. The answer is that the 2026 loot changes are a double-edged sword. While giants and (to a lesser extent) humans can handle the bigger boxes, that doesn&#039;t mean their containers can. For example, if you have a conventional &amp;quot;max deep&amp;quot; backpack (no epic deepening that can cost millions of silver) that holds 140 pounds and you find a 45 pound, 55 pound, and 65 pound box, you can&#039;t fit all of that inside even if your character can hold it no problem.&lt;br /&gt;
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Putting it another way, there&#039;s a point at which a character&#039;s max carrying capacity gets &amp;quot;wasted&amp;quot; because it exceeds the containers&#039; practical limits. I think giants are certainly over that. Humans aren&#039;t, necessarily, but carrying capacity can also be &amp;quot;wasted&amp;quot; in a different sense because the boxes themselves are less common. You have to be exactly on a threshold of weight at which you&#039;re saving encumbrance, which is a narrow margin in a world where encumbrance increases less incrementally before. In other words, the hit to the small races outweighs the gain to the large races as rankings go.&lt;br /&gt;
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===Placing Your Stats===&lt;br /&gt;
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At level 0, set Strength, Dexterity, and Agility high so you&#039;re at your best in combat and setting Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That&#039;s your cue to check in and decide your &amp;quot;real&amp;quot; stat placement!&lt;br /&gt;
&lt;br /&gt;
Here are my recommendations for each race. If you&#039;ve read Flimbo&#039;s older monk guide, a major difference between us is that he was on the side of tanking Influence while I&#039;m on the side of tanking Discipline or Intuition, which I&#039;ll explain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Level 20 Stat Placement Tables!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Discipline Version &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;(Recommended!)&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||31||82||73||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||43||85||64||62||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||41||82||75||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||31||82||70||70||77||92&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||50||70||73||70||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||20||82||70||69||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||33||82||73||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||23||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||35||82||75||70||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||37||85||79||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||53||82||70||70||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||25||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||43||77||73||70||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Intuition Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||59||82||73||41||82||92&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||70||85||62||37||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||68||82||73||44||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||58||82||70||44||77||91&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||70||70||73||50||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||58||82||71||29||83||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||59||82||73||44||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||62||82||70||32||83||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||68||82||73||39||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||62||85||77||46||83||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||68||82||70||56||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||62||82||70||35||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||70||77||73||43||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline or Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, Influence, or occasionally Logic.&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wondering what relevant things each stat does, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). +1 TD against mental spells for every 1 bonus. Increased resistance to enemy warcries. Improves tattooing ability.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[Mana#Base_Mana|starting mana]] for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #1!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there&#039;s endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don&#039;t require good Agidex like hard-hitting melee weapons.&lt;br /&gt;
&lt;br /&gt;
Once mstrikes and weapon techniques are a regular part of your monk&#039;s arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren&#039;t the majority of commands in combat.&lt;br /&gt;
&lt;br /&gt;
Overall, in my example, there&#039;s a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #2!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s also endless debate across most professions on which stat to tank out of Discipline, Intuition, and Influence. The short answer is Discipline. The long answer requires more detail.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside; monks&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition ultimately provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but it&#039;s once again more trivia than useful information. Warcry defense is at least potentially relevant, but many monks will rarely, if ever, interact with it. SSR bonus is a reasonable perk because Voln is the mechanically strongest society (a point that I &#039;&#039;do&#039;&#039; concur with the majority on) and SSR bonus improves the success rate of Symbol of Sleep, arguably Voln&#039;s strongest ability, along with a couple of its others. (More on Voln in the next section!) However, Influence also grants SSR bonus.&lt;br /&gt;
&lt;br /&gt;
The main reason that few players of any profession used to tank Discipline was experience. Instant Mind Clearers from login rewards can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the Wisdom of the Ages perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between that, the Ascension system introduced in 2020 (though that&#039;s more aimed at capped characters), and of course Perfect Self, it&#039;s far easier than ever to retain the all-important 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
One aspect of Discipline that &#039;&#039;has&#039;&#039; become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. If the trend keeps up, I can reevaluate Discipline in the future. However, for now, monks--at least magical monks using Dragonscale Skin (explained in the Feats section)--have better natural defenses against mental CS spells than any build of any other profession except for a warrior or rogue who has maxed or near-maxed spells, wears full plate, and uses a shield. Even that&#039;s debatable since it&#039;s assuming the warrior or rogue has infinite exp. Either way, the point is that magical monks have so much less to worry about from enemy mental spells than almost anyone else that tanking Discipline still leaves them ahead.&lt;br /&gt;
&lt;br /&gt;
Still, what if someone is set on maxing Discipline? Maybe they really do want the mental TD, or maybe they don&#039;t stay subscribed and don&#039;t do bounties. In that case, the question goes to whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. As already mentioned, Influence improves Symbol of Sleep and other Voln symbols. It also helps a little bit with Trading bonuses and making extra silver if you can&#039;t loot cap without the help of Influence and Trading! (More on that in the Monk Merchants section toward the end.) As a monk, thank to Glamour, you can admittedly max Trading benefit in the end even if you do tank Influence, but that&#039;s a post-cap thing and this guide is aimed at everyone.&lt;br /&gt;
&lt;br /&gt;
The main argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it&#039;s much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter).&lt;br /&gt;
&lt;br /&gt;
To put it into perspective, my capped monk Tarine, who tanked Intuition (because Wisdom of the Ages didn&#039;t exist yet), has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive a difference!&lt;br /&gt;
&lt;br /&gt;
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn&#039;t maxed her stats yet, didn&#039;t have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn&#039;t sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn&#039;t appeal to me like improving the success of the absurdly powerful Symbol of Sleep.&lt;br /&gt;
&lt;br /&gt;
Even assuming that you &#039;&#039;do&#039;&#039; want improved defense, remember that having extra silver from higher Influence lets you pay for better gear and items, which are also their &#039;&#039;own&#039;&#039; paths to improved defense--and often simultaneously to improved offense as well. Ultimately, the Intuition benefit is more narrow than the Influence benefit. That said, the Discipline benefit is even more narrow still. That&#039;s my true choice for tank stat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Also, like I said in stats, Voln makes Influence very relevant, so it&#039;s worth considering right away. Which society is right for your monk?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)&lt;br /&gt;
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This society has a bit more mechanical appeal for monks.&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist&#039;s powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.&lt;br /&gt;
&lt;br /&gt;
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.&lt;br /&gt;
&lt;br /&gt;
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most or possibly all professions.&lt;br /&gt;
&lt;br /&gt;
Like all professions, monks get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat. There&#039;s also an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits. Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.&lt;br /&gt;
&lt;br /&gt;
Voln also features two UC-specific abilities in [[Kai&#039;s Strike]] and [[Kai&#039;s Smite]]. Kai&#039;s Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don&#039;t have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.&lt;br /&gt;
&lt;br /&gt;
Kai&#039;s Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn&#039;t. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren&#039;t those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.&lt;br /&gt;
&lt;br /&gt;
The idea of Kai&#039;s Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you&#039;re not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don&#039;t benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I&#039;d say it&#039;s a net loss for anyone with at least two flares.&lt;br /&gt;
&lt;br /&gt;
The inability to turn off Kai&#039;s Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai&#039;s Strike. Sanctify takes off 5% resistance per tier, so you&#039;d get 20% resistance while keeping your flares between blesses. While Kai&#039;s Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it&#039;s not a dealbreaker.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat Primer==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-unarmedcombat&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Still figuring out how unarmed combat works? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-unarmedcombat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s go over the unarmed combat system in more detail! If you&#039;re familiar with more conventional melee combat, put that knowledge aside--a great deal of it won&#039;t apply and might even interfere with understanding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beginner Basics===&lt;br /&gt;
&lt;br /&gt;
JAB, GRAPPLE, KICK, and PUNCH are your tools of the trade. What&#039;s the difference? Have a look at this table from the unarmed combat system page.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Attack Type&lt;br /&gt;
![[Armor|AG]]&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Scale&lt;br /&gt;
!Chain&lt;br /&gt;
!Plate&lt;br /&gt;
!Base [[Roundtime|RT]]&lt;br /&gt;
!Min [[Roundtime|RT]]&lt;br /&gt;
![[Critical table|Damage Type]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Jab]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.100&lt;br /&gt;
|.075&lt;br /&gt;
|.060&lt;br /&gt;
|.050&lt;br /&gt;
|.040&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[Jab critical table (UCS)|Jab]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Punch]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.275&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.170&lt;br /&gt;
|.140&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Punch critical table (UCS)|Punch]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[GRAPPLE (verb)|Grapple]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.160&lt;br /&gt;
|.120&lt;br /&gt;
|.100&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Grapple critical table (UCS)|Grapple]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Kick]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.400&lt;br /&gt;
|.350&lt;br /&gt;
|.300&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Kick critical table (UCS)|Kick]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Weak, but fast.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power, but less of the latter than punches.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Powerful, but slow (at least by UC standards).&lt;br /&gt;
&lt;br /&gt;
The use case for punches and kicks seems clear, but why jab when it&#039;s so weak and why grapple if punches are the same speed with more strength?&lt;br /&gt;
&lt;br /&gt;
One answer that applies to both jabs and grapples is the defining component of unarmed combat: &#039;&#039;&#039;positioning&#039;&#039;&#039;. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk&#039;s position, follow the combat prompts as they appear. Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
 You attempt to jab a mezic!&lt;br /&gt;
 As you strike, a deep golden light surrounds your hands!&lt;br /&gt;
 You have &#039;&#039;&#039;decent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137&lt;br /&gt;
  ... and hit for 4 points of damage!&lt;br /&gt;
  Fast slap only reddens the cheek.&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the cue to grapple:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
As you can see, the followup was significantly more powerful. That&#039;s partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here&#039;s one more example, this time going from good to excellent:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;jab&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You exploit the momentum of your previous strike to make a stronger attack against a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146&lt;br /&gt;
  ... and hit for 15 points of damage!&lt;br /&gt;
  Blow to kidney!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
 &lt;br /&gt;
 [2 seconds later...]&lt;br /&gt;
 &lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;excellent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158&lt;br /&gt;
  ... and hit for 48 points of damage!&lt;br /&gt;
  Powerful tug pulls right hip, and leg, free of the socket!&lt;br /&gt;
   A mezic falls to the ground grasping her mangled right leg!&lt;br /&gt;
 Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
This time the jab started at good positioning because of Rolling Krynch Stance (more on that in the Martial Stances section), but the followup grapple was still far more powerful. Tiering up is crucial!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting highlights can help! Since the text prompt is...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...you can either create four highlights for each individual message or create a highlight for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup&amp;lt;/font&amp;gt;, then four more highlights for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;jab attack!&amp;lt;/font&amp;gt; and the others.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, in unarmed combat&#039;s &#039;&#039;&#039;most basic form&#039;&#039;&#039; at the lowest levels, the use cases for each attack type are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning. &lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Only when needed to tier up.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Deliver a finishing blow during excellent positioning.&lt;br /&gt;
&lt;br /&gt;
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples. We&#039;ll get into that later, but first let&#039;s keep exploring the basics to lay the foundation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UAF, UDF, and MM===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to GemStone&#039;s AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a mezic!&lt;br /&gt;
 You have good positioning against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s look at an even more extreme example that doesn&#039;t go as well:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a spectral shade!&lt;br /&gt;
 You have good positioning against a spectral shade.&lt;br /&gt;
  UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102&lt;br /&gt;
  ... and hit for 1 point of damage!&lt;br /&gt;
  The spectral shade shakes off a weak arm grab.&lt;br /&gt;
&lt;br /&gt;
This is why I say you have to ignore what you know about AS-based combat.&lt;br /&gt;
&lt;br /&gt;
UAF isn&#039;t completely irrelevant, but the more important numbers are UDF and the &#039;&#039;&#039;multiplier modifier&#039;&#039;&#039; (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.&lt;br /&gt;
&lt;br /&gt;
What does that mean in practice? Higher lows and lower highs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rare that a monk outright &#039;&#039;couldn&#039;t possibly&#039;&#039; hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.&lt;br /&gt;
&lt;br /&gt;
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes&#039; stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is the number that drops so low in defensive that it can even become negative! This used to occasionally trip up Saraphenia&#039;s player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it&#039;s often easier to figure out that you&#039;re in the wrong stance because everything&#039;s failing to hit; that was how I&#039;d take notice and Leafi would tell Phenia to fix up her stance.&lt;br /&gt;
&lt;br /&gt;
Also unlike AS-based melee attacks, lying down not only doesn&#039;t reduce your UAF, but also doesn&#039;t even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you&#039;re not paying attention, you could be fighting from your back and not even know it! You&#039;d find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. Those can&#039;t be done from the ground.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release &#039;&#039;enemy creatures&#039;&#039; who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mstrikes===&lt;br /&gt;
&lt;br /&gt;
As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you&#039;ll eventually be able to use mstrikes or weapon techniques. (I&#039;ll refer to these as &amp;quot;techniques&amp;quot; from here on. Despite the name, the brawling &amp;quot;weapon techniques&amp;quot; don&#039;t require weapons--unless you&#039;re thinking of your monk&#039;s hands and feet as weapons!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are your means to fit more attacks into less time.&lt;br /&gt;
&lt;br /&gt;
Covering mstrikes first!&lt;br /&gt;
&lt;br /&gt;
Mstrikes with no target specified, AKA &#039;&#039;&#039;unfocused mstrikes&#039;&#039;&#039;, can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA &#039;&#039;&#039;focused mstrikes&#039;&#039;&#039;, can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.&lt;br /&gt;
&lt;br /&gt;
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you&#039;re at decent positioning against them and attacking them for the first time. Once you&#039;re into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.&lt;br /&gt;
&lt;br /&gt;
Mstrikes &#039;&#039;sort of&#039;&#039; have a cooldown after use, which is 15-20 seconds or so (depending on training). When on &amp;quot;cooldown,&amp;quot; you &#039;&#039;can&#039;&#039; still mstrike, but they&#039;ll consume a good chunk of stamina. (I can&#039;t give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.&lt;br /&gt;
&lt;br /&gt;
Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it&#039;ll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk&#039;s life, especially if you&#039;re a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn&#039;t increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fury and Clash===&lt;br /&gt;
&lt;br /&gt;
The unarmed combat assault technique is &#039;&#039;&#039;[[Fury]]&#039;&#039;&#039;, which you learn with 25 ranks of Brawling (level 11). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There&#039;s no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it&#039;s not a major selling point.&lt;br /&gt;
&lt;br /&gt;
The AoE unarmed combat technique is &#039;&#039;&#039;[[Clash]]&#039;&#039;&#039;, which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn&#039;t include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist &#039;&#039;before&#039;&#039; Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities &#039;&#039;and&#039;&#039; seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.&lt;br /&gt;
&lt;br /&gt;
Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can&#039;t be used while they&#039;re on cooldown. They do have separate cooldown timers, so you can alternate between them.&lt;br /&gt;
&lt;br /&gt;
However, you can&#039;t alternate mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you &#039;&#039;can&#039;&#039; use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it&#039;ll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn&#039;t intend for players to insert mstrikes into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)&lt;br /&gt;
&lt;br /&gt;
RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it&#039;ll execute them as 2 RT, 2 RT, and 1 RT.&lt;br /&gt;
&lt;br /&gt;
Compared to focused mstrikes, Fury&#039;s structure has upsides and downsides. One upside is that you&#039;ll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can &#039;&#039;also&#039;&#039; interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It&#039;s also less likely that your target will be dead as soon your command gets sent to the server since attacks don&#039;t happen all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Twin Hammerfists and Spin Kick===&lt;br /&gt;
&lt;br /&gt;
The other two UC techniques are &#039;&#039;&#039;[[Twin Hammerfists]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Spin Kick]]&#039;&#039;&#039;, respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won&#039;t lock you out of them.&lt;br /&gt;
&lt;br /&gt;
Twin Hammerfists is an [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! At only 2 RT and 7 stamina, it&#039;s a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.&lt;br /&gt;
&lt;br /&gt;
Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it&#039;s an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn&#039;t a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If highlighting tier up opportunities goes well for you, then &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;You could use this opportunity to Spin Kick!&amp;lt;/font&amp;gt; is another message to consider highlighting from level 35-36 on!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beyond Basics: Synchronizing Everything===&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.&lt;br /&gt;
&lt;br /&gt;
However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let&#039;s put everything together into a cohesive whole.&lt;br /&gt;
&lt;br /&gt;
Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot (&amp;quot;flare slot&amp;quot;), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of a Twin Hammerfists firing off three flares:&lt;br /&gt;
&lt;br /&gt;
 Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist&lt;br /&gt;
 [SMR result: 316 (Open d100: 89, Bonus: 107)]&lt;br /&gt;
 Perfectly executed strike to the crimson angargeist&#039;s back!  It staggers!&lt;br /&gt;
 The attack exposes a vulnerability in a roiling crimson angargeist&#039;s defenses!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps emit a searing bolt of lightning! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Hard shot to the crimson angargeist&#039;s back sends it drifting forward!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps spray forth a shower of pure water! **&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Incredible strike to the crimson angargeist&#039;s back smashes through the chest!&lt;br /&gt;
   Too bad it melts back together.&lt;br /&gt;
 Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.&lt;br /&gt;
 &lt;br /&gt;
 ** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **&lt;br /&gt;
 &lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Strong strike splits the belly open, revealing ghostly organs.&lt;br /&gt;
   Haggis anyone?&lt;br /&gt;
&lt;br /&gt;
The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it&#039;s a great illustration because of the particulars.&lt;br /&gt;
&lt;br /&gt;
First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk&#039;s entire life. That&#039;s the least interesting thing to say here, though.&lt;br /&gt;
&lt;br /&gt;
The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water.&lt;br /&gt;
&lt;br /&gt;
Angargeists are non-corporeal undead. Normally Kai&#039;s Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn&#039;t allow for one-shotting it; you have to take out its entire health pool.&lt;br /&gt;
&lt;br /&gt;
2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you&#039;re fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.&lt;br /&gt;
&lt;br /&gt;
Speaking of uncrittable creatures or creatures you&#039;re otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a more nuanced look at the unarmed combat core attack types than before:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can&#039;t hit a foe who&#039;s already downed, so it&#039;s not repeatable.)&lt;br /&gt;
* The fastest means of tiering up with single strikes.&lt;br /&gt;
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.&lt;br /&gt;
* Poor as the specified command of a Fury or mstrike since they have little or (usually) no speed advantage over the other commands in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.&lt;br /&gt;
* The best aimed attack at excellent positioning. I&#039;m not particularly a fan of aimed UC attacks for reasons we&#039;ll delve into later, but it is there.&lt;br /&gt;
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.&lt;br /&gt;
* Poor as the specified command of an unfocused mstrike or Clash since it&#039;s unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but can&#039;t help tier up.)&lt;br /&gt;
* Good against individual threatening creatures that need to be slowed down.&lt;br /&gt;
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.&lt;br /&gt;
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The best finishing blow at excellent positioning per hit.&lt;br /&gt;
* The highest damage output per hit.&lt;br /&gt;
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or exactly as fast as the other commands.)&lt;br /&gt;
* Poor at tiering up with single strikes. (Same as above.)&lt;br /&gt;
&lt;br /&gt;
In short, pick the right tool for the right job. They can all be the right tool at times!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Macros and Aliases===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Grapple&lt;br /&gt;
* Punch&lt;br /&gt;
* Kick&lt;br /&gt;
* Weapon Twinhammer&lt;br /&gt;
* Weapon Fury [Grapple/Punch/Kick (depending on your level, training, specialization, and preference)]&lt;br /&gt;
* Weapon Spinkick&lt;br /&gt;
* Mstrike Grapple&lt;br /&gt;
* Mstrike Punch&lt;br /&gt;
* Mstrike Kick&lt;br /&gt;
* Mstrike Grapple Target&lt;br /&gt;
* Mstrike Punch Target&lt;br /&gt;
* Mstrike Kick Target&lt;br /&gt;
&lt;br /&gt;
For macros, this just means tying each one you care about to a single key press. You can configure them in Options -&amp;gt; Macros if using [[Wrayth]].&lt;br /&gt;
&lt;br /&gt;
For Lich aliases, I&#039;ve set mine as jj for jab, gg for grapple, pp for punch, kk for kick, twin for Twin Hammerfists, utf for Fury Grapple (stands for &amp;quot;unarmed technique Fury&amp;quot;), uts for Spin Kick, mg for mstrike grapple, mp for mstrike punch, and mk for mstrike kick. I could create things like an mkt alias for mstrike kick target if I wanted, but in that case I just type out &amp;quot;mk target&amp;quot; or &amp;quot;mk [target noun].&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your monk&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
&lt;br /&gt;
These are skills you consistently train with little to no deviation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Brawling]]&#039;&#039;&#039;: Max every level.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more stamina early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more DS early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Combat Maneuvers as Core Skills?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I&#039;d say &#039;&#039;roughly&#039;&#039; 1x minimum is mandatory and you&#039;ll almost certainly want far more than that early on. However, philosophically, I don&#039;t consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That&#039;s why it&#039;s in the Breakpoint Skills section below!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Breakpoint Skills===&lt;br /&gt;
&lt;br /&gt;
Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]]&#039;&#039;&#039;: One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn&#039;t that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it&#039;s also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you&#039;re going self-spelled. Up to you!&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and &#039;&#039;possibly&#039;&#039; 90 or 100. The good technique breakpoints are 10, 24, 50, and &#039;&#039;possibly&#039;&#039; 100. If you&#039;re using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Mental]] up to 13 or 16 ranks&#039;&#039;&#039;: The major early benchmarks are [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I&#039;m not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body&#039;s stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.&lt;br /&gt;
* &#039;&#039;&#039;[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore&#039;&#039;&#039;: To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why anyone would train to account for the mstrike MOC thresholds &#039;&#039;and&#039;&#039; the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.&lt;br /&gt;
&lt;br /&gt;
My monk, Sariara, preferred Fury in most hunts while leveling, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don&#039;t even get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I&#039;ll discuss in the Offensive Specialization section.&lt;br /&gt;
&lt;br /&gt;
However, Clash is a very weak AoE technique compared to unfocused mstrikes. Mstrikes&#039; bonus jab allows double the number of attacks for the first engagement with the enemy, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she would use focused mstrikes for single targets, even though they&#039;re slightly weaker than Fury because of her Grapple Specialization, since that left the unfocused mstrike option open for battling hordes.&lt;br /&gt;
 &lt;br /&gt;
Your MOC training plan doesn&#039;t need to assume that mstrikes or techniques are either/or!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Niche Skills===&lt;br /&gt;
&lt;br /&gt;
Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]] and [[Mental Mana Control]]&#039;&#039;&#039;: Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game &#039;&#039;unless&#039;&#039; you&#039;re surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Monks get immense value out of at least the first 20 ranks, especially in the early game, assuming you can&#039;t hit loot cap without it. See the Trade Secrets section!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s more expensive than First Aid. Slightly reduces duration of stuns, but monks don&#039;t get stunned very often. Like First Aid, I recommend it during the first 19 levels. Afterward, train it only if you want to excel at skinning bounties &#039;&#039;and&#039;&#039; have already trained First Aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk mana sharing breakpoints!&lt;br /&gt;
&lt;br /&gt;
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.&lt;br /&gt;
&lt;br /&gt;
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.&lt;br /&gt;
&lt;br /&gt;
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.&lt;br /&gt;
&lt;br /&gt;
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.&lt;br /&gt;
&lt;br /&gt;
Just remember: 5, 7, 10, 24!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at 24 mana control, consider going to 25! This unlocks [[Multicast|multicasting]], the ability to cast a buff spell twice in one cast. For self-cast spells, that&#039;ll take you to full duration in 3 RT instead of 6, which is nice quality of life!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
&lt;br /&gt;
Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
&lt;br /&gt;
Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Midgame and Later Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]] at half your level&#039;&#039;&#039;: After you&#039;re finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you&#039;re still not feeling hardy enough.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Spiritual]] up to 2 or 7 ranks&#039;&#039;&#039;: I&#039;d ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It&#039;s very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you&#039;re a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that&#039;s all the way at 20 ranks.) If you don&#039;t want to rely on the invoker or others, I&#039;d say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.&lt;br /&gt;
* &#039;&#039;&#039;Minor Mental up to 20 or 25 ranks&#039;&#039;&#039;: [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #4: The Spirit Barrier Irony!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! &#039;&#039;Lowering&#039;&#039; your UAF in exchange for increasing your DS via Spirit Barrier isn&#039;t nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren&#039;t like (weapon-using) rangers who would find trading &#039;&#039;AS&#039;&#039; for DS completely untenable. This spell can be worth a second look!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Post-Cap Skills===&lt;br /&gt;
&lt;br /&gt;
Eventually you can train everything if you play long enough, but here are some considerations for what to prioritize if or when you reach post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Edged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that&#039;s not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can&#039;t be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]]. If you want to do this, I highly recommend also maxing Two Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery is another possibility for diversifying. Unlike with katars, AS-based &#039;&#039;ranged&#039;&#039; attacks don&#039;t necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren&#039;t exactly &#039;&#039;poor&#039;&#039; at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Item Use]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Supplementing DS with [[small statue]]s is eventually a good idea for every profession and MIU bolsters their duration. (As a historical note, MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta&#039;Faendryl, the Ruined Temple, or the Sanctum of Scales. However, that&#039;s largely immaterial these days. [[Spell sever]] has supplanted spellburst in newer capped hunting grounds like the Hinterwilds, Moonsedge Castle, and the Hive--and, although these are technically Ascension grounds aimed at far post-cap characters, monks are able to do well in them long before other professions, including even at fresh cap, due to the unique qualities of unarmed combat.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual up to 20 or 40 ranks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It&#039;ll become apparent enough when that&#039;s the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I&#039;m fairly certain that my second monk Sariara never will. Voln already offers a fine substitute for fogging, Wall of Force isn&#039;t what it used to be when it had no cooldown, and having fewer spell ranks means more redux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental up to 48 or 50 ranks (or beyond)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they&#039;re more for hunting things like bandits and pirates or just messing around than for casting in &amp;quot;real&amp;quot; hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I&#039;ll elaborate further there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secret Sauce of Lores===&lt;br /&gt;
&lt;br /&gt;
This section contains tables to visualize lore thresholds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Telepathy Ranks&#039;&#039;&#039;||0||6||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039;&amp;lt;/font&amp;gt;||80||150&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mind Over Body Stamina Reduction&#039;&#039;&#039;||20%||25%||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;35%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Green&amp;lt;/font&amp;gt;&#039;&#039;&#039;: The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.&lt;br /&gt;
&lt;br /&gt;
Aside from Mind Over Body, a couple of Telepathy&#039;s more minor claims to fame for monks include:&lt;br /&gt;
&lt;br /&gt;
* 25 ranks allow [[Soothing Word (1201)|Soothing Word]] to remove sheer fear and grant 30 seconds of immunity to it&lt;br /&gt;
* 15, 45, and 90 ranks improve the spawn rate of [[Provoke (1235)|Provoke]]&lt;br /&gt;
&lt;br /&gt;
You can work around sheer fear in other ways by being in Voln or getting your robes sanctified, but the Soothing Word option exists.&lt;br /&gt;
&lt;br /&gt;
Provoke is an interesting niche, but not a major selling point in my eyes. Training 35 Minor Mental ranks asks a ton pre-cap and Provoke becomes less effective the more people are hunting in an area. Most capped hunting grounds are either very crowded, so Provoke does little, or they&#039;re not crowded because they&#039;re extremely dangerous, which makes Provoke a bad idea.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 2&#039;&#039;&#039;||&#039;&#039;&#039;Level 5&#039;&#039;&#039;||&#039;&#039;&#039;Level 15&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Full leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforced leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Double leather||Leather breastplate||Cuirbouilli leather||Studded leather&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||||Double leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Leather breastplate&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Cuirbouilli leather||Studded leather||Brigandine&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||||||Cuirbouilli leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Studded leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Brigandine&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||||||||Brigandine||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Double chain&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||||||||Double chain||Augmented chain&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||||||||Chain hauberk&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;105 Transformation&amp;lt;/font&amp;gt;|||||||||||||Metal breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;140 Transformation&amp;lt;/font&amp;gt;|||||||||||||Augmented breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;180 Transformation&amp;lt;/font&amp;gt;|||||||||||||Half plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You&#039;ll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it &#039;&#039;is&#039;&#039; amazing and I recommend it highly for a magical monk--I&#039;d consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won&#039;t be the majority of my readers.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Pink&#039;&#039;&#039;&amp;lt;/font&amp;gt;: My recommendations for which levels to meet which Iron Skin thresholds if you&#039;re undecided. You have more leeway at level 50 on to push lores higher, so I&#039;ve highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.&lt;br /&gt;
&lt;br /&gt;
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell&#039;s effect has improved over the previous breakpoint.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||&#039;&#039;&#039;Dragonclaw UAF Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Brace Disarm Rate&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0||10||25%&lt;br /&gt;
|-&lt;br /&gt;
||1||11||&lt;br /&gt;
|-&lt;br /&gt;
||3||12||27%&lt;br /&gt;
|-&lt;br /&gt;
||6||13||&lt;br /&gt;
|-&lt;br /&gt;
||7||||29%&lt;br /&gt;
|-&lt;br /&gt;
||10||14||&lt;br /&gt;
|-&lt;br /&gt;
||12||||31%&lt;br /&gt;
|-&lt;br /&gt;
||15||15||&lt;br /&gt;
|-&lt;br /&gt;
||18||||33%&lt;br /&gt;
|-&lt;br /&gt;
||21||16||&lt;br /&gt;
|-&lt;br /&gt;
||25||||35%&lt;br /&gt;
|-&lt;br /&gt;
||28||17||&lt;br /&gt;
|-&lt;br /&gt;
||33||||37%&lt;br /&gt;
|-&lt;br /&gt;
||36||18||&lt;br /&gt;
|-&lt;br /&gt;
||42||||39%&lt;br /&gt;
|-&lt;br /&gt;
||45||19||&lt;br /&gt;
|-&lt;br /&gt;
||52||||41%&lt;br /&gt;
|-&lt;br /&gt;
||55||20||&lt;br /&gt;
|-&lt;br /&gt;
||63||||43%&lt;br /&gt;
|-&lt;br /&gt;
||66||21||&lt;br /&gt;
|-&lt;br /&gt;
||75||||45%&lt;br /&gt;
|-&lt;br /&gt;
||78||22||&lt;br /&gt;
|-&lt;br /&gt;
||88||||47%&lt;br /&gt;
|-&lt;br /&gt;
||91||23||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn&#039;t make a huge difference. Brace, on the other hand, can be impactful &#039;&#039;if&#039;&#039; you&#039;re getting hit by physical attacks. I wouldn&#039;t go out of my way to push Transformation for Brace alone, but if you&#039;re already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we&#039;ll look at in the Meditation Resistance section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Training Snapshots===&lt;br /&gt;
&lt;br /&gt;
For illustration and discussion purposes, here&#039;s what my most recent monk Sariara has looked like at &#039;&#039;&#039;various level thresholds&#039;&#039;&#039;--or, in the case of level 30, what she &#039;&#039;should&#039;&#039; have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Level 20&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 40&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 60&#039;&#039;&#039;||&#039;&#039;&#039;Level 70&#039;&#039;&#039;||&#039;&#039;&#039;Level 80&#039;&#039;&#039;||&#039;&#039;&#039;Level 90&#039;&#039;&#039;||&#039;&#039;&#039;Level 100 (fresh)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||0||0||0||0||0||0||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||24||48||74||100||114||134||134||144||144&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||44||65||85||105||125||149||165||187||207&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||24||35||55||55||55||55||55||60||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||44||64||84||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||44||64||125||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||10||10||10||10||20||20||38||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||5||5||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||15||15||15||15||15||15||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||20||30||40||50||60||72||82||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||10||10||10||20||20||40||40||60||60&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||10||10||10||10||10||10||40||0||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||20||30||20||25||30||35||40||42||42&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||40||43||42||48||60||72||83||95||167&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039;||0||0||0||0||3||3||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Mental&#039;&#039;&#039;||12||13||14||16||20||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;(spare TPs)&#039;&#039;&#039;||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s break down some of the more unusual things you might notice!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I could have done the one rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039; much sooner, but didn&#039;t particularly feel the need for the quick DS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.&lt;br /&gt;
&lt;br /&gt;
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she&#039;d maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM &#039;&#039;is&#039;&#039; her second post-cap goal, finally; it&#039;s currently at 190 as she approaches 8.6m experience.)&lt;br /&gt;
&lt;br /&gt;
Max &#039;&#039;&#039;Brawling&#039;&#039;&#039;, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Fitness and Dodging&#039;&#039;&#039; are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks&#039; training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
I took a little bit of early &#039;&#039;&#039;Harness Power&#039;&#039;&#039;, then slacked off for a while, then finally only began pushing it in the late game as an efficient way to wear more spells in &#039;&#039;spellburst&#039;&#039; hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90). This table only shows up to fresh cap, but later in the guide, in the Ascension section, I&#039;ll show a &amp;quot;final build&amp;quot; where she drops Harness Power to 40; as she moved out of spellburst areas and into spell sever areas, the extra mana became frivolous.&lt;br /&gt;
&lt;br /&gt;
I started &#039;&#039;&#039;First Aid&#039;&#039;&#039; relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She eventually picked it back up post-cap, but the table only shows up to fresh 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swimming and Climbing&#039;&#039;&#039; are skills that you might not need at fresh cap if you intend to stick to a specific hunting ground for a long time. I dropped Swimming since the Sanctum doesn&#039;t have any water and the only swimming in the Hinterwilds can be bypassed with Water Walking or Symbol of Return (among other options), but hunters of the Atoll, Ruined Temple, or Sailor&#039;s Grief would want it. Conversely, I kept Climbing because the Sanctum has a pretty tough check, but various other hunting grounds don&#039;t. For where Saria&#039;s currently at long after the initial publication of this guide, she could actually skip both Swimming and Climbing, but I keep them just in case.&lt;br /&gt;
&lt;br /&gt;
Saria heavily pushed &#039;&#039;&#039;Trading&#039;&#039;&#039; early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated. And later game changes in early 2026 made me untrain Trading entirely, but more on that later in this guide in the Ascension section.) Similar story for &#039;&#039;&#039;Minor Mental&#039;&#039;&#039;, which came out of the gate fast, then inched to 20 at level 60 and stayed there.&lt;br /&gt;
&lt;br /&gt;
Level 30 and 100 spare TPs are there because I was hoarding for the next &#039;&#039;&#039;Multi Opponent Combat&#039;&#039;&#039; thresholds while level 70 spare TPs are there because I was hoarding for the 20 &#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn&#039;t care about any of the in-between spells, so might as well preserve higher redux until then.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re interested in a training snapshot far post-cap, see further below in the Ascension section!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Exclusive Choices==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meditation Resistance===&lt;br /&gt;
&lt;br /&gt;
One neat monk perk I haven&#039;t mentioned yet is that their [[Verb:MEDITATE#Damage_Resistance|MEDITATE verb]] allows them to gain resistance to one selected damage type! It offers 10% resistance to start, then improves at these thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||0||1||3||6||10||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;15&amp;lt;/font&amp;gt;&#039;&#039;&#039;||21||28||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;36&amp;lt;/font&amp;gt;&#039;&#039;&#039;||45||55||66||78||91&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||10%||12%||14%||16%||18%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;20%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||22%||24%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;26%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||28%||30%||32%||34%||36%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And if you decide to go ham post-cap with Ascension and enhancives:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||38%||40%||42%||44%||46%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted 15 and 36 Transformation because 20% and 26% (translation: &amp;quot;25% or more&amp;quot;) are extremely notable benchmarks. I &#039;&#039;could&#039;&#039; fully elaborate, but people who aren&#039;t Whirlin and me would probably get bored to tears by the rows and charts I&#039;d need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV&#039;s crit system, and how it relates to order of operations with redux and crit padding.&lt;br /&gt;
&lt;br /&gt;
Suffice it to say this:&lt;br /&gt;
&lt;br /&gt;
Because of rounding and the nature of GSIV crits, it wouldn&#039;t be merely &#039;&#039;underestimating&#039;&#039; 20% and 25% resistance to say that they&#039;re twice as effective or two and a half times as effective as 10% resistance, but &#039;&#039;completely off base&#039;&#039; by orders of magnitude. The upgrade is huge.&lt;br /&gt;
&lt;br /&gt;
That said, which damage type should you resist? You can change your type any time, but these jump out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold&#039;&#039;&#039;: Useful for Icemule-based hunting at various levels.&lt;br /&gt;
* &#039;&#039;&#039;Crush&#039;&#039;&#039;: A very common damage type, like all physical damage types. Particularly helpful for gigantic creatures that fall on you as they die.&lt;br /&gt;
* &#039;&#039;&#039;Electrical&#039;&#039;&#039;: The most lethal damage type, albeit somewhat rare. If you&#039;re hunting creatures that use it, though, protect yourself!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;: Useful for Teras Isle, among other specific areas.&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Great against various rock-themed creatures or shield-using creatures, among some others.&lt;br /&gt;
* &#039;&#039;&#039;Puncture&#039;&#039;&#039;: Another common physical damage type. Very deadly if it hits the eyes even on a fairly tame enemy attack, so 20% or 25% resistance will help immensely.&lt;br /&gt;
* &#039;&#039;&#039;Slash&#039;&#039;&#039;: The last of the common physical damage types. Probably the least impressive in a vacuum, but it &#039;&#039;is&#039;&#039; very common.&lt;br /&gt;
&lt;br /&gt;
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!&lt;br /&gt;
&lt;br /&gt;
The only damage types I&#039;d generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn&#039;t stop that aspect. Still, if you&#039;re in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything&#039;s worth considering in the right context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Grapple Specialization]], [[Kick Specialization]], and [[Punch Specialization]], which each improve their respective attacks, but which is right for you? I&#039;ll write about each one as if it&#039;s maxed, but during the earliest levels, these ramp up by gaining 20% of their max effectiveness per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. &amp;quot;Before&amp;quot; is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists.&lt;br /&gt;
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone.&lt;br /&gt;
* If you love Fury or hate setups, this could be the specialization for you!&lt;br /&gt;
* In a vacuum, grapples aren&#039;t ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.&lt;br /&gt;
* Grapple Specialization has little to offer if you exclusively use mstrikes. &amp;quot;Exclusively&amp;quot; is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Turns your [[Spin Kick]] into two Spin Kicks!&lt;br /&gt;
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It&#039;s great fun and can save you in situations where the other two specializations couldn&#039;t.&lt;br /&gt;
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it&#039;s flat out the best mstrike option.&lt;br /&gt;
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven&#039;t become as fast as they&#039;ll eventually be and Spin Kick might not even be an option yet (pre-level 35-36).&lt;br /&gt;
* While Spin Kick performs exceptionally well against like-level foes, it&#039;s not nearly as good against overleveled ones for two reasons: it&#039;s less likely to succeed and you&#039;re much more incentivized to disable those foes immediately. If they don&#039;t attack, you don&#039;t evade, so you don&#039;t Spin Kick.&lt;br /&gt;
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Punch Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.&lt;br /&gt;
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn&#039;t a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.&lt;br /&gt;
* Despite the above, the buff to Clash being minor doesn&#039;t matter if the monk isn&#039;t using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can&#039;t bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specialization Sidebar: Mstrikes with Specified Attack Types!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In case it isn&#039;t clear or in case going into math would be helpful...&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mstrike kick&#039;&#039;&#039; becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike punch&#039;&#039;&#039; can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they&#039;re slower because your Agidex isn&#039;t up to par, punches can still win overall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike grapple&#039;&#039;&#039; is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.&lt;br /&gt;
&lt;br /&gt;
In short...&lt;br /&gt;
&lt;br /&gt;
Use mstrike kick if you&#039;re a high Agidex race who&#039;s at or close to the peak of your Agidex growth.&lt;br /&gt;
&lt;br /&gt;
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you&#039;re a moderate Agidex race or a high Agidex race not yet near your peak, you&#039;re against foes in armor lighter than chain, and you trained Grapple Specialization, but you&#039;re in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)&lt;br /&gt;
&lt;br /&gt;
Use mstrike punch if neither of the above applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I&#039;ve been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).&lt;br /&gt;
&lt;br /&gt;
As for Punch Specialization, I wouldn&#039;t honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn&#039;t necessarily wrong either.&lt;br /&gt;
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&lt;br /&gt;
===Defensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one&#039;s a lot easier than the last!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Block Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they&#039;re expensive to train, monks can&#039;t learn shield skills, and shields significantly decrease their MM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Parry Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to parry melee or ranged attacks--assuming you have [[Brace (1214)|Brace]] active. After parrying, it gives a 25% chance of gaining the [[Counter]] effect, which means your next attack has 1 less RT and costs 25% less stamina (if applicable). This might sound neat until it&#039;s compared to...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say &amp;quot;Brawling&amp;quot; because I&#039;m not even limiting this to unarmed combat. Even if you&#039;re using brawling &#039;&#039;weapons&#039;&#039; like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)&lt;br /&gt;
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&lt;br /&gt;
===Martial Stances===&lt;br /&gt;
&lt;br /&gt;
Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let&#039;s review them.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Duck and Weave]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most flavorful martial stance.&lt;br /&gt;
&lt;br /&gt;
Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.&lt;br /&gt;
&lt;br /&gt;
This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker&#039;s AS and weapon type have to be good enough compared to the defending creature&#039;s DS and armor type to do meaningful damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Delightful, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Flurry of Blows]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The screen scrolliest martial stance.&lt;br /&gt;
&lt;br /&gt;
Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.&lt;br /&gt;
&lt;br /&gt;
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren&#039;t good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn&#039;t say it comes close to being worthwhile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Again, great fun, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Inner Harmony]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most wasted potential of martial stances.&lt;br /&gt;
&lt;br /&gt;
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you&#039;d most want to remove are exactly the ones you can&#039;t because you can&#039;t use Inner Harmony while bound or RT-locked. [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]] this definitely isn&#039;t!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I appreciate the idea behind this stance, but it has little to no appeal in practice.&lt;br /&gt;
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&#039;&#039;&#039;[[Rolling Krynch Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Almost surely the best martial stance for UC monks.&lt;br /&gt;
&lt;br /&gt;
This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won&#039;t kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least &#039;&#039;might&#039;&#039; kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap.&lt;br /&gt;
&lt;br /&gt;
When I wrote that monks rarely one-shot creatures, that&#039;s true in a vacuum, but Rolling Krynch can at least open that door for them.&lt;br /&gt;
&lt;br /&gt;
Bottom line: the less time you spend in decent positioning, the better off you are, and that&#039;s what Rolling Krynch offers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.&lt;br /&gt;
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&#039;&#039;&#039;[[Slippery Mind]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most defensive martial stance.&lt;br /&gt;
&lt;br /&gt;
When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you&#039;re in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don&#039;t avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
This stance is simple, but really good, offering two lines of defense against a monk&#039;s biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I&#039;d say it&#039;s the very best for a weapon-wielding monk in robes!&lt;br /&gt;
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&#039;&#039;&#039;[[Stance of the Mongoose]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most &amp;quot;almost got there&amp;quot; martial stance.&lt;br /&gt;
&lt;br /&gt;
This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you&#039;re running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you&#039;re doing that, thank you for making it this far into the guide for reasons I don&#039;t understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a more typical unarmed combat monk, the good news is that Stance of the Mongoose&#039;s retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it&#039;s always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it&#039;ll pick the tier up type.&lt;br /&gt;
&lt;br /&gt;
That last bit might sound good--and, truthfully, it &#039;&#039;is&#039;&#039; good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it&#039;s not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That&#039;s not necessarily saying much; I&#039;d put it distantly behind Rolling Krynch Stance and Slippery Mind. If you&#039;re running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m not knocking wildly niche monks. Many of my characters who &#039;&#039;aren&#039;t&#039;&#039; monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I&#039;m torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and &#039;&#039;can&#039;&#039; have immense defensive gain!)&lt;br /&gt;
&lt;br /&gt;
This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you&#039;re doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the &#039;&#039;creatures&#039;&#039; do--things you&#039;re actively trying to prevent them from doing, no less!--and, for that matter, only &#039;&#039;some&#039;&#039; of them do it and only &#039;&#039;some&#039;&#039; of the time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Striking Asp Stance]]&#039;&#039;&#039;:&lt;br /&gt;
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The best... uh... PvP martial stance?&lt;br /&gt;
&lt;br /&gt;
[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.&lt;br /&gt;
&lt;br /&gt;
Whoever this stance might be good for--if anyone, because I&#039;m not convinced it&#039;s worthwhile in any context other than PvP duels--it&#039;s not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp&#039;s own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs&#039; worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp&#039;s reduced stamina cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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No.&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
&lt;br /&gt;
I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Acrobat&#039;s Leap]]&#039;&#039;&#039;:&lt;br /&gt;
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Useful for short races to make up the height gap.&lt;br /&gt;
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&#039;&#039;&#039;[[Bearhug]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but most of the creatures that &#039;&#039;are&#039;&#039; so good at turtling that UC struggles to punch through are casters who get hit easily and hard by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. Its damage really depends on the endroll, so I don&#039;t necessarily recommend learning it until you can train at least three ranks for decent proficiency. It&#039;s also a bit worse for small races, but, since it&#039;s an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first.&lt;br /&gt;
&lt;br /&gt;
Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you&#039;re already using them!&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a niche of controlling the enemy hordes so you can systematically pick them off.&lt;br /&gt;
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&#039;&#039;&#039;[[Burst of Swiftness]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don&#039;t recommend using it until you have at least four ranks since the cooldown is very long before then.&lt;br /&gt;
&lt;br /&gt;
If your monk is a fast race, there&#039;s still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar &#039;&#039;mstrikes&#039;&#039;&#039; don&#039;t get faster than 5 seconds regardless of Agidex.) &lt;br /&gt;
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&#039;&#039;&#039;[[Cheapshots]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I love this suite of disabling skills on rogues and bards, but I don&#039;t think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can&#039;t, Cheapshots won&#039;t either since they&#039;re all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I&#039;d rather get Bearhug or Coup de Grace.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I like two or three ranks to slightly shore up TD weaknesses if you can spare the points, but it&#039;s not mandatory by any means.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Mobility]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points &#039;&#039;are&#039;&#039; a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Coup de Grace]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF buff isn&#039;t what matters (at least for solo UC-oriented monks; it&#039;s amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can&#039;t be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup&#039;s insta-kill, so it&#039;s another helpful option in your toolbox.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Even though UAF attacks &#039;&#039;can&#039;&#039; power through turtled creatures, turning that &amp;quot;can&amp;quot; into &amp;quot;most likely&amp;quot; is ideal. Feint is the premier combat maneuver for lowering enemies&#039; stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier.&lt;br /&gt;
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&#039;&#039;&#039;[[Hamstring]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I mention this for the katar builds. Hamstring can only be used with an edged weapon, but it&#039;s a devastatingly powerful setup-and-damage maneuver all in one. Two Weapon Combat characters will find it even more exceptional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ki Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver&#039;s wiki page recommends it if you aren&#039;t using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.&lt;br /&gt;
&lt;br /&gt;
That said, the stamina cost to use it too often &#039;&#039;is&#039;&#039; real, even with Mind Over Body, so you&#039;ll need heavy Physical Fitness training. It&#039;s more of a midgame or late game skill to me.&lt;br /&gt;
&lt;br /&gt;
Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don&#039;t cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
I&#039;d consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge&#039;s cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you&#039;re willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Character Progression==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats, meditating, or upgrading your monk&#039;s gear later? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
Monks gain new abilities called Feats at various levels, which are as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 0 Monk Feat - [[Kroderine Soul]]====&lt;br /&gt;
&lt;br /&gt;
Kroderine Soul is an opt-in feat that I won&#039;t cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.&lt;br /&gt;
&lt;br /&gt;
In exchange, before level 30, you can&#039;t learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I&#039;ll explain in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 0 Monk Feat - [[Martial Mastery]]====&lt;br /&gt;
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After you&#039;ve maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two &#039;&#039;additional&#039;&#039; weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I&#039;ll explain that too in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
While Martial Mastery is technically learned automatically from level 0, most monks won&#039;t make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I&#039;ll speak more about that in the Odds and Ends section discussing builds off the beaten path.&lt;br /&gt;
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====Level 20 Monk Feat - [[Mystic Tattoo]]====&lt;br /&gt;
&lt;br /&gt;
Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from &#039;&#039;[[Stock_tattoo|nearly 1000 different options]]&#039;&#039; from a stock tattoo list! These are called mundane tattoos.&lt;br /&gt;
&lt;br /&gt;
From level 20 on, monks can upgrade a character&#039;s existing tattoo--including one for which the monk wasn&#039;t the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!&lt;br /&gt;
&lt;br /&gt;
For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer&#039;s choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)&lt;br /&gt;
&lt;br /&gt;
As profession services go--so I&#039;m comparing Mystic Tattoos to Battle Standards, [[Bloodsmith (1135)|Bloodstone Jewelry]], [[Covert Arts]], enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this &#039;&#039;can&#039;&#039; be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.&lt;br /&gt;
&lt;br /&gt;
Mystic Tattoos are in the midrange of profession service value overall; don&#039;t create a monk expecting to start rolling in silver like a cleric, sorcerer, or wizard eventually can (...at least not via tattooing, but more on the silver-making secrets of monks later!), but they&#039;ll likely make more from tattooing than non-capped bards, paladins, or rangers, or any level rogues or warriors do from their services. At the time of this writing, empaths make more than monks with their service, but they also have the newest service, so that might be a temporary situation. Either way, GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Advanced Tattooing Tips!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mystic Tattoos were designed with the intent that a typically trained monk should be able to do a tier 1 at level 20, a tier 2 at level 40, a tier 3 at level 60, a tier 4 at level 80, and a tier 5 at level 100. In practice, I find that many monks are anywhere from 5-15 levels ahead of that schedule--&#039;&#039;and&#039;&#039; that&#039;s even assuming that you want a 100% success rate unboosted! Here are some options to jump ahead of the curve:&lt;br /&gt;
&lt;br /&gt;
* Use BOOST ENHANCIVE STATS (from [[Login_Rewards|daily login rewards]]) for +10 tattooing skill. (However, since this temporarily increases your max health and max spirit and your tattooing ability gets reduced when those two stats aren&#039;t full, you&#039;ll need to wait until health and spirit recover after using the boost. Voln members can do this most easily since Symbol of Renewal is one of the game&#039;s very few tools to instantly recover spirit.)&lt;br /&gt;
* Use BOOST GIFT EONAK (also from daily login rewards) to take the best of two rolls when determining your success. To put that in perspective, a 50% success rate would become 75% with Gift of Eonak active, a 60% success rate would become 84%, a 70% success rate would become 91%, an 80% success rate would become 96%, and a 90% success rate would become 99%.&lt;br /&gt;
* Suffusion allows converting your Motes of Tranquility to extra skill bonus on a single tattoo upgrade at a rate of 2000 motes to 1 skill bonus. Since it&#039;s a one-off boost and yet requires trading potentially weeks of resource gain, I don&#039;t recommend using suffusion for tattooing characters other than your own monk. Even with your own monk, I&#039;d usually just advise patience--but if patience isn&#039;t your thing, then trading off a week of resources for five levels or so of skill might appeal to you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
====Level 25 Monk Feat - [[Mystic Strike]]====&lt;br /&gt;
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A weird one, to say the least. FEAT MYSTICSTRIKE allows a monk to use a small amount of stamina to infuse their next physical UC or melee attack with an effect that debuffs a foe&#039;s defense against warding spells after it lands. While monks do have a few warding spells like Thought Lash, Vertigo, and Mindwipe, those spells are normally better off as setups--if they&#039;re even used at all--than something to set up &#039;&#039;toward&#039;&#039;.&lt;br /&gt;
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====Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]====&lt;br /&gt;
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At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.&lt;br /&gt;
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&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; is a straightforward buff that improves monks&#039; Iron Skin spell.&lt;br /&gt;
&lt;br /&gt;
Reviewing the basics of Iron Skin first, it improves a monk&#039;s robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA &#039;&#039;without&#039;&#039; Dragonscale Skin.&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Dragonscale Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||Double chain||Augmented chain (23 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||Chain hauberk (24 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||105 Transformation|||||||Metal breastplate (33 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||140 Transformation|||||||Augmented breastplate (34 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||180 Transformation|||||||Half plate (35 benefit)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For illustration&#039;s sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she&#039;ll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.&lt;br /&gt;
&lt;br /&gt;
To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.&lt;br /&gt;
&lt;br /&gt;
The alternative to Dragonscale Skin, &#039;&#039;&#039;Mental Acuity&#039;&#039;&#039;, is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk&#039;s first 20 learned Minor Mental spells don&#039;t count. However, instead of a monk&#039;s first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won&#039;t necessarily be exactly twice.)&lt;br /&gt;
&lt;br /&gt;
The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it&#039;s not a route I&#039;m interested in.&lt;br /&gt;
&lt;br /&gt;
In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There &#039;&#039;are&#039;&#039; still reasons to do it. Saving 20 spell ranks&#039; worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks&#039; worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.&lt;br /&gt;
&lt;br /&gt;
Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I&#039;ll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can&#039;t cast Iron Skin &#039;&#039;unless&#039;&#039; they have Mental Acuity.&lt;br /&gt;
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&lt;br /&gt;
====Level 40 Monk Feat - [[Martial Arts Mastery]]====&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).&lt;br /&gt;
&lt;br /&gt;
If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.&lt;br /&gt;
&lt;br /&gt;
Level 40 draws a line in the sand, though, to establish that unarmed combat &#039;&#039;is&#039;&#039; the monk&#039;s wheelhouse because Martial Arts Mastery &#039;&#039;is&#039;&#039; the monk&#039;s premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you&#039;ll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like &#039;&#039;double-maxing&#039;&#039; it.&lt;br /&gt;
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Unleash the power and never look back.&lt;br /&gt;
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====Level 50 Monk Feat - [[Perfect Self]]====&lt;br /&gt;
&lt;br /&gt;
Perfect Self raises all your stats by +10 (or +5 bonus). That&#039;s it! Your monk hits level 50 and great power drops on their head.&lt;br /&gt;
&lt;br /&gt;
Like I&#039;ve said, there&#039;s pretty much no bad monk stat split from level 50 on because of this feat. It&#039;s also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you&#039;re using mstrikes and weapon techniques at all, you&#039;ll notice the improvement!&lt;br /&gt;
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===Gear Upgrades: Armor===&lt;br /&gt;
&lt;br /&gt;
Even though fancy gear is more a luxury than a necessity for monks, you might as well upgrade your monk&#039;s gear eventually if you enjoy them! But how and in what way?&lt;br /&gt;
&lt;br /&gt;
For armor, I think the answer is to keep it really simple. Most of the expensive armor you can pick up doesn&#039;t do all that much for monks. (...at least not magical non-Kroderine Soul monks, the subject of this guide. I assume expensive armor does way more for KS monks who are tanking more hits.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Rusalkan: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts UAF and CS for 10 seconds if it does knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, but the expenses  are enormous. Some contact-based combat maneuvers like Bull Rush can also trigger rusalkan flares.&lt;br /&gt;
* Zelnorn: Uses half of what would be the DS from its enchant as AS (or in monks&#039; case UAF) instead, but doesn&#039;t allow flares or a TD boost to go in the ability slot (AKA category B). Players hit creatures more than creatures hit players, so zelnorn can be fantastic for AS-based professions--but most monks aren&#039;t AS-based. Improving UAF is fairly irrelevant, not justifying the base cost of 50k bloodscrip in the case of monks. Either flares or increased TD would more greatly benefit monks, making use of the ability slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you&#039;re a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.&lt;br /&gt;
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn&#039;t screaming for more DS and a flare chance for crit padding.&lt;br /&gt;
* [[Forest Armor]]? Monks don&#039;t need a tiny boost to UAF and CS.&lt;br /&gt;
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.&lt;br /&gt;
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk&#039;s seeking.&lt;br /&gt;
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip. Pass.&lt;br /&gt;
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!&lt;br /&gt;
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.&lt;br /&gt;
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You&#039;d have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So my actual answer to the armor question is:&lt;br /&gt;
&lt;br /&gt;
* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I&#039;ll come back and update the guide at that point!&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Gear Upgrades: Weapons===&lt;br /&gt;
&lt;br /&gt;
I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I&#039;ll go over the few that I think are worth looking into depending on your budget--plus flourishes, flares, and one material!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No script or flourish, just basic elemental flares (especially lightning)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is where I think you should begin if you&#039;re uncertain or just dipping your toe in the water.&lt;br /&gt;
&lt;br /&gt;
You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares &#039;&#039;on top&#039;&#039; of it, but that means even heavier investment.&lt;br /&gt;
&lt;br /&gt;
Nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; (price range: 30k to 210k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.&lt;br /&gt;
&lt;br /&gt;
You might sometimes hear dispel flares cited as even better than lightning flares in a weapon&#039;s ability slot, but these days it depends on your exact budget range. If you&#039;re using Flare Affinity for 400k bloodscrip or purified zorchar for (at most) 70k bloodscrip, lightning flares come roaring back. Below that mark, dispel makes more of a case for itself because of a few factors:&lt;br /&gt;
&lt;br /&gt;
# High volume of attacks goes very well with pre-resolution flares&lt;br /&gt;
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount&lt;br /&gt;
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature&lt;br /&gt;
&lt;br /&gt;
There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don&#039;t affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong. All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. At most price ranges, alternatives like purified zorchar or Greater Elemental Flares (GEF) are either more bang for your buck or just outright more bang period. I think I&#039;d only recommend dispel flares if you were going for at least three dispels while also stacking greater somnis, which is the current strongest UC material, but also much more expensive than the purified elemental materials or eonake.&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn&#039;t the best since it&#039;s mainly good for knockdowns and monks are very adept at that on their own. My higher exp monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that&#039;s an extra expense.&lt;br /&gt;
&lt;br /&gt;
The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (As a caveat, though, I highly recommend against the Savage Power unlock, which isn&#039;t particularly good for any build of any profession, and the Wild Backlash unlock, which is excellent for some professions but not all that useful for monks. Animalistic Fury upgrades can be worth it &#039;&#039;if&#039;&#039; you first change the damage type.)&lt;br /&gt;
&lt;br /&gt;
Overall, this script has been monks&#039; top pick for years for very good reason on the strength of Revenge Flares, messaging, and being one of the only games in town. However, it&#039;s been five years since Animalistic Spirit and the creator of Animalistic Spirit, GM Avaluka, has debuted a new script called Phytomorphic Weapons that I think is even better for monks! More on that further below.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
For unarmed combat, Energy Weapons are only available in the form of &#039;&#039;held&#039;&#039; weapons like a [[cestus]], not handwear and footwear. That&#039;s immediately anathema to some people. I&#039;d agree with them when talking about a -10 or -15 MM weapon, but I&#039;m actually not down on the -5 MM held UC weapons like others.&lt;br /&gt;
&lt;br /&gt;
Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.&lt;br /&gt;
&lt;br /&gt;
That &#039;&#039;is&#039;&#039; an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don&#039;t use it. Easy enough.&lt;br /&gt;
&lt;br /&gt;
The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren&#039;t very useful to monks, so I called mine a one and done.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Obscure Trivia Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you&#039;re wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon&#039;s flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?&lt;br /&gt;
&lt;br /&gt;
Well, let&#039;s say my Animalistic Spirit gloves still had their default grapple flares, which I don&#039;t value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.&lt;br /&gt;
&lt;br /&gt;
This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren&#039;t as favorable or you&#039;re spending currency to upgrade gloves &#039;&#039;and&#039;&#039; a cestus. Still, I stand behind it as at least an &#039;&#039;option&#039;&#039; if your stopping point is a flare and a script flare.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Greater elemental flare|Greater Elemental Flares]] script&#039;&#039;&#039; (price: 40k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
These are a gold standard of midrange weapon scripts, at least if you&#039;d consider 40k bloodscrip per item &amp;quot;midrange.&amp;quot; Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.&lt;br /&gt;
&lt;br /&gt;
GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I&#039;ve used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the &amp;quot;You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!&amp;quot; messaging.&lt;br /&gt;
&lt;br /&gt;
That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than other options such as Animalistic Spirit or Phytomorphic Weapons. Some people pick Knockout for for their handwear or footwear and a different script for the others.&lt;br /&gt;
&lt;br /&gt;
As for Skullcrusher, see everything I just said about Knockout, because Skullcrusher costs the same and is mechanically identical except that it goes into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; Animalistic Spirit or Phytomorphic if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic Weapon Shield|Phytomorphic Weapon]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Another highly customizable instant hit of a script in the vein of Animalistic Spirit and from the same creator! This one is plant-themed instead of animal-themed and you can customize it yourself via foraging plants. Arboreal Agony is the big selling point of unlockable features here, which makes creatures Disoriented so they&#039;ll have difficulty casting spells--which are one of a monk&#039;s weak points. The default damage type is disintegrate, which is also broadly useful and can have killing power.&lt;br /&gt;
&lt;br /&gt;
The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (Like with Animalistic Spirit&#039;s Wild Backlash, I&#039;ll give the caveat that Phytomorphic&#039;s Deciduous Decay is far more useful for AS-based professions than UAF-based professions like most monks. Phytomorphic Putrescence upgrades, on the other hand, don&#039;t need you to change the damage type first to get full value, which makes them either better or cheaper than Animalistic Spirit&#039;s Animalistic Fury counterpart depending on how you look at it.)&lt;br /&gt;
&lt;br /&gt;
RP-wise, I think there&#039;s a very real chance that people will continue to favor Animalistic Spirit going forward. Mechanically, though, I&#039;d say that Arboreal Agony not allowing enemy casters to cast is even better than Animalistic Spirit&#039;s Revenge Flares firing off when dodging physical attacks--and not needing to change the base damage type is also a big win.&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Telepathy or Transformation&#039;&#039;&#039; (price: 400k bloodcsrip):&lt;br /&gt;
&lt;br /&gt;
At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training &#039;&#039;and&#039;&#039; great enhancives, but hey, I did say this guide was for 0 exp to 55,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that&#039;s mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.&lt;br /&gt;
&lt;br /&gt;
You probably aren&#039;t even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can&#039;t stack on a single creature, so it&#039;s more valuable to have a stronger initial hit since you&#039;d be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that&#039;s a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, &#039;&#039;focused&#039;&#039; mstrikes still favor Transformation due to DoTs not stacking.&lt;br /&gt;
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&#039;&#039;&#039;Purified [[drakar]], [[gornar]], [[rhimar]], or [[zorchar]] material&#039;&#039;&#039; (price range: 65k-70k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Basically the GEF of materials! These have material-based flares of, respectively, fire, impact (earth), ice, or lightning that are slightly stronger on average than the normal ability slot flares of their unpurified counterparts (and they still have those too), then a 25% chance to fire off a second noticeably stronger flare if the first flare had landed. In short, just like GEF, it&#039;s an extra two flare chances.&lt;br /&gt;
&lt;br /&gt;
To my knowledge, handwear and footwear of drakar, gornar, rhimar, and zorchar has never been offered off the shelf, so to get the purified materials, you need to get the unpurified version first by either paying 15k bloodscrip for a lesser transmutation (only available if your handwear and footwear already has the applicable flare type) or 20k bloodscrip for an intermediate transmutation, then an additional 50k bloodscrip to purify.&lt;br /&gt;
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Like always, more flares are an excellent thing when firing from UC&#039;s flurry of free jabs or otherwise quick attacks. An incredible power upgrade if it&#039;s within your budget!&lt;br /&gt;
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&#039;&#039;&#039;Purified [[eonake]] material&#039;&#039;&#039; (price range: 65k-70k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Purified eonake has a material flare against undead only, dealing fire damage slightly stronger than normal fire flares while also reducing the enemy&#039;s AS by 25 and slowing it down (adding more RT to its combat actions). Reasonable crowd control option if you hunt undead a ton, since your free mstrike jabs will be tossing slow effects all over the place. The purified elemental materials above will generally be stronger than purified eonake for monks, but there are scenarios where that&#039;s not always the case. For example, if you&#039;re set on dispel flares or just happen to have them from buying someone else&#039;s abandoned project weapon, then purified eonake would preserve the dispel flares while a purified elemental metal would require erasing them.&lt;br /&gt;
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Purified eonake is certainly a cheaper option than somnis or starsong (described below), but shouldn&#039;t typically be a default consideration for monks. Everything always depends on the specifics, though, so just double check what you&#039;re doing.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Somnis]] material&#039;&#039;&#039; (price range: 100k or 250k bloodscrip bought as-is, or 300k bloodscrip transmuted into when available):&lt;br /&gt;
&lt;br /&gt;
Lesser somnis is a 100k bloodscrip material that flares to put a creature to sleep after it hits while greater somnis is a 250k bloodscrip material that flares to put a creature to sleep &#039;&#039;before&#039;&#039; it hits. Alternatively, instead of starting with somnis items as the base, you could wait for greater somnis transmutation to re-enter the Duskruin rotation every so often for 300k bloodscrip.&lt;br /&gt;
&lt;br /&gt;
This powerful effect significantly increases MM for the next hit (or current hit) in most cases! In terms of bang for your buck, somnis is far behind flares, scripts, the Skullcrusher flourish (less so that than the previous two), and purified materials, so there are typically two demographics who should be considering somnis. Both of them should basically treat as no object, but the demographics are either 1) those who can buy greater somnis as the starting point because it could be years before the ability to convert existing weapons to it returns to Duskruin, or 2) those who can wait for years for transmutation to be available and have picked up everything else or almost everything else already, making greater somnis a great final touch to add after exhausting other avenues.&lt;br /&gt;
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&#039;&#039;&#039;[[Vethinye|Starsong, AKA vethinye]] material&#039;&#039;&#039; (price range: 100k, 250k, or 400k raikhen bought as-is, or 450k bloodscrip transmuted into when available):&lt;br /&gt;
&lt;br /&gt;
A 100k raikhen base cost material that flares disruption. Starsong can be upgraded up to twice for 150k raikhen per upgrade, which can make it flare disruption up to one extra time per upgrade. Fully upgraded, it flares disruption 1 to 3 times; if there&#039;s only one creature against the room, all three flares would hit the same creature, but if there&#039;s more than one, then additional flares would hit other creatures. Alternatively, instead of starting with starsong items as the base, you could wait for maxed starsong transmutation to re-enter the Duskruin rotation every so often for 450k bloodscrip.&lt;br /&gt;
&lt;br /&gt;
Overall, starsong is a bit of an outdated material as newer options are simultaneously stronger and cheaper. Neat for extra screen scroll if that&#039;s your thing and the AoE is somewhat unique, but being AoE isn&#039;t even guaranteed and the price is extremely high for what it is.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you eventually want it all, you can get it, but there can be a correct order. For example, buying Phytomorphic gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Phytomorphic to it later. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf, so it should be done later. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
&lt;br /&gt;
Buying a base material like somnis or starsong and fully unlocking it costs 50k bloodscrip less than transmuting later, but if you want a script--which you should since a script is stronger than the material--then you break even because it&#039;ll cost 50k bloodscrip later to add a script to it. However, transmutation prices assume you want the highest tier of the material at all; if you don&#039;t, then starting with the base material is by far superior.&lt;br /&gt;
&lt;br /&gt;
All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.&lt;br /&gt;
&lt;br /&gt;
(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Gear Upgrades: Items===&lt;br /&gt;
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Some types of gear aren&#039;t conventional weapons or armor, so let&#039;s review a few of those that monks might think about!&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Wings|Energy Wings]]]&#039;&#039;&#039; (price range: 10k to 40k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
When these got released, they made players (including me) freak out thinking they got priced too inexpensively on accident or something. I think it actually just might be a case of power creep, though--and since I&#039;m listing items in this section in alphabetical order, you&#039;ll see why when I talk about other items that were released years earlier!&lt;br /&gt;
&lt;br /&gt;
These wings come in light or dark flavor. Both share a lot in common, namely having some single-target SMR attacks, AoE SMR attacks, evasion buffs (good for Spin Kick), and Evasiveness buffs (outright avoiding the next incoming attack), but the primary differences are that the light wings can ignore height restrictions for 30 seconds every 90 seconds (so 33% of the time) while the dark wings have additional poison or disease effects on their attacks. If you regularly hunt in groups, the light wings also have a big group buff of DS, TD, and crit padding for 30 seconds every 30 minutes while the dark wings have a smaller scale but longer duration and shorter cooldown group buff of damage padding, health regen, and max health for 60 seconds every 15 minutes.&lt;br /&gt;
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The general player consensus seems to be that the light wings are much better, which I can agree with if and only if you&#039;re regularly aiming for the heads of large creatures you couldn&#039;t otherwise hit. Energy Wings are a mere fraction of the price of what it used to cost to be able to hit heads, which was a huge part of the sticker shock. Monks are already really talented at knocking creatures down, but the light wings could save you some setup time if your playstyle is more about targeted single strikes than a flurry of attacks via mstrikes or Fury. &lt;br /&gt;
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If you&#039;re &#039;&#039;not&#039;&#039; regularly aiming at large creatures, then I&#039;d say it&#039;s closer than people believe. I&#039;d side with the light wings on T1 and T2 attacks, but with the dark wings for the T3 attack. It&#039;s pretty close on all fronts, though, so picking a wing type based on roleplay makes perfect sense! And having new AoE attacks at all is an excellent thing for monks, who are somewhat lacking in that department from their own toolkit.&lt;br /&gt;
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I also don&#039;t want to undersell the evasion buffs. If you&#039;re a Kick Specialization monk, that&#039;s an especially killer benefit for you, but even if not, +15% evasion (or even +10% on T2 or +5% on T1) is a serious upgrade against incoming physical attacks! I don&#039;t know which is the icing and which is the cake, but the evasion benefit and new AoE attacks combine to make either version of Energy Wings a tremendous pickup for monks. Just don&#039;t neglect more fundamental things like scripts on your handwear and footwear, but once you&#039;re done establishing a fine gear baseline, look into these wings!&lt;br /&gt;
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&#039;&#039;&#039;[[Essence_Belt|Essence belts]]&#039;&#039;&#039; (price range: 25k to 100k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Magical belts that you charge up with essences (found from either looting elemental creatures or buying from the tables of alchemy shops that get stocked up by other people looting and selling them) for various effects depending on exactly which essence. I&#039;m not covering most of those effects because they&#039;re more or less immaterial to monks due to short duration, long cooldown, or both. What&#039;s not immaterial is that essence belts also add reactive flares that can go off whenever creatures hit you (with no cooldown), stacking additional protection against battles going south. It&#039;s a good benefit if you absolutely can&#039;t stand dying and have a lot of bloodscrip to spare! For everyone else, improving your armor with padding or flares (if not going the +TD armor route in flares&#039; case) is certainly a cheaper option to start with.&lt;br /&gt;
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&#039;&#039;&#039;[[Hand-held_Pylon|Hand pylons]]&#039;&#039;&#039; (price range: 10k to 40k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Basically an arm--mounted Mega Man energy cannon! Like essence belts, you charge this up with essences and it blasts away with magical power on a 2-minute cooldown. If you upgrade to at least tier 3 (30k bloodscrip), this will one-shot just about anything in the game... but that&#039;s &#039;&#039;if&#039;&#039; you have at least 1x Magic Item Use or have disabled something. The trouble is that if you&#039;re already disabled a creature, then you can generally just kill it with your own attacks, so hand pylons are much better with someone who already has MIU and doesn&#039;t need to set up first. If you don&#039;t have MIU--and, on a monk, you probably don&#039;t--then this might not be the item for you. That said, when Duskruin&#039;s open in the live game, it&#039;s frequently also open on the test server and allows buying things for free to test with. So give hand pylons a try when you can and see if you like them!&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
&lt;br /&gt;
If there&#039;s only one service I&#039;d recommend for a monk, it&#039;s Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)&lt;br /&gt;
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As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you&#039;re only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won&#039;t, but even a lighter hit might stun a creature--and stunning increases UC&#039;s most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Battle Standards have a few other perks, but these are the main ones making them so good for monks.&lt;br /&gt;
&lt;br /&gt;
Battle Standards have charges and periodically need recharging, which will cost you. I don&#039;t believe we have hard confirmation on how the charges drain, but &#039;&#039;if&#039;&#039; (if!) it&#039;s identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith (1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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The temporary healing is difficult to advise on because its value heavily depends on how much risk you take in hunting. That benefit is about knowing yourself well enough to know if you&#039;ll like it or not. Same goes for more max health; I see the value for small races roughly doubling their health, but otherwise don&#039;t consider it particularly valuable. However, opinions vary widely. As for max stamina, monks already have Mind Over Body--but, even if they didn&#039;t, you can shore up stamina far more cheaply with conventional regen enhancives than with Bloodstone Jewelry.&lt;br /&gt;
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As for everything else, the value for a monk--at least a magical monk--is like a mishmash of weaker Battle Standards and weaker Ensorcell. Bloodstone Jewelry and Ensorcell both offer stamina regeneration, which is a great in a vacuum, but Ensorcell&#039;s version of stamina regeneration is a flare chance (which is effective with frequent UC attacks) instead of a per minute effect and never requires paying again for recharging. There is something to be said for having both Bloodstone Jewelry and Ensorcell since Ensorcell usually won&#039;t restore stamina unless your health is full and Bloodstone Jewelry helps keep your health full--but, then again, just having herbs or using society abilities could also keep your health full.&lt;br /&gt;
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Extra health damage, on the other hand, is a reasonable selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it does affect every attack instead of 20% of attacks--and 1-5 damage might not sound like a lot, but when it&#039;s every attack, it does matter. On average, you&#039;ll get the Major Bleed effect after every 16.67 attacks, which is decently powerful in its own right. All that said, Bloodstone Jewelry doesn&#039;t add extra damage until its fifth and final tier, so you&#039;d probably be paying a premium to get it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Either go all the way with this service or pass on it unless someone&#039;s offering a steal. I wouldn&#039;t call this a particularly monk-oriented service unless you&#039;re a Kroderine Soul build or a small race.&lt;br /&gt;
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(Since this is alphabetically the first service I&#039;m recommending against, I&#039;ll clarify that that doesn&#039;t mean it&#039;s a bad service; even Enchant isn&#039;t particularly great for monks, as we&#039;ll see later, and that&#039;s a classic service. I&#039;m simply saying that, when you&#039;re reading a monk guide because you&#039;re making a monk, don&#039;t view this service through the lens of playing your warrior, your semi, or your Sunfist pure, who would all make better use of more of the Bloodstone Jewelry perks.)&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like most other non-gear-based profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they&#039;re already amazing at. (By contrast, casters see good benefit from things like FOF defense and the myriad bonuses to maneuver defense unless already far post-cap.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat by preventing kicks.&lt;br /&gt;
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Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. The biggest is that, unlike with Battle Standards, jabs don&#039;t flare with Poisoncraft. Poisons don&#039;t affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren&#039;t lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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It&#039;s worth learning at least Poisoncraft even though the other Covert Arts don&#039;t do much for monks. Recharging Poisoncraft isn&#039;t much cheaper--if any cheaper--than learning more Arts and learning them &#039;&#039;also&#039;&#039; recharges, so once you&#039;re in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves UAF (or AS if you&#039;re using a weapon) while enchanting armor improves DS.&lt;br /&gt;
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UAF offers minimal help for all the reasons described in the Unarmed Combat Primer. DS is more compelling, especially once you&#039;re hunting areas with the [[spell sever]] mechanic. Monks have the game&#039;s cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they &#039;&#039;are&#039;&#039; regularly in offensive stance. I don&#039;t go hard on improving monk DS, but it can&#039;t hurt either.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but improving it doesn&#039;t matter much otherwise.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling armor improves CvA and enemy spells are a weak point, so I&#039;d say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling adds much more gear difficulty than sanctifying. (For much more on the intricacies of gear difficulty and order of operations for upgrading gear, see [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|my service guide]]! For our purposes here, though, basically just know that tiers 2-5 of Ensorcell should usually be done after finishing the enchanting and sanctifying you want. The order of enchanting and sanctifying doesn&#039;t matter much, though.)&lt;br /&gt;
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For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.&lt;br /&gt;
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I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy. You already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul, but only after finished with enchanting and sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible for almost everybody. They improve virtually every offensive and defensive aspect of combat, which is like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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...but monks aren&#039;t most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.&lt;br /&gt;
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Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you&#039;re probably firing off a lot of those. On the bright side, since Lucky Items&#039; charges drain depending on the amount of time spent in combat, that aspect does pair well with monks&#039; high volume of attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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If this were any other profession, I&#039;d be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they&#039;re tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you&#039;re a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I&#039;d recommend your silvers go elsewhere first--but only &amp;quot;first.&amp;quot; Luck is powerful and you should get it eventually, just not as a high priority. I&#039;d take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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Despite Mystic Tattooing being a monk&#039;s own ability, it&#039;s not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won&#039;t consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include:&lt;br /&gt;
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* Strength to decrease encumbrance, especially for small races&lt;br /&gt;
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to slightly improve defense against spiritual magic&lt;br /&gt;
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Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can&#039;t go further than &amp;quot;arguably&amp;quot; since the others will have more impact when they &#039;&#039;do&#039;&#039; have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would.&lt;br /&gt;
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Mystic Tattoos are slated for a future upgrade. The current proposal includes adding a skill bonus up to +10, flares to double the stat and skill bonuses for a short duration, an activated ability with a cooldown to double the stat and skill bonuses for a short duration, and ignoring enhancive limits.&lt;br /&gt;
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Until the future update, I&#039;d only tattoo yourself in your spare time when you can&#039;t find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins&#039; Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there&#039;s &#039;&#039;some&#039;&#039; merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you&#039;d have to know you&#039;ll be running into that damage type consistently for a while.&lt;br /&gt;
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On an obscure note, nature resistance is unique to ranger trinkets. Monks can&#039;t meditate against it and even the Ascension system can&#039;t train to defend against it. However, an extremely small number of creatures use nature damage.&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.&lt;br /&gt;
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The first five tiers of Sanctify have dubious value for UC gear (unless you&#039;re buying the first tier specifically because of the Kai&#039;s Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you&#039;re willing to pay for the first five tiers&#039; minimal value just to get to holy fire.&lt;br /&gt;
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Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it&#039;ll only trigger for certain combat maneuvers or when the undead hit you.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get the first five tiers on your robes unless you&#039;re absolutely certain you&#039;ll never have interest in hunting high-level undead. Holy fire isn&#039;t a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don&#039;t bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify).&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
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Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It&#039;s still marginally useful for good positioning (very specifically good positioning). Crit padding is more broadly useful. Either way, neither is useful enough to justify paying warriors unless they&#039;re charging less than the automated WPS smithy that comes around every couple of months. (They probably aren&#039;t!) Use that instead to bring your robes up to speed.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn&#039;t terribly desirable for most players, monks or otherwise.&lt;br /&gt;
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An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I&#039;d say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Battle Standard up to P3 as soon as possible&lt;br /&gt;
* Enchant armor up to +30 relatively quickly&lt;br /&gt;
* Ensorcell UC gear to T1 relatively quickly&lt;br /&gt;
* Battle Standard up to P5 relatively quickly&lt;br /&gt;
* Either Sanctify UC gear all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Sanctify armor unless very rarely hunting undead&lt;br /&gt;
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Slowly enchant UC gear over time&lt;br /&gt;
* Padding to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Slowly Ensorcell armor over time&lt;br /&gt;
* Weighting to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge&lt;br /&gt;
* Bloodstone Jewelry if you want it&lt;br /&gt;
* Slowly enchant armor past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell UC gear past T1 over time, if ever&lt;br /&gt;
* Mystic Tattoo only if you can&#039;t sell yours, but selling it is preferable to fund all of the above&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
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Congratulations, you&#039;ve got a cap and a half worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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Since it&#039;s not relevant to the large majority of players, I&#039;ve only vaguely talked about monks&#039; advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they&#039;re &amp;quot;done enough&amp;quot; with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements.&lt;br /&gt;
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Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.&lt;br /&gt;
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I did say this guide was for magical monks from 0 to 55,000,000 experience, so what should you do with Ascension Training Points (ATPs)?&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race.&lt;br /&gt;
* &#039;&#039;&#039;Brawling&#039;&#039;&#039;: +2 UAF per rank. I&#039;m not going to knock UAF this time because, once we&#039;re talking Ascension, we&#039;re talking marginal gains almost no matter what you do. Get it if you like numbers going up!&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Increased maneuver defense every two ranks, but half as much increase as Agility. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race. For the weapon route, specifically, Dexterity also adds crit weighting.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: +0.75 DS (in offensive) per rank and a tiny extra chance of outright evading for more Spin Kicks.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction by 2 pounds per rank. &#039;&#039;Now&#039;&#039; I&#039;ll knock UAF again! If we&#039;re in the realm of diminishing returns from exp anyway, then Porter is a reasonable low-hanging fruit option for races with lower carrying capacity.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: If you&#039;re firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body and Ensorcell no longer enough. If that&#039;s you, you&#039;ll know when to train this--or just buy stamina regen enhancives and Bloodstone Jewelry.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks.&lt;br /&gt;
&lt;br /&gt;
During earlier versions of this guide, I was also open to Aura, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let&#039;s finally delve into the Elite skill!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is Monks&#039; Everything&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones potentially relevant to (magical) monks in green:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Automatic Success of Certain Spells&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;UC - Tier Up Probability&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I&#039;d argue that usually it&#039;s at or near the top end of value &#039;&#039;in&#039;&#039; that application:&lt;br /&gt;
&lt;br /&gt;
* Improving UC tier ups is, naturally, at its best for the profession most built around UC.&lt;br /&gt;
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy&#039;s EBP means improving MM, which is a UC monk&#039;s most important offensive combat number.&lt;br /&gt;
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don&#039;t use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here.&lt;br /&gt;
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn&#039;t go so far to say it&#039;s at its best here, which I think goes to pures who become capable of warding off spells from (some) &#039;&#039;pure&#039;&#039;-style Ascension creatures, but it&#039;s a pretty narrow win.&lt;br /&gt;
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln.&lt;br /&gt;
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks.&lt;br /&gt;
* Improving ambush defense is a benefit I place almost no value on for any profession and build &#039;&#039;except&#039;&#039; magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don&#039;t have 105 or more Transformation lore, so defense is valuable.&lt;br /&gt;
&lt;br /&gt;
(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do &#039;&#039;have&#039;&#039; the occasional spots of value. The auto-success spell benefits don&#039;t do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.)&lt;br /&gt;
&lt;br /&gt;
Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can!&lt;br /&gt;
&lt;br /&gt;
Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I&#039;d also argue that there&#039;s less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds.&lt;br /&gt;
&lt;br /&gt;
As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they&#039;re both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn&#039;t have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more &#039;&#039;total&#039;&#039; Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she&#039;s only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn&#039;t need to work for at all because monks have Perfect Self and Burst of Swiftness.&lt;br /&gt;
&lt;br /&gt;
Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They&#039;re simply the most exp-efficient profession in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Post-Cap Snapshots===&lt;br /&gt;
&lt;br /&gt;
Like the earlier snapshots for normal skills, here are illustrations of both of my monks &#039;&#039;&#039;far post-cap&#039;&#039;&#039; at points where they are or will eventually be. The second column is where I&#039;ve planned for Saria to end up at the time she never touches normal skills again. This time the table more clearly delineates normal skills and Ascension.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Sariara, 19.88m exp (10.77+9.11)&#039;&#039;&#039;||&#039;&#039;&#039;Sariara, post-Trading&#039;&#039;&#039;||&#039;&#039;&#039;Sariara, final plan&#039;&#039;&#039;||&#039;&#039;&#039;Tarine, 55.22m exp (23.79+31.43)&#039;&#039;&#039;||&#039;&#039;&#039;Tarine, post-Trading&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||1||50||50||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||202||202||202||202+10||202+10&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Edged Weapons&#039;&#039;&#039;||0||0||0||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||202+10||202+10||202+10||202+10||202+10&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||100||100||190||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||303||303||303||303||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||303+15||303+15||303+15||303+19||303+19&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Magic Item Use&#039;&#039;&#039;||0||0||0||101||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||40||40||40||101||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Mana Control&#039;&#039;&#039;||0||10||10||25||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||10||10||25||25&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||0||0||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Transformation&#039;&#039;&#039;||15||101+4||101+4||86+19||86+19&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Survival&#039;&#039;&#039;||202||202||202||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||101||101||202||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||60||60||101||101||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||0||40||101||101||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||202||101||101||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||191||0||0||202||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Ascension Transcend Destiny&#039;&#039;&#039;||2||2||4||10||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are some divergences here, which are mostly down to Tarine having leveled in a different era of GemStone IV. The reason for Trading going to 0 and First Aid going down to 101 for Sariara requires its own entire deep dive that I cover in the Odds and Ends section, but let&#039;s talk about the rest here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TWC edged weapons&#039;&#039;&#039; were for Tarine to blast through Duskruin Arena, where overleveled creatures hindered UC tier up chances and slowed her down. However, in the modern day, Transcend Destiny exists to also &amp;quot;overlevel&amp;quot; yourself and all of the Duskruin activities pay out about as well as the arena does, so there&#039;s no particular reason for Saria to pick up Edged Weapons. At most, I can imagine Saria going to 100 Two Weapon Combat for 5 extra DS over the 50 benchmark. However, barring some extreme changes to overall gameplay mechanics, 200 TWC simply won&#039;t happen--and if that won&#039;t, then neither will Edged Weapons.&lt;br /&gt;
&lt;br /&gt;
You might notice that, despite Tarine having over 35 million more exp than Saria--and over 22m in Ascension alone--their &#039;&#039;&#039;Brawling&#039;&#039;&#039; skill is exactly the same. Like I&#039;ve said, UAF simply isn&#039;t important enough to think about too much! Tarine&#039;s advantages are mainly Transcend Destiny (10 ranks vs. 2) and spells (with a 64 CS advantage between spell ranks and Transcend Destiny, Tarine can land Mindwipe or even Vertigo on just about anything while Saria doesn&#039;t even know Mindwipe yet and would miss many Ascension creatures with it even if she did know it). Saria does have a redux advantage of 29.37% to 23.68% because of fewer spell ranks, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Item Use, Harness Power, and Spiritual Mana Control&#039;&#039;&#039; are more relics of Tarine coming from a different era. In this case, I&#039;m talking about the time before Transcend Destiny existed and before self-cast minimum spell durations were kicked up to two hours by default. Since I already had these skills trained, there&#039;s no point to untraining them, but they&#039;re a bit frivolous these days and I wouldn&#039;t push them that far on a new monk--like Sariara! Unlike Spiritual Mana Control, &#039;&#039;&#039;Mental Mana Control&#039;&#039;&#039; increases the number of targets for important spells like Mindwipe and Vertigo, so Tarine taking 100 ranks to hit up to seven creatures per cast makes perfect sense. You do need the CS for it too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; stopping at 190 or 200 (or 202 for completionism) comes down to whether you use mstrikes or techniques, respectively. Techniques are much better with weapons than they are with unarmed combat, so Tarine went to 200 because she has weapons trained and Saria won&#039;t because she doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
Regarding that &#039;&#039;&#039;Transcend Destiny&#039;&#039;&#039; line for clarity&#039;s sake... given enough time, Saria will eventually get to 10 Transcend Destiny. What I&#039;m saying is that she&#039;s working toward 4 Transcend Destiny now as a reasonable breakpoint, but after that&#039;s done, she&#039;ll go back and finish Multi-Opponent Combat, Perception, Climbing, and Swimming. &#039;&#039;That&#039;s&#039;&#039; the point where she&#039;ll be done with normal skills forever and commence the 10 Transcend Destiny push.&lt;br /&gt;
&lt;br /&gt;
And just a brief comment on Trading: Saria had stopped at 191 Trading because that&#039;s the mark where she could max selling ability with Glamour up. Tarine&#039;s an elf, so her Influence bonus would let her hang back even further at 176. However, back then, finishing a skill for completionism&#039;s sake made more sense since fewer alternatives were competing for your exp. Those are past-tense things and now I&#039;ve abandoned Trading, but I leave these examples here because not everybody should do so. For more on this, see the Max Loot Value section later in the guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gemstones: Diamonds in the Rough===&lt;br /&gt;
&lt;br /&gt;
[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
&lt;br /&gt;
The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and you want them to hit more reliably.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bold Brawler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
&lt;br /&gt;
A self-explanatory staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
&lt;br /&gt;
Pretty good reactive damage that comes at full power out of the gate. Needing an SMR check does slightly hinder its efficiency against overleveled creatures, but that&#039;s offset by the fact that it can go after multiple targets to hit at least one of them. Importantly, note that &amp;quot;a rank 2+ critical strike&amp;quot; refers to a rank 2 critical &#039;&#039;based on a crit table,&#039;&#039; not a rank 2 wound. Usually a rank 2 critical only creates a rank 1 wound; for example, rank 2 [[Slash_critical_table|slash crits]] are always rank 1 wounds unless they hit an eye. In other words, even very light hits can get this going, but just not the absolute lightest hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
&lt;br /&gt;
Reasonable if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to monks&#039; combination of inexpensive Harness Power costs, not much to spend that mana on, not being in full plate like warriors (and so valuing the DS more), and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don&#039;t know any of those other than my own).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ether Flux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
&lt;br /&gt;
(For clarity, it can occur once &#039;&#039;per creature&#039;&#039; per minute. You can basically consider it once per creature, period. For even more clarity, Ether Flux itself isn&#039;t a flare &#039;&#039;chance&#039;&#039;; it&#039;s described as a flare because it deals a random amount of disruption damage, but it always triggers once you meet the condition.)&lt;br /&gt;
&lt;br /&gt;
Ether Flux has no tiers and comes at full power immediately, which is definitely nice and it&#039;s a very good perk &#039;&#039;if&#039;&#039; you can get it going! ...but can you? Even though monks don&#039;t innately deal elemental damage, it still might be easier than you think.&lt;br /&gt;
&lt;br /&gt;
Some options for elemental flares include conventional ability slot flares, Battle Standards of applicable Arkati or spirits, certain Gemstone properties like Blood Boil or Infusion or Thorns, holy fire or holy water when hunting undead, or script flares of elemental types. That&#039;s already up to seven sources of elemental flares and I&#039;m not describing anything too wildly out of the way or anything that&#039;s very expensive by post-cap standards. The most expensive of those would be buying flare type changes for Animalistic Spirit or Phytomorphic Weapons.&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;re mstriking or using Fury, monks fire off a lot of attacks, so with a decent base of varied flare types, the odds can stack up to force a lot of Ether Flux triggers through! However, if you don&#039;t have that decent base, I wouldn&#039;t go out of my way working up to it just because you find an Ether Flux. This is a very solid B or maybe B+ common, but it&#039;s no Bold Brawler, Flare Resonance, Stamina Prism, or Storm of Rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flare Resonance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
&lt;br /&gt;
Assuming you have flares on your handwear and your footwear (and if you don&#039;t, then you should!), this is another staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries.&lt;br /&gt;
&lt;br /&gt;
[[Flare Affinity]] basically supercharges your flares to hit substantially harder--and, for that matter, more often! Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. (If you &#039;&#039;are&#039;&#039; someone who already has the Flare Affinity flourish, you wouldn&#039;t want this property since they don&#039;t stack.) The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk&#039;s handwear &#039;&#039;and&#039;&#039; footwear would cost 800k bloodscrip.&lt;br /&gt;
&lt;br /&gt;
In short, get more flares and make them spend less time poking and more time killing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
&lt;br /&gt;
This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! Alternatively, if you find it on a Gemstone with at least one other property that&#039;s good for somebody else but isn&#039;t good for you, you can try to sell it for a good chunk of silver since solo hunters of almost every profession like Force of Will for general purposes. (The exceptions are bards, who can already get rid of almost all of these conditions with their own [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]], and maybe clerics, who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
The UAF boost is fairly immaterial for all the reasons you know by now about UAF, but the maneuver boost makes for an acceptable placeholder for most monks to use while looking for better Gemstones in the long run. That said, I wouldn&#039;t recommend upgrading it except possibly on a monk who makes very heavy use of extremely endroll-dependent attacks like Spin Kick or Bearhug.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
&lt;br /&gt;
Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
&lt;br /&gt;
This might be the highest ceiling Gemstone property of all for monks. It&#039;s easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don&#039;t run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they&#039;re off cooldown and Ki Focus when the mstrikes &#039;&#039;are&#039;&#039; on cooldown, thus basically only using stamina for the latter. However, if you started stacking on enhancives, Ascension, and Stamina Prism to start recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and &#039;&#039;still&#039;&#039; not run out of stamina.&lt;br /&gt;
&lt;br /&gt;
In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits, but you can be even more of a whirlwind in battle if you build for it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ll battle just about any creature in your preferred hunting ground and it&#039;s a fairly swarmy place, this is an extraordinary property since you&#039;ll have the boost going constantly. UC monks or weapon monks will both love this property! Even if you&#039;re picky about which creatures you battle or if you hunt a slower area, it&#039;s still excellent. The only other thing is to consider is that it&#039;s a top tier common for virtually every build of virtually every profession--any weapon user, any UC build, any magical bolter--and so people are likely to pay very well for it if you&#039;d rather have the silvers!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Mini Storm of Rage, except you always have the boost even if you&#039;re in the slowest of areas or if you&#039;re selectively hunting a single creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you&#039;ll almost definitely have at least one of those.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
&lt;br /&gt;
Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death. Don&#039;t use this if you go the Kroderine Soul route.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
&lt;br /&gt;
A high quality Gemstone property for almost every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky; they can&#039;t outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened. A possibly bigger obstacle is that Blood Boil, of course, only works on creatures with blood! That won&#039;t be an obstacle in most hunting grounds, but if you try to exclusively hunt undead who have no blood (most undead by far don&#039;t; a few do), this wouldn&#039;t be the property for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
&lt;br /&gt;
Despite having some anti-synergy with Spin Kick, it&#039;s very hard to ignore the value of a universal 5% chance to avoid and (to an extent) counter AS attacks. All else being equal, it &#039;&#039;is&#039;&#039; better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
&lt;br /&gt;
Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you&#039;re one of the rare monks who uses CS spells in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
&lt;br /&gt;
Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that&#039;s exactly what I&#039;d recommend, but they&#039;re mutually exclusive.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
Journeyman Tactician, but twice as good. Like its common counterpart, the UAF boost isn&#039;t noteworthy for a UC monk (it is good for a weapon monk, though!), but if you make heavy use of SMR attacks, I think it can be a reasonable long-term property for you. If not, I&#039;d either sell it to someone willing to pay top silvers or reroll until you get a better rare property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That&#039;s an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you&#039;re looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I&#039;ll cover shortly, you might consider working your entire build around it...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
A reasonable option for lighter races. It&#039;s not necessarily going to help with the newer and bigger boxes of 2026 on, but can help with the lower end loot like solid moonstone cubes or wands that add up when you&#039;re tiny. Definitely not a flashy property, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS, and this is a solution to at least part of that!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirst for Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Twice as strong as its already very powerful common counterpart, Taste of Brutality... or is it? The common version&#039;s 5% penalty when taking hits is negligible, but a 10% penalty isn&#039;t as easily dismissed. Still,  the increased DF is fantastic, so I&#039;d say you should consider your options with this one. If you have high redux &#039;&#039;and&#039;&#039; high Transformation lore, get it, love it, and upgrade it all the way. If you only have one of those, then you could simply treat it like Taste of Brutality by leaving it un-upgraded. 6% on both ends with no upgrades is comparable to the fully upgraded Taste of Brutality&#039;s 5%, after all, and nothing says you have to upgrade it at any point, never mind right away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It&#039;s actually difficult to even sell you on this because it&#039;s so straightforward that I shouldn&#039;t have to. It&#039;s a 10% double attack chance on every attack!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that&#039;s also solid for monks and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystic Impulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
&lt;br /&gt;
Hear me out. This is a very, very specific niche, but it&#039;s incredible within that niche, which is that you&#039;re a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise.&lt;br /&gt;
&lt;br /&gt;
If all of that&#039;s true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you&#039;ll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you &#039;&#039;aren&#039;t&#039;&#039; running the Serendipitous Hex build, then I&#039;d honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.&lt;br /&gt;
&lt;br /&gt;
Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power&#039;s effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that&#039;s with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Great general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF boost is, as always, borderline immaterial unless you&#039;re a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy that works well with the free jabs in your mstrikes! Unlike traditional dispel flares, these are post-resolution, so they&#039;re slightly less reliable. However, UC monks tend to have no trouble making their attacks land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here are some hypothetical ideal layouts!&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Traditional Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# &#039;&#039;(Blood Boil)&#039;&#039; (rare 2 of 3)&lt;br /&gt;
# &#039;&#039;(Thirst for Brutality)&#039;&#039; (rare 3 of 3)&lt;br /&gt;
# Force of Will (common 5 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 6 of 7)&lt;br /&gt;
# Journeyman Tactician if using Thirst for Brutality, otherwise Taste of Brutality (common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
Blood Boil and Thirst of Brutality are parenthetical and italicized because they&#039;re slightly conditional picks. For general purposes, that&#039;s what I&#039;d go with, but specific hunting ground choices or even gear can change everything. Blood Boil might be useless if you primarily hunt undead without blood. Tethered Strike, not listed, might be superior to either Blood Boil or Thirst of Brutality if you regularly hunt evasive creatures. Anointed Defender, also not listed, could be the way to go if you&#039;ve managed your gear and training in such a way that the TD boost can push you just out of range of dangerous CS attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Very Magic-Heavy Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# &#039;&#039;(Serendipitous Hex)&#039;&#039; (rare 1 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Greater Arcane Intensity (rare 3 of 3)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# Arcane Intensity (common 5 of 7)&lt;br /&gt;
# Taste of Brutality (common 6 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
This has enough overlap that you might think they&#039;re the same picture, but the subtle differences add up to large ones. This Gemstone setup assumes a high CS monk, then Greater Arcane Intensity and Arcane Intensity push CS even higher. That means that Vertigo and Mindwipe land more consistently, which means that creatures are disabled more often, which means Force of Will shouldn&#039;t be as necessary. It also means that your MM will be higher, which means I wouldn&#039;t even think about Journeyman Tactician. Conversely, Taste of Brutality claims a solid place because its rare counterpart has been traded off to secure Greater Arcane Intensity and maybe Serendipitous Hex.&lt;br /&gt;
&lt;br /&gt;
Speaking of Serendipitous Hex, even though I ranked it highly, it gets the parenthetical italics treatment because I only recommend it if you&#039;re regularly casting Web! It doesn&#039;t trigger with Vertigo or Mindwipe, so if those are your go-tos, then bring in some other top end rare like Blood Boil, Tethered Strike, or Thirst for Brutality. (Unlike the traditional monk, the magic-heavy monk doesn&#039;t risk as much from the double DF hit of using Taste and Thirst simultaneously because their more consistent disablers will keep enemies contained. Still, just in case of the worst, &#039;&#039;definitely&#039;&#039; use Ephemera&#039;s Extension over Ether Flux if you go the double Brutality route!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we draw close to the end, I&#039;ll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Magic After Dark===&lt;br /&gt;
&lt;br /&gt;
...wait, I can&#039;t write about that on the wiki! Moving on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade Secrets of the Sneaky Monk Merchants===&lt;br /&gt;
&lt;br /&gt;
I&#039;m one of the bigger advocates of training [[Trading]] in the GS community if you can&#039;t hit loot cap without it, but even more so for monks than others!&lt;br /&gt;
&lt;br /&gt;
Monks have easier and more universal means to make more silvers per item sold than any other profession--and they can do it almost anywhere in Elanthia.&lt;br /&gt;
&lt;br /&gt;
Except for [[Mist Harbor]] and [[Kraken&#039;s Fall]], every town&#039;s NPC shops will pay +5% extra silver to at least one race when players sell. ([[Trading#Trading_chart|See the chart of favored races here!]])&lt;br /&gt;
&lt;br /&gt;
Monks have a &#039;&#039;&#039;secret weapon&#039;&#039;&#039; in the profit war: &#039;&#039;&#039;[[Shroud of Deception (1212)|Shroud of Deception]]&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Even monks who live in a geographic region where their race can&#039;t get a bonus can configure their Shroud profile to appear as another race and get the bonus anyway! It&#039;s that easy!&lt;br /&gt;
&lt;br /&gt;
But wait, it gets better! Monks also have &#039;&#039;[[Glamour (1205)|Glamour]]&#039;&#039;&#039;, which gives an enhancive boost of 20 Trading ranks or 50 Trading skill, whichever is lower. (50 Trading skill will be lower before you have 20 Trading ranks on your own.)&lt;br /&gt;
&lt;br /&gt;
What does Trading do, though?&lt;br /&gt;
&lt;br /&gt;
You get an extra 1% silver for every combined 12 bonus between Influence and Trading bonus. That&#039;s &#039;&#039;bonus&#039;&#039;, not ranks! So, for example, if you had 44 Trading ranks, which is 144 Trading bonus, you&#039;d make 12% more silver for selling items than if you had 0 Trading ranks. Shroud of Deception takes that 12% to 17%, then Glamour takes that 17% to 18%--and, actually, 8/12ths of the way to 19%. If you took my advice and set Influence high from the start, Influence will also get you to 19% if not 20%!&lt;br /&gt;
&lt;br /&gt;
This is a big part of how Sariara made 2,509,473 million silver within a week of existing. By the time she had existed for four weeks and a day, she was up to 23,108,060 silver, only 1,500,000 of which came from selling a Mystic Tattoo. That particular amount wouldn&#039;t be possible anymore after game-wide loot changes in early 2026, but it&#039;s still a good overall illustration.&lt;br /&gt;
&lt;br /&gt;
Some general tips on early silvers:&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t hunt overcrowded Landing areas, but find the rich lower level creatures. There are plenty of them because characters don&#039;t stay low level for long, so hunting pressure is low. (For more on hunting pressure, see the [[treasure system]] page and [[Treasure_system/saved_posts|saved posts subpage]].)&lt;br /&gt;
* Take advantage of Glamour and Shroud of Deception to get a percentage boost to these rich creatures&#039; already valuable loot. Reap the reward of being a monk!&lt;br /&gt;
* Between level 0 and 19, when skills migrate near instantly, max out Trading every time you&#039;re about to sell things.&lt;br /&gt;
* Between level 0 and 19, push First Aid and Survival up when you&#039;re out hunting so you can get value from skinning. Unlearn them afterward so you can...&lt;br /&gt;
* Between level 5 and 19, learn Glamour and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* Between level 12 and 19, learn Shroud of Deception and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* For your final level 19.9 build, as you&#039;re forced to commit to your skills, have at least 20 ranks of Trading and know at least your first 12 Minor Mental spells.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I did. I got to see delightful lines in my SKILL command like:&lt;br /&gt;
&lt;br /&gt;
 You started this migration period on Saturday, 5/25/2024 at 01:55:18 EDT.  You have 4 days, 20 hours, 8 minutes remaining in your current 30 day migration period.&lt;br /&gt;
 &lt;br /&gt;
 You&#039;re currently migrating at a rate of .001 skill points per pulse, and &#039;&#039;&#039;have converted 25580.00 training points this migration period.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t go to this extreme, though, monks are the game&#039;s best at selling to NPC merchants. At the low end, monks skyrocket toward high sales value. At the high end in the post-cap world, monks reach the maximum sale bonus in almost every town.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maximum sale bonus&amp;quot; is 28% from Trading and Influence plus another 5% from race bonus. To be clear, the max bonus is 33%, but only sort of; the two bonuses are treated separately. For example, if you&#039;re an elf monk selling in Solhaven (no bonus), you can&#039;t just pump your Trading and Influence so high that you&#039;d make 33% from that alone; it&#039;s capped at 28% and the other 5% &#039;&#039;has to&#039;&#039; come from Shroud of Deception.&lt;br /&gt;
&lt;br /&gt;
My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Max Loot Value: Trading, Skinning, and The Earthdiver Principle===&lt;br /&gt;
&lt;br /&gt;
The above section was available almost entirely as-is from the first iteration of this entire guide in 2024, but by now it&#039;s 2026 and I eventually went on to untrain Trading for both of my monks. Why? Well, prepare to get mathematical as I introduce what I call [[https://discord.com/channels/226045346399256576/1271943281613340775/1356736553157918892 The Earthdiver Principle]]! He introduced me to a new line of thinking:&lt;br /&gt;
&lt;br /&gt;
 Earthdiver — 4/1/2025 2:06 PM&lt;br /&gt;
 i don&#039;t know why anyone who can get close to loot cap even skins since it just takes away from enhancive loot&lt;br /&gt;
&lt;br /&gt;
This was in 2025, but back then there was a 16m soft loot cap with diminishing returns as you approached a 35m hard cap. So I considered his words, but ultimately didn&#039;t stop skinning because I almost never &#039;&#039;did&#039;&#039; get close to the old loot cap. However, in early 2026, things changed to a 10m soft cap with diminishing returns toward a 15m hard cap. (...more or less. You can still find loot at a 1% rate past 15m.) Around 12m or 13m is a mark I get to with relative ease.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s back up and explore the point, though. Skinning counts toward loot cap, but skins go straight to the furrier for silver. The only way you could possibly get more silver out of a skin than what the game thinks they&#039;re worth (in other words, how much they count against loot cap) is if somebody else wants to buy them from you, but that&#039;s a very niche market with generally low demand. Earthdiver was pointing out that if you avoid creating potentially millions of silver worth of skins, then you can find that many millions of silver worth of other types of loot--and some of those other types of loot might be items like enhancives or reasonable starter items (sephwir longbows and the like) that the game only considers to be worth 25k at a pawnshop for loot cap purposes, but which you might value far more highly for your own use or to sell to other players.&lt;br /&gt;
&lt;br /&gt;
In other words: if you can get into soft cap without skinning, it&#039;s potentially better not to skin because that creates more opportunity (buys you more time before diminishing loot returns kick in) to find items more valuable than skins.&lt;br /&gt;
&lt;br /&gt;
Now let&#039;s extend The Earthdiver Principle to Trading!&lt;br /&gt;
&lt;br /&gt;
Trading counts against loot cap, so you&#039;ll reach loot cap faster, but whether that&#039;s a good thing or bad thing depends on playstyle and preferred hunting grounds. I&#039;ll use a slightly oversimplified example, but let&#039;s say there are two characters: Silverlover, who&#039;s maxed Trading, and Lootlover, who has no Trading. Other than that, they&#039;re identical. Silverlover sells all their loot to NPC shops for 12m whereas Lootlover would only have found and sold 9.375m of items. However, Silverlover is already 2m into diminishing returns, so they would have needed to hunt longer to generate the same number of items as Lootlover. Lootlover can continue to generate loot at full, unthrottled speed until 10m, then can generate another 2m of loot before they slow down to the same degree as Silverlover already did.&lt;br /&gt;
&lt;br /&gt;
Putting it another way: Silverlover needs to kill several times (possibly even many times) more creatures to find the same number of items as Lootlover. If you can get past soft cap at all, there&#039;s an argument that Lootlover&#039;s getting the better deal there. If Silverlover can actually reach hard cap, then it&#039;s more striking; Silverlover ends up with 15m for the month, but needs many thousands more kills to get there than Lootlover, who would end up with 11.72m for the month. Whether that&#039;s worth the time is up to you. Alternatively, if Lootlover &#039;&#039;does&#039;&#039; forge ahead and put in the same number of kills as Silverlover, the gap is probably much smaller than 3.28m in the first place!&lt;br /&gt;
&lt;br /&gt;
So far these comparisons have just assumed that all items are going straight to the NPC shops. Let&#039;s re-apply The Earthdiver Principle and go with that 15m vs. 11.72m example again. Silverlover is already hard capped and done for the month, but Lootlover can keep going and potentially find up to another 3.28m worth. &#039;&#039;Even if they don&#039;t,&#039;&#039; though--let&#039;s say they only get half that and find another 1.64m--that doesn&#039;t necessarily mean they&#039;ve come out worse than the Trading character. Silverlover is nominally 1.64m ahead, but Lootlover has found hundreds more total items, and among those items could be things that will sell to other people for millions, making Lootlover pull ahead of Silverlover anyway.&lt;br /&gt;
&lt;br /&gt;
In my case, I do find good items decently often and I&#039;m willing to take time to sell them. Probably every five or six months I find some especially crazy item that&#039;s worth two months of loot cap on its own. However, players who hate merchanting or who mostly play in heavily pressured hunting grounds that drop poor loot would be better off retaining Trading or continuing to skin.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===When Robes Aren&#039;t Robes: Alterations===&lt;br /&gt;
&lt;br /&gt;
For simplicity, I&#039;ve been talking about &amp;quot;robes&amp;quot; throughout this guide because that&#039;s the conventional name for that [[armor]] type.&lt;br /&gt;
&lt;br /&gt;
However, robes don&#039;t have to remain robes at all; they have the same leeway for alterations as other chest-worn clothing! Here are examples of post-alteration &amp;quot;robes&amp;quot; that my various characters (monks or otherwise) have worn or that I plan to create:&lt;br /&gt;
&lt;br /&gt;
* An airy white starsilk sundress sporting an asymmetrical knee-length skirt&lt;br /&gt;
* A sleeveless lily white tunic with a jet black silk sash&lt;br /&gt;
* A knee-length midnight blue silk dress aglisten with a constellation of stars&lt;br /&gt;
* A sleeveless white tunic splashed with an autumn-hued music motif&lt;br /&gt;
* A sleeveless white starsilk tunic spangled with sunset orange musical notes&lt;br /&gt;
* A midnight black silk tunic marked with a silver eight-pointed star&lt;br /&gt;
* A sleeveless sunlight gold tunic accented by bright white edges&lt;br /&gt;
* A royal purple starsilk tunic featuring an embroidered silver rose&lt;br /&gt;
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits)&lt;br /&gt;
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola)&lt;br /&gt;
* A thigh-slit scarlet starsilk dress accented by ivory edges&lt;br /&gt;
* A sleeveless white kimono featuring golden star embroidery&lt;br /&gt;
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves&lt;br /&gt;
* A sleeveless gold feather-patterned tunic tied at the waist&lt;br /&gt;
&lt;br /&gt;
Mine are mostly feminine designs, but even for a masculine character, you can turn your robes into shirts, vests, jackets, and more. Get your creativity on!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Likewise, unarmed combat footwear isn&#039;t limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Hunting Partner Tactics and Synergy===&lt;br /&gt;
&lt;br /&gt;
Who do monks team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer that&#039;s enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies&#039; UDF. In turn, warriors love monks&#039; Mind Over Body stamina cost reduction, the best group buff they can get other than bards&#039; [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day).&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don&#039;t necessarily mind being targeted more often since it offers more Spin Kick opportunities.&lt;br /&gt;
* &#039;&#039;&#039;A monk duo&#039;&#039;&#039; can keep up both Mind Over Body and Focus Barrier, but otherwise doesn&#039;t have any particular synergy. (Most other professions don&#039;t synergize with themselves either, so having any advantages at all is better than usual.)&lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don&#039;t have as much redux as warriors and rogues nor as much DS as them, so a boost can really help.&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don&#039;t offer much to rangers otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; can make a monk&#039;s attacks even faster, at least for now, since Song of Tonis is the game&#039;s best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they&#039;re already pretty durable as casters go. Monks simply being present as an additional target to split up enemies&#039; attacks is helpful to wizards and all casters.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks&#039; Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath&#039;s [[Mass Interference (217)|Mass Interference]] setting up a monk&#039;s Vertigo isn&#039;t the worst idea I&#039;ve ever had, but it&#039;s not an amazing one either. &lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it&#039;s still there when needed. Having a hunting partner&#039;s extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn&#039;t help monks as most other professions&#039; disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward.&lt;br /&gt;
&lt;br /&gt;
Nearly regardless of team composition, your monk training &#039;&#039;&#039;Coup de Grace&#039;&#039;&#039; and &#039;&#039;&#039;Side by Side&#039;&#039;&#039; (which also requires two ranks of &#039;&#039;&#039;Combat Movement&#039;&#039;&#039;) can be helpful to groups.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===The Weapon-Wielding Melee Monk===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk more about Martial Mastery, the level 0 feat. Although monks have access, it was primarily invented for warriors and rogues as an alternative to learning [[Elemental Targeting (425)|Elemental Targeting]], a Minor Elemental spell that increases AS.&lt;br /&gt;
&lt;br /&gt;
Far enough post-cap, magical warriors or magical rogues have the same AS ceiling as their non-magical counterparts. (Their non-magical counterparts do get there millions of experience points sooner while the magical ones have more DS and TD, but that&#039;s outside the scope of this guide...) Monks, on the other hand, don&#039;t have Elemental Targeting, so a monk maximizing Martial Mastery can have up to 50 more AS and UAF than a monk &#039;&#039;not&#039;&#039; maximizing it! Of course, UAF doesn&#039;t matter nearly as much as AS and the entire monk profession is built around unarmed combat. So I ask:&lt;br /&gt;
&lt;br /&gt;
Is there merit to a weapon-wielding, AS-based monk?&lt;br /&gt;
&lt;br /&gt;
Before I explore it, I&#039;ll repeat that I think people should make whatever kind of character they find fun and that I personally like wacky builds. However, I&#039;m not convinced that a melee monk even &#039;&#039;is&#039;&#039; a wacky build. When people consider making a melee-only character who isn&#039;t stealth-based, a warrior is probably their first thought, but let&#039;s seriously compare these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Training Cost Factor&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I&#039;ll use my (first) monk and warrior for the sake of illustration since they&#039;re both elves. At level 50, my warrior had a total pool of 2568 PTPs and 2242 MTPs while my monk had a total pool of 2319 PTPs and 2259 MTPs. You might think the warrior is hugely ahead, but no, not at all. I could show you paragraphs upon paragraphs of math I wrote, but let&#039;s just cut to the chase.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say my monk and warrior had both done dual katar builds that shared nearly identical core training. 2x Brawling, 2x Edged Weapons, 1x Thrown Weapons (to buff up Martial Mastery), 2x Two Weapon Combat, 2x Combat Maneuvers, 2x Physical Fitness, 50 Multi-Opponent Combat, and 1x Perception were all in common.&lt;br /&gt;
&lt;br /&gt;
From there, my warrior took 70 Armor Use to get metal breastplate, then trained as many Dodging ranks as possible with her remaining points. My monk learned Iron Skin, took 30 Transformation to buff up Iron Skin, and took 10 Harness Power, then trained as many Dodging ranks as possible with her remaining points. Their skills would be identical in most ways, but here&#039;s where they&#039;d differ:&lt;br /&gt;
&lt;br /&gt;
* Monk in robes that act like chain mail: 153 ranks of Dodging and 102 MTPs spare&lt;br /&gt;
* Warrior in metal breastplate: 109 ranks of Dodging and 21 MTPs spare&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to claim that my monk would basically just be better; there are too many factors to say that. Warriors have their guild skills. Monks have Perfect Self. Warriors have a higher parry chance because of [[Combat Mastery|their level 40 feat]]. Monks have a higher evade chance because of &#039;&#039;their&#039;&#039; level 40 feat. Warriors have [[Whirling Dervish]]. Monks have more DS, at least at this stage of the game. Warriors have [[Weapon Specialization]]. Monks have Burst of Swiftness. Warriors have [[Weapon Bonding]].&lt;br /&gt;
&lt;br /&gt;
My point is that a melee monk is even &#039;&#039;comparable&#039;&#039;--better in some ways and worse in others--to a warrior with the exact same build despite ignoring so much of what the monk skillset is tailored toward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Mental Acuity Possibility&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
What if you learned Mental Acuity even without Kroderine Soul? My above training cost example illustrated my monk stopping at two Minor Mental spells for Iron Skin, but another alternative (though this would be during later levels) would be taking Mental Acuity to retain access to the first 20 Minor Mental spells and still even allowing room for Spirit Warding I and Spirit Defense. (If you were okay with Martial Mastery capping out at +45 AS instead of 50, you could even learn Spirit Warding II!)&lt;br /&gt;
&lt;br /&gt;
The hypothetical Martial Mastery and Mental Acuity monk has almost the same AS as a Martial Mastery warrior, but her spells would pull her far ahead in DS while keeping all the silver selling benefits of Glamour and Shroud of Deception, plus saving tons of stamina via Mind Over Body. The tradeoff is making spelling up more of a hassle, but that might be worth the payoff of having a light armored warrior-like character whose combat maneuvers and weapon techniques have 35% stamina cost reduction!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Doubly Perfect Self&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
As great as Perfect Self is for unarmed combat, it&#039;s arguably even better for a melee monk. For UC purposes, it&#039;s mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you&#039;re getting AS--more useful than UAF--and RT reduction for &#039;&#039;two&#039;&#039; types of assault techniques: Brawling&#039;s Fury and Edged Weapons&#039; Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don&#039;t sweat it as much due to Mind Over Body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specializations and Katars&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
The Grapple, Kick, and Punch Specialization bonuses for their respective techniques &#039;&#039;do&#039;&#039; still apply even if you&#039;re using a brawling weapon instead of unarmed combat!&lt;br /&gt;
&lt;br /&gt;
Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.&lt;br /&gt;
&lt;br /&gt;
Ironically, if there&#039;s anywhere that I even sort of like Punch Specialization-powered Clash, it&#039;s on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash &#039;&#039;with&#039;&#039; Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you&#039;re regularly hunting things like bandits, pirates, warcamps, or areas that swarm.&lt;br /&gt;
&lt;br /&gt;
Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I&#039;d make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It&#039;s also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk&#039;s stamina cost reduction from Mind Over Body.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it&#039;s a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I&#039;d bring it up.&lt;br /&gt;
&lt;br /&gt;
Instead, after considering all the math and angles I did while writing this, it&#039;s made such a strong case for a bizarrely appealing build that I&#039;ve talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind&#039;s swirling and it seems clear that the melee monk is a very, very real idea that&#039;s gone unexplored because it&#039;s not an intuitive or obvious idea from a glance over the monk skillset.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Infrequently Asked (or Imagined) Questions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-faq&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-faq&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This final section covers any random topics that people have asked me or that I can &#039;&#039;imagine&#039;&#039; them asking me if I feel that they&#039;re worth answering in this guide, but not worth a full tip or sidebar of their own.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things actually asked are red.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Things I imagine people should ask are pink.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things that are both red and pink come from comments I got that&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;weren&#039;t originally questions, but I&#039;ve reframed them into questions because they&#039;re worth discussing.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Does enchanting UC handwear and footwear help with DS?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Aren&#039;t half-krolvin monks super great?&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Flimbo&#039;s Guide and the [[Comprehensive Monk Guide]] really like them!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I do have a pretty high opinion of half-krolvin monks--not a top tier one, but pretty high! However, it&#039;s for very different reasons in a very different modern GS than the one those older guides were written for. What I actually like is their great carrying capacity without sacrificing speed the way giants, dwarves, or humans do. Let&#039;s go over these other factors, though.&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s guide vouches for half-krolvin monks because Perfect Self normalizes their Logic penalty and they have &amp;quot;solid physical stats with which to punch things quite well.&amp;quot; I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even agree that if you&#039;re set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I&#039;d rather have a race without a Logic penalty to begin with! Exp-wise, that Logic penalty is less important than it used to be if you&#039;re paying for Temple of Lumnis donations or Fash&#039;lo&#039;nae&#039;s Tutelage, but it&#039;s still a penalty. The impact on Vertigo and Mindwipe also isn&#039;t negligible. (This is, after all, the Autumnwinds&#039; &#039;&#039;magical&#039;&#039; monk guide, not the Kroderine Soul monk guide.)&lt;br /&gt;
&lt;br /&gt;
Another point I agree with Flimbo on is that half-krolvin have solid physical stats with which to &#039;&#039;punch&#039;&#039; things quite well. However, I&#039;d rather have a faster Agidex race who has solid physical stats with which to also &#039;&#039;kick&#039;&#039; things quite well, meaning minimum RT for mstrike kick!&lt;br /&gt;
&lt;br /&gt;
The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn&#039;t matter! (Okay, fine, &#039;&#039;technically&#039;&#039; the math says UAF matters... fractionally. It&#039;s no big deal.)&lt;br /&gt;
&lt;br /&gt;
Cold damage protection has some appeal if you&#039;re specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that?&lt;br /&gt;
&lt;br /&gt;
The Hinterwilds &#039;&#039;are&#039;&#039; a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you&#039;ve exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you&#039;ll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk.&lt;br /&gt;
&lt;br /&gt;
All this said, half-krolvin do make for great monks. I just wouldn&#039;t even think to mention these really negligible perks or quirks as incentives; their sheer carrying capacity and excellent verbs are the draw!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Should I train Ambush?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The short answer is no. Now for the long, fun answer!&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but players had no visibility into the aiming formula at the time. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you &#039;&#039;did,&#039;&#039; it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.&lt;br /&gt;
&lt;br /&gt;
In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:&lt;br /&gt;
&lt;br /&gt;
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)&lt;br /&gt;
* Knocking creatures down helps (I don&#039;t remember if we&#039;d known this or not)&lt;br /&gt;
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but we underestimated how much)&lt;br /&gt;
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Intuition Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you&#039;ve tanked Intuition, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even &#039;&#039;standing&#039;&#039; foes. Of course, they need Acrobat&#039;s Leap for that.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let&#039;s use that in an example.&lt;br /&gt;
&lt;br /&gt;
With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you&#039;d have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let&#039;s say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.&lt;br /&gt;
&lt;br /&gt;
Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let&#039;s say everything had reached 91%, 86%, and 83%. Even that&#039;s not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you&#039;d need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that&#039;s +17 DS in offensive stance) at 3x costs!&lt;br /&gt;
&lt;br /&gt;
What if you eased back to the old 24 Ambush mark? Then you&#039;d need 148 Combat Maneuvers. Perfect Self has kicked in, so let&#039;s call it 144 Combat Maneuvers needed. Even that&#039;s already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)&lt;br /&gt;
&lt;br /&gt;
In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you &#039;&#039;can&#039;&#039; reach max or near-max success rates with some Ambush, but not &#039;&#039;so&#039;&#039; high that you reach max or near-max success rates even without Ambush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But even then,&#039;&#039; we&#039;re only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your &#039;&#039;unaimed&#039;&#039; attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head!&lt;br /&gt;
&lt;br /&gt;
Like PSM3&#039;s wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I&#039;ve made my choice: forget Ambush and play to my strengths.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The TL;DR Recap: Making Cookie Cutter Monks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-cookiecutter&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Low on time or thought processing power and just want a cookie cutter build you don&#039;t need to put much thought into? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-cookiecutter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(...by my wacky definition of &amp;quot;cookie cutter.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leafi, I love you and all, but I expanded every section, noticed my scroll bar is tiny, noticed your guide is crazy long, and ain&#039;t nobody got time for that. Please tl;dr this nonsense?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Okay, okay, I hear you.&lt;br /&gt;
&lt;br /&gt;
Some of you never wanted the Leafiara treatment where we seek to become real life monks with advanced spiritual and mental understanding by thoroughly exploring the unfathomable mysteries of reality and transcendent metareality (like math and logic).&lt;br /&gt;
&lt;br /&gt;
Some of you instead wanted the Saraphenia treatment where I tell you how to have a functional build that lets you have mechanical fun in an online text-based multiplayer video game and then you embark on your journey.&lt;br /&gt;
&lt;br /&gt;
So I included this section for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Race&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aelotoi, dark elves, dwarves, elves, half-elves, half-krolvin, halflings, and sylvankind are all basically the same power for monks. Faster is better, but more encumbrance is worse, so find your balance. Giantmen have a niche.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Stats&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See the table in the Placing Your Stats section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Society&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voln.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;How do I fight?&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Twinhammer&#039;&#039;&#039; as your opener once you learn it. (If you&#039;re Grapple Specialization, you can eventually consider skipping Twin Hamerfists and going straight to Fury once you have a few ranks of Specialization.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jab&#039;&#039;&#039; at decent position, &#039;&#039;&#039;punch&#039;&#039;&#039; at good position if you&#039;re not Grapple Specialization and &#039;&#039;&#039;grapple&#039;&#039;&#039; at good position if you are, &#039;&#039;&#039;kick&#039;&#039;&#039; at excellent position. Regardless of those general rules, &#039;&#039;&#039;follow prompts&#039;&#039;&#039; and do what it tells you when it tells you.&lt;br /&gt;
&lt;br /&gt;
Against single targets, &#039;&#039;&#039;Weapon Fury&#039;&#039;&#039; until whenever you have enough Agidex for a 5-6 second &#039;&#039;&#039;mstrike kick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Against multiple targets, &#039;&#039;&#039;mstrike grapple&#039;&#039;&#039; if you&#039;re Grapple Specialization or &#039;&#039;&#039;mstrike kick&#039;&#039;&#039; if you&#039;re Kick Specialization. In either case, not until they&#039;re 7 seconds or less. If mstrike grapple is 7 seconds or less, but you&#039;re Kick Specialization and mstrike kick is 8 seconds or more, &#039;&#039;&#039;mstrike punch&#039;&#039;&#039; for now until mstrike kick doesn&#039;t take so long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Core skills to train every level&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2x &#039;&#039;&#039;Brawling&#039;&#039;&#039;, 2x &#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; (eventually 3x), 2x &#039;&#039;&#039;Dodging&#039;&#039;&#039; (eventually 3x), 1x &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Skills with breakpoints&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;. 50 ranks eventually much further down the road.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; in bursts for various breakpoints to pick up specific maneuvers. (For which ones and when, see the &amp;quot;combat maneuvers and feats&amp;quot; section below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; in bursts to 5, 10, 24, 30, 35, 50, 55, 60, 90, and 100 ranks.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Harness Power&#039;&#039;&#039; early, 20-30 mid-game, then eventually 40. You probably don&#039;t need more unless you&#039;re very frequently casting spells in combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental&#039;&#039;&#039; to 16 so you have both focus spells (1213 and 1216) as options, then slack off with spells until the midgame. Grab 1220 if you feel the DS need, especially if using 1213 instead of 1216.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathy&#039;&#039;&#039; lore in bursts to 6, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transformation lore&#039;&#039;&#039; in bursts to 5, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Climbing and Swimming&#039;&#039;&#039; until the midgame or as needs arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Tertiary skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiritual/Mental Mana Control&#039;&#039;&#039; only if sharing mana with friends and alts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid and Survival&#039;&#039;&#039; only if you want skinning.&lt;br /&gt;
&lt;br /&gt;
20 &#039;&#039;&#039;Trading&#039;&#039;&#039; by level 20 because monks make silver via Glamour (1205) and Shroud of Deception (1212). Get to 40 or the nearest multiple of 12 Trading+Influence bonus over time. If you can get deep into soft loot cap even without Trading, then eventually abandon Trading, but that probably won&#039;t be until later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Midgame skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; to 2, 3, or 7 ranks, but only after 3x Dodging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Combat maneuvers and feats&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; for your level 30 feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1 of Combat Maneuvers, making the super early game not painful:&lt;br /&gt;
&lt;br /&gt;
Get 3 CM ranks ASAP for your first rank of &#039;&#039;&#039;Rolling Krynch Stance&#039;&#039;&#039;, then another 6 CM ranks (so 9 total) for your second rank ASAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2 of Combat Maneuvers, improving the early game:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up the last rank of Krynch and first three ranks of &#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039; or &#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it&#039;s not necessarily an early game priority since you don&#039;t get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3 of Combat Maneuvers, fleshing out skills and diversifying your abilities through the midgame:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up three or more ranks of &#039;&#039;&#039;Bearhug&#039;&#039;&#039;, two or more ranks of &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;, all three ranks of &#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;, three or more ranks of &#039;&#039;&#039;Feint&#039;&#039;&#039;, and the remaining ranks of Grapple or Kick Specialization. If you went Kick Specialization, add &#039;&#039;&#039;Combat Mobility&#039;&#039;&#039; to the list sooner than later. If you picked a halfling or gnome, add Acrobat&#039;s Leap, but otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 of Combat Maneuvers, putting the last pieces in place:&lt;br /&gt;
&lt;br /&gt;
Pick up Combat Mobility (if you didn&#039;t already have it) and all three ranks of &#039;&#039;&#039;Ki Focus&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5 of Combat Maneuvers, player&#039;s choice:&lt;br /&gt;
&lt;br /&gt;
Whatever you want. Finish Bearhug, Bull Rush, and Feint or don&#039;t, depending how you like them. You can veer off in different directions with more niche maneuver options or not. Up to you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Armor upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy TD-boosting armor of +7 or more from a playershop. It&#039;ll cost 1-5 million silver and serve you fantastically. Add services of Enchant, Sanctify, and Ensorcell over time in roughly that order while adding padding via the WPS wagons. (Enchant and Sanctify can switch places easily enough, but Ensorcell is definitely last.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spending almost nothing (~1 million silver): Buy basic lightning flaring handwear and footwear.&lt;br /&gt;
* Spending moderately (~35k pay event currency (equivalent of 35 million silver)): Buy off-the-shelf Animalistic Spirit from Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.&lt;br /&gt;
* Spending a ton (~150k pay event currency): Buy Phytomorphic handwear from Duskruin. Add Phytomorphic upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Phytomorphic upgrades and unlocks.&lt;br /&gt;
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Phytomorphic upgrades and unlocks for your footwear.&lt;br /&gt;
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.&lt;br /&gt;
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.&lt;br /&gt;
&lt;br /&gt;
And if you&#039;re the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you&#039;re probably not reading this guide. &#039;&#039;But just in case&#039;&#039;, for fun, and to entertain the other 99.5%...&lt;br /&gt;
&lt;br /&gt;
* Whaling out beyond most people&#039;s imagination just because you can (~4.24 million pay event currency):  Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Phytomorphic script at Duskruin. Add a slew of Phytomorphic upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
&lt;br /&gt;
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They&#039;ve never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it&#039;s still around. I&#039;m guessing they learned the hard way that top end flares are so astonishingly powerful with UC&#039;s low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Other upgrades when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can&#039;t afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually. Possibly buy some Energy Wings if you like aiming at heads of very huge creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks are easy! Go have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Denouement: An Unexpected Journey==&lt;br /&gt;
&lt;br /&gt;
First, thank you for reading The Autumnwinds&#039; Magical Monk Guide.&lt;br /&gt;
&lt;br /&gt;
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I&#039;m thankful for every reader.&lt;br /&gt;
&lt;br /&gt;
Sometimes I write a &amp;quot;guide&amp;quot; partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I&#039;d take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally &#039;&#039;was&#039;&#039; a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters&#039; skills when they want a template of where to take their post-cap training.&lt;br /&gt;
&lt;br /&gt;
This one was for you guys, though. I hope it&#039;s been helpful, I hope it&#039;s gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.&lt;br /&gt;
&lt;br /&gt;
That said, if you were here only for mechanical informational purposes, I&#039;m pretty much done with those. There&#039;s one more at the very end for people with multiple character slots (not multiple accounts, but &#039;&#039;character slots&#039;&#039;), but otherwise, you can head out! I wish you a good day or good night and hopefully I&#039;ll see you around the lands.&lt;br /&gt;
&lt;br /&gt;
Thank you again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-denouement&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious on the backstory of why this guide exists and why now? Click here and we&#039;ll close out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-denouement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the rest of you, if you&#039;ll indulge my rambling a bit longer...&lt;br /&gt;
&lt;br /&gt;
The Magical Monk Guide existing is an emergent happy accident.&lt;br /&gt;
&lt;br /&gt;
The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK&#039;s strongest.&lt;br /&gt;
&lt;br /&gt;
I thought, but didn&#039;t have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don&#039;t have the history, nostalgia, momentum, or player population of other professions.&lt;br /&gt;
&lt;br /&gt;
To be honest, even if I had said it was impossible, that wouldn&#039;t have stopped Phenia. Even as I type this, I can picture how I&#039;d try to temper her expectations and she&#039;d come back with &amp;quot;Well, I&#039;m going to try anyway!&amp;quot; Phenia aimed high, never mind the odds.&lt;br /&gt;
&lt;br /&gt;
When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia&#039;s name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia.&lt;br /&gt;
&lt;br /&gt;
I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a &amp;quot;Monk tip!&amp;quot;--plus a &amp;quot;Bonus tip!&amp;quot; about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide!&lt;br /&gt;
&lt;br /&gt;
By coincidence, I&#039;d also been answering a few people&#039;s questions in the main GS Discord server&#039;s monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia&#039;s spot as the monk division lead, I agreed. I don&#039;t think I &#039;&#039;could&#039;&#039; have declined. Over that string of seven weeks, I was basically doing what she needed already.&lt;br /&gt;
&lt;br /&gt;
That morning, I decided I should write a new guide to replace Flimbo&#039;s old one.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know what I expected would come out of it, but it wasn&#039;t this. With a motive like honoring my departed friend, I &#039;&#039;knew&#039;&#039; I&#039;d put my all into it--but I didn&#039;t expect to write this much or this in-depth, I didn&#039;t expect to cover the topics I did, and, most of all, I didn&#039;t expect that I&#039;d be learning myself, not just passing along what I knew beforehand.&lt;br /&gt;
&lt;br /&gt;
I&#039;d never thought about a non-Kroderine Soul monk without Mental Acuity. I&#039;d barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I&#039;d barely thought about synergy between monks and other professions. I&#039;d never investigated how one rank of Sanctify interacted with Kai&#039;s Strike. I&#039;d never investigated how or if Stance of the Mongoose worked with unarmed combat. I&#039;d never even investigated how or if Clash worked with a specified UC attack type.&lt;br /&gt;
&lt;br /&gt;
But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you&#039;ve learned too.&lt;br /&gt;
&lt;br /&gt;
When Phenia said she wanted the monk division to be RYSK&#039;s strongest, I assumed she was talking about numbers. Maybe she was; I don&#039;t know either way. I &#039;&#039;do&#039;&#039; know that we want you monk players to be &#039;&#039;your&#039;&#039; strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you&#039;ll be your strongest. Any part I might have played in helping you get there is an honor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, for fun and because I can, here&#039;s one last obscure mechanical interaction for the road.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have a couple character slots where, even though I don&#039;t play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they&#039;d have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.)&lt;br /&gt;
&lt;br /&gt;
What&#039;s probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one&#039;s login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character &#039;&#039;had&#039;&#039; gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn&#039;t even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains.&lt;br /&gt;
&lt;br /&gt;
Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Farewell, have fun, and be good to one another!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Witchful_Thinking_-_2019-08-03_-_Fall_Together_Now,_Concert_of_Chaos_(log)&amp;diff=255220</id>
		<title>Witchful Thinking - 2019-08-03 - Fall Together Now, Concert of Chaos (log)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Witchful_Thinking_-_2019-08-03_-_Fall_Together_Now,_Concert_of_Chaos_(log)&amp;diff=255220"/>
		<updated>2026-03-24T22:45:47Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Phoenatos 3-4, 5119&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;by [[Leafiara]] Autumnwind of the [[The_TownCrier|TownCrier]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
&lt;br /&gt;
* [[Undead]] [[rolton]]s, [[Spotted_gak|gak]]s, and [[velnalin]] rush the [[Wehnimer&#039;s Landing|Landing]] gates. The two groups of frontline defenders, though largely unharmed by them, can&#039;t kill the animals quickly enough to stop them from getting into town, forcing some to splinter off to protect those inside the gates.&lt;br /&gt;
&lt;br /&gt;
* The groups split up further as the magic-immune sea serpents return and attack the docks. Then they split up even further as [[scarab]]s break the safety in Town Square Central and kill everyone there, driving the triage team out to the [[Order of Voln|Voln]] monastery. Then they split up still further as ghouls emerge from the graveyard by [[Lorminstra]]&#039;s temple.&lt;br /&gt;
&lt;br /&gt;
* All forces take a stand as [[Thadston]] leads a charge of militia members into the streets against the many creatures, the [[Brotherhood of Rooks|Rooks]] fire arrows down to stop the ghouls from advancing into [[Shanty Town]], a masked figure in white with Rone-like gauntlets escorts townspeople to safety, and [[Thrayzar]] flies into a rampage.&lt;br /&gt;
&lt;br /&gt;
* The ground trembles violently, shattering windows throughout the Town Square areas. The rumbling grows strongest in Town Square Northeast, where adventurers gather to observe. A jagged fissure opens up, releasing foul mist similar to the [[Bleaklands]], driving some of those present into brief fits of madness and hallucination. Soon more trembles rock Town Square Southwest, opening up another fissure there. And still more trembles rock Noth Ring Road, opening a third fissure outside the militia barracks.&lt;br /&gt;
&lt;br /&gt;
* [[Moulis]] infections hit, as do maggot infestations pouring out of townspeople&#039;s faces, killing them. Thadston reports moving civilians out and far away. Things slowly calm down as adventurers clear out the remaining creatures; [[Maylan]] gets turned into a frog during what&#039;s left of the battle, but a timely kiss from [[Cruxophim]] restores her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Highlights=&lt;br /&gt;
&lt;br /&gt;
 The dark of night begins to slowly fade, the sky above gradually bleeding away to hold a deep ruddy hue like the shade of old blood.&lt;br /&gt;
 Speaking to Stormyrain, Puptilian says, &amp;quot;I&#039;ll start walking around.  If it&#039;s raining blood we may want triage inside...&amp;quot;&lt;br /&gt;
 Leafiara curiously says, &amp;quot;It&#039;s not raining at all, never mind blood rain.&amp;quot;&lt;br /&gt;
 Leafiara concedes, &amp;quot;...yet.&amp;quot;&lt;br /&gt;
 The sky begins to fill with huge clouds, dark and grey on the bottom, pale and white atop, their puffy crowns ascending toward the heavens.&lt;br /&gt;
 Blood rain completely obscures the sky.&lt;br /&gt;
 Lyrna mutters, &amp;quot;Ask for rain.&amp;quot;&lt;br /&gt;
 Elphieya quietly says, &amp;quot;I really need to invest in an umbrella.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Hapenlok says, &amp;quot;...I&#039;ll be wandering around outside the gate.&amp;quot;&lt;br /&gt;
 Hapenlok says, &amp;quot;I&#039;m going to check a couple of her former hiding spots.&amp;quot;&lt;br /&gt;
 Speaking quietly to Hapenlok, Elphieya asks, &amp;quot;Are you sure you going off on your own is a good idea?&amp;quot;&lt;br /&gt;
 Speaking quietly to Hapenlok, Elphieya asks, &amp;quot;Since you have that....doll problem?&amp;quot;&lt;br /&gt;
 Speaking to Elphieya, Archales says, &amp;quot;I think it&#039;s for the best.&amp;quot;&lt;br /&gt;
 Archales says, &amp;quot;Away from the rest of us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Shinann removes a ruby-inlaid onyx hourglass from in her soft suede cloak.&lt;br /&gt;
 Shinann turns the onyx hourglass over.&lt;br /&gt;
 Shinann put a ruby-inlaid onyx hourglass in her soft suede cloak.&lt;br /&gt;
 Speaking musingly to Shinann, Leafiara says, &amp;quot;Time isn&#039;t running -that- short.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Speaking quietly to Cryheart, Pukk says, &amp;quot;Some Elves are long lived, some humans are very stubborn, some dwarves are good at mining...Pukk is good at getting people to join you.&amp;quot;&lt;br /&gt;
 Pukk quietly says, &amp;quot;I really should get a title of herald or something since I&#039;m always announcing things and having people join people.&amp;quot;&lt;br /&gt;
 A green-eyed black cat says, &amp;quot;The town crier or village idiot both have a nice ring to it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Puptilian: &amp;quot;If it&#039;s the witch the last few times she attacked from the bay so maybe want to keep an eye at the docks.  I walked by and it&#039;s quiet so far.&amp;quot;&lt;br /&gt;
 Jiarine: &amp;quot;I did smell rotting fish not long ago.&amp;quot;&lt;br /&gt;
 Maylan: &amp;quot;Harrrr that&#039;s me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Speaking to a pale-faced coppery barn owl, Evia says, &amp;quot;You should request just a little bit of a blood-rain hood to protect yourself.&amp;quot;&lt;br /&gt;
 A green-eyed black cat says, &amp;quot;I&#039;ll protect the owl....&amp;quot;&lt;br /&gt;
 Falvicar quietly says, &amp;quot;Owl bet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Balley softly says, &amp;quot;I need to get a better coat.&amp;quot;&lt;br /&gt;
 Speaking quietly to Balley, Elphieya says, &amp;quot;Me too.&amp;quot;&lt;br /&gt;
 Speaking quietly to Balley, Elphieya says, &amp;quot;Though I just had this one made.&amp;quot;&lt;br /&gt;
 Speaking quietly to Balley, Elphieya says, &amp;quot;Ivory...well, used to be.&amp;quot;&lt;br /&gt;
 Speaking quietly to Balley, Elphieya says, &amp;quot;It&#039;s a lovely shade of &amp;quot;we&#039;re all going to die&amp;quot; red now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Pietra: &amp;quot;They are in town. At Thraks.&amp;quot;&lt;br /&gt;
 Maylan: &amp;quot;Perhaps they want a drink.&amp;quot;&lt;br /&gt;
 Maylan: &amp;quot;Or a lecture from an old fat warrior.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Pukk: &amp;quot;Voln warned us this would happen one day!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Maylan says, &amp;quot;PROTECT SHANTY TOWN AT ALL COSTS.&amp;quot;&lt;br /&gt;
 Neopuron exclaims, &amp;quot;Yeah my house is there!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 The ground trembles again. Windows along buildings near Town Square Centra shatter outward, casting thousands of glass fragments along the cobbled roads as townspeople run screaming.&lt;br /&gt;
 Dergoatean: &amp;quot;Here come the megaroaters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Hapenlok: &amp;quot;I&#039;ll rejoin as soon as I&#039;m able. I just burned out my nerves fighting a dozen of those damned ghouls.&amp;quot;&lt;br /&gt;
 Hapenlok: &amp;quot;...flat on my back.&amp;quot;&lt;br /&gt;
 Hapenlok: &amp;quot;Which is somewhat amazing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Xorus says, &amp;quot;I feel it is best that we stand as close to the cracking ground as possible.&amp;quot;&lt;br /&gt;
 A foul odor seems to rise up from the ground along Town Square Northeast.&lt;br /&gt;
 Ysharra says, &amp;quot;Much worse than Xorus...&amp;quot;&lt;br /&gt;
 Xorus says, &amp;quot;I will be the judge of that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Maylan: &amp;quot;I am triumphantly defending TSC against erm...oh hey a donut.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 A foul odor seems to rise up from the ground along Town Square Northeast.&lt;br /&gt;
 Darconas melodically exclaims, &amp;quot;I bet you that&#039;s Leafiara!&amp;quot;&lt;br /&gt;
 Leafiara tosses her silken handkerchief high with cheeky abandon, sprinkling the air with a hint of cookie dough, sugar, vanilla, and chocolate as it floats gently back into her hand!&lt;br /&gt;
 Speaking to Darconas, Leafiara says, &amp;quot;No, -that&#039;s- me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 One by one, cobblestones along Town Square Northeast are torn asunder as a jagged fissure opens up along the ground, clawing into existance as it stretches from one side of the road to the other like a vicious wound.  Mist seems to swirl about within it, rising and falling and drifting about.&lt;br /&gt;
 Chaoswynd slowly says, &amp;quot;...I don&#039;t believe this construction has been approved by the council...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Raelee&#039;s stomach gives off a loud gurgle.&lt;br /&gt;
 Speaking to Raelee, Stormyrain asks, &amp;quot;..hungry?&amp;quot;&lt;br /&gt;
 Pietra&#039;s stomach gives off a loud gurgle.&lt;br /&gt;
 Darconas&#039;s stomach gives off a loud gurgle.&lt;br /&gt;
 Stormyrain says, &amp;quot;...damnit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Kasik: &amp;quot;I&#039;m stuck at the temple if someone wants to kill the ghouls trapping me.&amp;quot;&lt;br /&gt;
 Kasik: &amp;quot;I think they like fresh meat cause there&#039;s 6 of em waiting for me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 A green-eyed black cat says, &amp;quot;Protect the food cart at all costs.&amp;quot;&lt;br /&gt;
 Speaking to a green-eyed black cat, Leafiara exclaims, &amp;quot;You know it!&amp;quot;&lt;br /&gt;
 Shinann stares at Leafiara.&lt;br /&gt;
&lt;br /&gt;
 Some townspeople can be seen stumbling about in the open streets, clawing at their faces, leaving bloody, deep wounds along their skin.  They scream and writhe and cry out in pain and for help.  Then one by one, their faces erupt outward, flesh spraying like broken glass as swarms of glistening white-grey maggots spill out from the wound, dropping to the ground just as the townsperson&#039;s corpse lands with a thud.&lt;br /&gt;
 Talonhawke: &amp;quot;Well, it&#039;ll help with the crop shortage at least, maggots are high in protein, and less mouths to feed?&amp;quot;&lt;br /&gt;
 Dergoatean: &amp;quot;Always look on the bright side of life.&amp;quot;&lt;br /&gt;
 Dergoatean: &amp;quot;Er, well, death in this case.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Log=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bracing==&lt;br /&gt;
&lt;br /&gt;
[Town Square Central]&lt;br /&gt;
&lt;br /&gt;
This is the heart of the main square of Wehnimer&#039;s Landing.  The impromptu shops of the bazaar are clustered around this central gathering place, where townsfolk, travellers, and adventurers meet to talk, conspire or raise expeditions to the far-flung reaches of Elanith.  At the north end, an old well, with moss-covered stones and a craggy roof, is shaded from the moonlight by a strong, robust tree.  The oak is tall and straight, and it is apparent that the roots run deep.  You also see some stone benches with some stuff on it and an herbal remedy donation bin.&lt;br /&gt;
&lt;br /&gt;
Also here: Dame Evia, Slimeface, Ithrayn, Land Pirate Maylan who is sitting, Dergoatean, Guarrin, Shinann, Musix, Nimaera, Aeleth, Chaoswynd, Snowbee who is kneeling, Event Planner Leafiara, Hapenlok, Sir Cryheart, Archales, Giocoso, Stormicore, Soneiken, Avalera, Elphieya who is sitting, Mistress Ghianna, High Lady Saranja, Eyona, Lyrna, Mistress Lyddia, Skoal, Lady Carolanne, Helsfeld, Stormyrain, Kleef, Puptilian, Lord Chamorr, Bernadette, Falvicar, Zosopage, Gypsy Scribe Balley who is sitting, Pukk, Ralkean, Grel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The dark of night begins to slowly fade, the sky above gradually bleeding away to hold a deep ruddy hue like the shade of old blood.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Balley softly says, &amp;quot;Um.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara curiously says, &amp;quot;Hm.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Evia chants, &amp;quot;Burn the Witch!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Carolanne says, &amp;quot;Crap.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya quietly says, &amp;quot;Well, that&#039;s ominous.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Balley softly says, &amp;quot;Not good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Carolanne says, &amp;quot;Time to hide.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Pukk, Leafiara assures, &amp;quot;It&#039;s time!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Falvicar quietly says, &amp;quot;Here we go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok quietly says, &amp;quot;...she&#039;s near.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Balley softly asks, &amp;quot;You think she is near?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart feeds a pale-faced coppery barn owl the last of his fine raw meat.&lt;br /&gt;
&lt;br /&gt;
Speaking raspily to Balley, Hapenlok says, &amp;quot;Yes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking confidently to Balley, Leafiara says, &amp;quot;Bet on it. Or at least her armies are.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;There ye go Owly, meat to fly higher.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Balley softly says, &amp;quot;Not good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Stormyrain, Puptilian says, &amp;quot;I&#039;ll start walking around.  If it&#039;s raining blood we may want triage inside...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Avalera says, &amp;quot;Well, that&#039;s not ominous or anything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara curiously says, &amp;quot;It&#039;s not raining at all, never mind blood rain.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara concedes, &amp;quot;...yet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyrna says, &amp;quot;Not yet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian says, &amp;quot;Everyone pleave have your amulet on.  I&#039;ll call out if I see anything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thrassus: &amp;quot;Well now, doesn&#039;t that look ominous?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The sky begins to fill with huge clouds, dark and grey on the bottom, pale and white atop, their puffy crowns ascending toward the heavens.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Saranja quietly asks, &amp;quot;Bug rain?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look up&lt;br /&gt;
&lt;br /&gt;
Blood rain completely obscures the sky.&lt;br /&gt;
&lt;br /&gt;
Speaking to Saranja, Maylan says, &amp;quot;WHAT.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara thoughtfully says, &amp;quot;Oh, there it is.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain says, &amp;quot;Looks like rain isn&#039;t far behind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyrna mutters, &amp;quot;Ask for rain.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara exclaims, &amp;quot;Blood rain it is!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya quietly says, &amp;quot;I really need to invest in an umbrella.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean exclaims, &amp;quot;Time to prep!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Balley softly says, &amp;quot;Blood rain is definitely not good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pietra says, &amp;quot;It&#039;s salty.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyrna mildly says, &amp;quot;Certainly not my preference.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya quietly says, &amp;quot;And hard to get out of your hair and clothes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok says, &amp;quot;I&#039;ve been covered in blood before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pukk recites quietly:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Everybody join Cryheart if you&#039;re not already joined...or if you are Happy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking sagely to Lyrna, Leafiara says, &amp;quot;This is why I invested in a red cape.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Hapenlok, Elphieya says, &amp;quot;I prefer to have the blood on me be from helping others.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyrna stares at Leafiara.&lt;br /&gt;
&lt;br /&gt;
Lyrna chuckles.&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Hapenlok, Elphieya says, &amp;quot;Rain should be cleansing. not bloody.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking insistently to Lyrna, Leafiara exclaims, &amp;quot;Well, it is!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyrna says, &amp;quot;I believe you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok says, &amp;quot;...I&#039;ll be wandering around outside the gate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok says, &amp;quot;I&#039;m going to check a couple of her former hiding spots.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Cryheart, Pukk says, &amp;quot;Some Elves are long lived, some humans are very stubborn, some dwarves are good at mining...Pukk is good at getting people to join you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Hapenlok, Elphieya asks, &amp;quot;Are you sure you going off on your own is a good idea?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;There may be trouble brewing in the Landing. If any wordly defenders care to come our way, I&#039;m sure it would be appreciated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Hapenlok, Elphieya asks, &amp;quot;Since you have that....doll problem?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;All scouts keep us apprise of any sightings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Elphieya, Archales says, &amp;quot;I think it&#039;s for the best.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Evia says, &amp;quot;Ugh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Archales says, &amp;quot;Away from the rest of us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Elphieya, Hapenlok says, &amp;quot;Safer for both of us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Bernadette softly says, &amp;quot;Blood comin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;Walked the town and outside and so far quiet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Elphieya, Hapenlok says, &amp;quot;I don&#039;t have to worry about holding back as much, on my own.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lylia: &amp;quot;Good evening. Though perhaps not such a good one...the sky has a look I do not like.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Chaoswynd offers Stormyrain a branded leather and faenor flask.&lt;br /&gt;
&lt;br /&gt;
Speaking heartily to Archales, Chamorr says, &amp;quot;Howdy Arch.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;...she&#039;s near.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Chaoswynd, Stormyrain says, &amp;quot;Can&#039;t manage to take a sip without getting blood in my mouth. No thank you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Yarrrrrrrrrrrr.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya quietly says, &amp;quot;May whatever Arkati you worship be with you then.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Stormyrain, Chaoswynd says, &amp;quot;Fair point.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Falvicar: &amp;quot;Are there demons nearby?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In a fair imitation of Archales, Pukk quietly exclaims, &amp;quot;Watch the flank, tighten up the ranks........MEND the bond!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Eyona: &amp;quot;Yes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Archales, Pukk says, &amp;quot;I covered it all for you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Chamorr, Archales asks, &amp;quot;Evening Chamorr are you leading the charge tonight?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;....not yet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking heartily to Archales, Chamorr says, &amp;quot;Spurs is got it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shinann removes a ruby-inlaid onyx hourglass from in her soft suede cloak.&lt;br /&gt;
&lt;br /&gt;
Shinann turns the onyx hourglass over.&lt;br /&gt;
&lt;br /&gt;
Shinann put a ruby-inlaid onyx hourglass in her soft suede cloak.&lt;br /&gt;
&lt;br /&gt;
Speaking musingly to Shinann, Leafiara says, &amp;quot;Time isn&#039;t running -that- short.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pukk quietly says, &amp;quot;I really should get a title of herald or something since I&#039;m always announcing things and having people join people.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking amicably to Pukk, Leafiara agrees, &amp;quot;You should.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;If it&#039;s the witch the last few times she attacked from the bay so maybe want to keep an eye at the docks.  I walked by and it&#039;s quiet so far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pukk quietly says, &amp;quot;I mean we have Sir Shiny and Sir Ruffy, and Dame Evia and Grumpy Happy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A green-eyed black cat says, &amp;quot;The towncrier or village idiot both have a nice ring to it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Pukk, Ghianna says, &amp;quot;Not Herald...Melvin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Pukk, Evia says, &amp;quot;Or we could all just call you Herald, or Harry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jiarine: &amp;quot;I did smell rotting fish not long ago.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Avalera says, &amp;quot;Ugh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Harrrr that&#039;s me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Avalera says, &amp;quot;Sticky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to a pale-faced coppery barn owl, Evia says, &amp;quot;You should request just a little bit of a blood-rain hood to protect yourself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A green-eyed black cat says, &amp;quot;I&#039;ll protect the owl....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Falvicar quietly says, &amp;quot;Owl bet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pukk quietly says, &amp;quot;Pretty awful rain.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Aye.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Saranja quietly says, &amp;quot;Lyrna... focus on the task, love.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain nods slowly at Alasatia.&lt;br /&gt;
&lt;br /&gt;
Stormyrain points at Chaoswynd.&lt;br /&gt;
&lt;br /&gt;
Stormyrain points at Alasatia.&lt;br /&gt;
&lt;br /&gt;
Stormyrain adopts an agreeable expression.&lt;br /&gt;
&lt;br /&gt;
Alasatia cocks her head at Chaoswynd.&lt;br /&gt;
&lt;br /&gt;
Chaoswynd gazes in amusement at Stormyrain.&lt;br /&gt;
&lt;br /&gt;
Alasatia studies Chaoswynd with an excruciating intensity bordering on indecency.&lt;br /&gt;
&lt;br /&gt;
Stormyrain grins crookedly.&lt;br /&gt;
&lt;br /&gt;
Alasatia nods approvingly at Stormyrain.&lt;br /&gt;
&lt;br /&gt;
Stormyrain gazes in amusement at Alasatia.&lt;br /&gt;
&lt;br /&gt;
Stormyrain preens.&lt;br /&gt;
&lt;br /&gt;
Alasatia grins crookedly at Stormyrain.&lt;br /&gt;
&lt;br /&gt;
Chaoswynd amusedly says, &amp;quot;I think that&#039;s Storm&#039;s roundabout way of introducing us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain laughs softly, trying to hide her amusement.&lt;br /&gt;
&lt;br /&gt;
Chaoswynd grins at Alasatia.&lt;br /&gt;
&lt;br /&gt;
Stormyrain agrees with Chaoswynd.&lt;br /&gt;
&lt;br /&gt;
Speaking to Chaoswynd, Alasatia agrees, &amp;quot;I think so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pukk quietly says, &amp;quot;It&#039;s quiet......too quiet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maags looks thoughtfully at Shinann.&lt;br /&gt;
&lt;br /&gt;
Ruffelin says, &amp;quot;Tis understandable when yer spattered wi&#039; blood in battle, but ta hae it rain down on ye frae th&#039; clouds is disconcertin&#039; in th&#039; extreme.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maags says, &amp;quot;Well usuallies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Balley softly says, &amp;quot;I need to get a better coat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking suspiciously to Pukk, Leafiara says, &amp;quot;Where are the beetles or serpents or worms or Blameless or demons or...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Balley softly says, &amp;quot;Protect me from the weather a bit better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Balley, Elphieya says, &amp;quot;Me too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara concludes, &amp;quot;Well, you get the point.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Balley, Elphieya says, &amp;quot;Though I just had this one made.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Balley softly says, &amp;quot;Shhh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Listen carefully for any skittering.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Leafiara, Pukk says, &amp;quot;I know right....I mean, what is a night in Landing without a scarab popping out of the ground and eating Happy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking deeply to Ruffelin, Guarrin says, &amp;quot;Reason for the color.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Evia chants, &amp;quot;Burn the Witch!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking in Elven, Eyona complains, &amp;quot;Get on with it already..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Leafiara, Pukk asks, &amp;quot;What I ask you...what?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Balley, Elphieya says, &amp;quot;Ivory...well, used to be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Guarrin, Ruffelin says, &amp;quot;Good choice, lad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Balley, Elphieya says, &amp;quot;It&#039;s a lovely shade of &amp;quot;we&#039;re all going to die&amp;quot; red now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Guarrin, Evia says, &amp;quot;Clever color choice for here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pukk quietly asks, &amp;quot;Maybe we can get Dreaven to cast some spells in TSC for us?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking deeply to Evia, Guarrin says, &amp;quot;I&#039;ve learned a thing or two over the years.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Pukk, Leafiara reminds, &amp;quot;Lately they&#039;ve just been getting dispelled anyway...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking dejectedly to Leafiara, Pukk says, &amp;quot;Oh yeah.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maags says, &amp;quot;I has not had this manies magics on me in a veries long time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Leafiara, Pukk says, &amp;quot;I&#039;m glad I visited the temple and got more favor with Lorminstra.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Leafiara, Pukk says, &amp;quot;Although, she knows me by sight now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking amusedly to Pukk, Leafiara agrees, &amp;quot;I bet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya quietly says, &amp;quot;Careful out there. The night is not looking very safe...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Cryheart, Maags exclaims, &amp;quot;Readies!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Same.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contact==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A guard from the north gate towers shouts, &amp;quot;I see something....&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[travel]&lt;br /&gt;
&lt;br /&gt;
[Wehnimer&#039;s, Outside Gate]&lt;br /&gt;
&lt;br /&gt;
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer&#039;s Landing.  Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post.  A dirt path encircling the wooden palisade of the town leads east and southwest.  Nailed prominently to the wooden wall beside the gate is a sign you really should read.  You also see a reinforced wooden defense tower and the Wayside inn.&lt;br /&gt;
&lt;br /&gt;
Also here: Ysharra, Melikor, Xorus, Soneiken, Lord Zolis, Sofal, Razanetika, Skoal, Maags, Dergoatean, Tetreves, Yakushi, Sir Ruffelin, High Lady Saranja, Avalera, Guarrin, Eheylien, Vancudais, Rhayveign, Relic Hunter Madmountan, Krizualt, Dame Evia, Land Pirate Maylan, Shinann, Chaoswynd, Archales, Elphieya, Lyrna, Mistress Lyddia, Helsfeld, Stormyrain, Lord Chamorr, Bernadette, Falvicar, Zosopage, Pukk, Sir Cryheart, Event Planner Leafiara&lt;br /&gt;
&lt;br /&gt;
Leafiara musingly says, &amp;quot;He may see something, but I sure don&#039;t yet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ysharra says, &amp;quot;I&#039;m sure it&#039;ll be here soon enough.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lokirro says, &amp;quot;Oh boy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;Defenders at north gate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to her drunken chinchilla, Maylan says, &amp;quot;Hide friend, HIDE.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A decaying rot-filled gak charges in, flaring her nostrils angrily!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lokirro says, &amp;quot;Everyone&#039;s gonna die again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A decaying rot-filled gak charges at Ysharra with its tusk!&lt;br /&gt;
&lt;br /&gt;
Ysharra evades the attack by inches!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A decomposing worm-covered rolton ambles in.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A rotting bloated velnalin trots in, snorting to announce her arrival!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leafiara says, &amp;quot;Curious.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;I&#039;ll watch the west gate if any want to keep an eye on it with me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[combat; room clears]&lt;br /&gt;
&lt;br /&gt;
Evia says, &amp;quot;Dang, nasty.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pukk quietly exclaims, &amp;quot;Those were roltons with a mission!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pietra says, &amp;quot;Smelly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;North gate was attacked by undead wildlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;Need help.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ruffelin says, &amp;quot;Well, e&#039;en if ye cannae see &#039;em, ye kin surely smell &#039;em.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean says, &amp;quot;I&#039;ll scout a bit.  Send a thought if north gate needs reinforcements.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maags says, &amp;quot;Better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara acknowledges, &amp;quot;Not exactly her most threatening opening salvo ever, but... they were a bit ugly, I&#039;ll give them that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus disgustedly says, &amp;quot;Gaks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Falvicar: &amp;quot;Where?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pukk quietly asks, &amp;quot;Ooh, I wonder if we will see a bunch of kobolds?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;West gate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Man the towers!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;They&#039;re at west gate too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[travel]&lt;br /&gt;
&lt;br /&gt;
[Wehnimer&#039;s, Exterior]&lt;br /&gt;
&lt;br /&gt;
The muted sounds of loud bartering from within Wehnimer&#039;s Landing, and the lonely calls of a pair of mated fenvaoks high up in the air vie for your attention as you march along the outer western edge of the town.  You also see a decomposing worm-covered rolton, a decomposing worm-covered rolton that is lying down, the Dergoatean disk, a long thorny vine, a decaying rot-filled gak, a decaying rot-filled gak, a forest wolf, a tall wooden archery tower and a reinforced large wooden gate.&lt;br /&gt;
&lt;br /&gt;
Also here: Pukk, Zosopage, Falvicar, Bernadette, Lord Chamorr, Helsfeld, Mistress Lyddia, Lyrna, Elphieya, Archales, Chaoswynd, Shinann, Land Pirate Maylan, Dame Evia, Relic Hunter Madmountan, Rhayveign, Vancudais, Eheylien, Guarrin, Avalera, High Lady Saranja, Sir Ruffelin, Yakushi, Tetreves, Maags, Razanetika, Sofal, Jiarine, Lord Zolis, Soneiken, Xorus, Melikor, Ysharra, Gypsy Scribe Balley, Tsarok, Hapenlok, Lord Drakkler, Sir Cryheart, Event Planner Leafiara, Mayor Lylia, Dergoatean, Stormyrain, Puptilian&lt;br /&gt;
&lt;br /&gt;
Puptilian says, &amp;quot;Join up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[combat; room clears]&lt;br /&gt;
&lt;br /&gt;
Speaking to Cryheart, Puptilian says, &amp;quot;Keep the north gate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lylia: &amp;quot;The West Gate is secured.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Evia: &amp;quot;Ring the alarm Maylan!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;I FORGOT THE ALARM.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Breakaway==&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Ok..we need to split the groups to cover both West and North gates.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya: &amp;quot;Is a triage going to need to be set up?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Ring roads clear at this time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Stance offensive.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking eagerly to Cryheart, Leafiara says, &amp;quot;Most definitely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;Anyone at North gate?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;Yes. Due to the blood rain, I will leave it up to the healers whether TSC or the Inn are more appropriate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Triage will be in TSC and at Voln.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pukk recites quietly:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Remember, if you see kobold trying to invade, don&#039;t aim at Happy, no matter how much you get confused!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian says, &amp;quot;If some will stay with me, the north gate will need help too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pietra says, &amp;quot;I&#039;ll take a group to North gate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Saranja quietly says, &amp;quot;Yona.&amp;quot; [died elsewhere, because animals are getting through the gates]&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;North gate is clear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;It is not.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara says, &amp;quot;They&#039;ve gotten in the gates. Just a moment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Leafi goes rescuing]&lt;br /&gt;
&lt;br /&gt;
[Wehnimer&#039;s, Land&#039;s End Rd.]&lt;br /&gt;
&lt;br /&gt;
Vigilant night guardsmen scrutinize the citizens and travelers arriving and departing through the wide gates spanning the land route into Wehnimer&#039;s Landing.  The cluttered streets of the city to the south are a far cry from the deceptively calm expanse of the wilds of Elanith outside.  Two daunting towers survey the countryside and protect the town, flanking the road to the east and west.  You also see a decaying rot-filled gak, a decomposing worm-covered rolton, the town gates and a large wooden barrel.&lt;br /&gt;
Also here: the body of Lokirro who is lying down, the body of Eyona who is lying down&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;Clear now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Odd, I must be staring out the wrong window.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;We need a few just to watch and defend the North gate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;I have the North Gate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Talonir: &amp;quot;Run for you lives!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;I can use more help if west gate can spare them. Join Vancudais.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[combat, but the anmals have too much health for someone to solo without either Pain or incredible patience]&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Some are making it inside the gates.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[combat abandoned, corpse dragging]&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Plenty of gaks at north gate.  A few velnalins now too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;Some of ye patrol just inside the north and west gates.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Man the ballistas!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Or woman!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lylia: &amp;quot;Join Puptilian at the West Gate for its defense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Woman the ballistas!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[TSC triage]&lt;br /&gt;
&lt;br /&gt;
Cruxophim: &amp;quot;Person the ballistas!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;Just shoot the damned things already.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Or Crux!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Yrrk, Maags exclaims, &amp;quot;Lives to defend the life yous loved ones!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;How is the north gate?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;Busy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara roars, &amp;quot;To the battlefield!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Wehnimer&#039;s, Outside Gate]&lt;br /&gt;
&lt;br /&gt;
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer&#039;s Landing.  Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post.  A dirt path encircling the wooden palisade of the town leads east and southwest.  Nailed prominently to the wooden wall beside the gate is a sign you really should read.  You also see a decomposing worm-covered rolton, a decaying rot-filled gak, a decaying rot-filled gak, a decaying rot-filled gak, a rotting bloated velnalin that appears dead, a roly-poly flamepoint sand kitten, the Dergoatean disk, a spotted great horned owl, the Eheylien disk, the cauldron-shaped Vancudais disk, an animated halberd hovering in mid-air, a short-haired black cat, a fluffy white cat, a reinforced wooden defense tower and the Wayside inn.&lt;br /&gt;
&lt;br /&gt;
Also here: Event Planner Leafiara, Sir Ruffelin, Lord Chamorr, Dergoatean, Chaoswynd, Stormyrain, Eheylien, Vancudais&lt;br /&gt;
&lt;br /&gt;
[combat]&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;Need help?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;Holding for now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;Got enough up there?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;LEAFI, get back here, I got a body!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;I can only raise every so often and I just did!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Chaoswynd: &amp;quot;Things seem under control at the north gate, for now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;...triage him, I can&#039;t disengage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;We have to stop the advance at the gates and just inside the gates or there&#039;ll be more bodies to come!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;West gate busy but under control for now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jiarine: &amp;quot;I am collecting a large group of my own that need to die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Undead animals on north ring road as well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;You&#039;re just the right one for the job, Goat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;Gak went through west gate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;The poor uniformed doorkeeper...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pietra: &amp;quot;They are in town. At Thraks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Perhaps they want a drink.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maags: &amp;quot;They are all over town.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Or a lecture from an old fat warrior.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shinann: &amp;quot;They are getting into town.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Sorcerers - Pain is recommended.  They take a lot of punishment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;Group inside of west gate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;Do we hae a group inside of north gate?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Small group still defending north gate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;No.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Not inside, no.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;Just outside it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;Nothing straight inside that I see.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Goat, Flapjack, and myself are attempting to clean up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;I sent a few inside the gates to clean up inside.  West Gate is holding though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;But we are spread out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;Group is patrolling between north and west gate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;...anyone have eyes on the docks?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;The dead animals move very quickly from place to place - they slip through the gates easily.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pukk: &amp;quot;Voln warned us this would happen one day!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya: &amp;quot;Speaking of Voln. How is the healing situation there?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tetreves: &amp;quot;At least two healers at west gate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Docks are clear, their pylons inactive, and quiet in Darkstone Bay itself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Leafi checks on the triage situation and west gate, then returns to north gate]&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Inside north gate is getting overrun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;How is the north gate?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;Busy, still.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pietra: &amp;quot;Scattered undead sheeps on locksmehr.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;The gate itself is holding but very busy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;I hold the lead now if someone comes in to join.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;Last bunch were a bit tougher.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;We might consider two levels of defense for these - defenders both outside and inside the gates.  It&#039;s nigh impossible to keep some from slipping inside the gates.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pietra: &amp;quot;Is TSC still triage?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Evia: &amp;quot;Cryheart group patrolling about.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Aye.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;And the bodies are piling up in there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;The general town patrol is definitely needed. Even two groups at each gate wouldn&#039;t be enough.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya: &amp;quot;Any clerics who can be spared in the fighting are needed in triage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;There are several of us patrolling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;We thank you!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyrna: &amp;quot;I&#039;ve been fighting the ones I&#039;ve been finding around town.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Inside of town looking pretty good at this moment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;Report out if you see critters inside of town.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyrna: &amp;quot;I&#039;m seeing one just west of House Phoenix.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fourway==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dockworkers scramble and townspeople scream as huge black forms begin to glide along the surface of the Bay, moving rapidly towards the north docks!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tetreves exclaims, &amp;quot;Docks!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara mumbles, &amp;quot;Ooh boy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pietra says, &amp;quot;Ooooh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;...I&#039;m going to the docks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Bigguns.  North docks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Leafi heads to the dock]&lt;br /&gt;
&lt;br /&gt;
[Wehnimer&#039;s, North Dock]&lt;br /&gt;
&lt;br /&gt;
The dock&#039;s planks are dull and weathered from the salt spray of many seasons.  Northward beyond the massive sea gates, a flock of ice geese passes, silhouetted against the sky over the dark blue waters of Darkstone Bay.  The hulk of a derelict coastal sailer is tethered to the end of the pier.  You also see a sharp-nosed fire wyrdling, the Dergoatean disk, a huge oily black sea serpent, a frisky astral spirit that is flying around, the Rimo disk, a volatile aurora spirit that is flying around, a black imperial wagon with a glowing blue-white pylon on it, the dark waters of Darkstone Bay, a stack of empty crates, some huge wooden crates and some stacked piles of supplies.&lt;br /&gt;
&lt;br /&gt;
Also here: Event Planner Leafiara, Dergoatean, Land Pirate Maylan, Maags, Rimo, Dame Evia, Guarrin, Shimmerain, Shinann, Sir Cryheart&lt;br /&gt;
&lt;br /&gt;
Elphieya: &amp;quot;Serpents in the bay.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;Group at north docks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Serpents are magic immune?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Join Cryheart!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Serpents at the dock. These are immune to magic!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Looks to be, aye.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;And they poison.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sairai: &amp;quot;I sure appreciate all yous defending the surroundings while I&#039;m trying to get caught up with my &amp;quot;work&amp;quot;.. My deepest thanks to yous.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tetreves: &amp;quot;I&#039;m heading to docks to help.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Bring warriors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;I have a corpse at the north gate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shimmerain says, &amp;quot;Can&#039;t do a thing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thrassus: &amp;quot;There is a serpent on Valeria street.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tetreves says, &amp;quot;They&#039;re getting through.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara suggests, &amp;quot;If you can only use magic, defend the gates.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean says, &amp;quot;One east.&amp;quot; [we&#039;d moved west at some point]&lt;br /&gt;
&lt;br /&gt;
Maylan says, &amp;quot;Okay back to patrol I go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Voln - Dergoatean] &amp;quot;Serpents can be affected by symbols.. somewhat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;Still have a corpse at the north gate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Whew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking hopefully to Falvicar, Leafiara asks, &amp;quot;Zealot?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tetreves exclaims, &amp;quot;Alright!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Falvicar casts]&lt;br /&gt;
&lt;br /&gt;
A huge oily black sea serpent slithers in.&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Thanks for coming.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Critters leaking through the north gate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking eagerly to Falvicar, Leafiara exclaims, &amp;quot;Now that&#039;s more like it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;West gate is now led by Lylia.  I&#039;m going to help against the serpents.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;Group is busy at north dock with the black sea serpents.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Docks is still magic-immune serpents.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Cryheart&#039;s leading here at the docks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lylia: &amp;quot;I am now leading at the West Gate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sairai: &amp;quot;Glad it&#039;s you and not me.. I hates creepy crawlies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shinann asks, &amp;quot;Who is casting Zealot?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean says, &amp;quot;I dunno but I like it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian says, &amp;quot;I figured my sword will help here more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nodyre says, &amp;quot;We need some Tonis, too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pukk: &amp;quot;Careful around town, both friendly fire and critter attacks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean asks, &amp;quot;So, how are my fellow squares doing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Doing well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The voice of Pietra asks, &amp;quot;Fantastic?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The voice of Pietra exclaims, &amp;quot;Hidden!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The air crackles with potent energy!&lt;br /&gt;
&lt;br /&gt;
Puptilian flashes with a bright ethereal light!&lt;br /&gt;
&lt;br /&gt;
The barrier of force around Puptilian dissipates.&lt;br /&gt;
&lt;br /&gt;
[and everyone; all foreign spells dispelled]&lt;br /&gt;
&lt;br /&gt;
Lyrna says, &amp;quot;I hadn&#039;t noticed any immunity.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Evia says, &amp;quot;Oy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking thoughtfully to Falvicar, Leafiara says, &amp;quot;We&#039;re gonna need more Zealot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Avalera says, &amp;quot;Good times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Blasted anti magic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ruffelin says, &amp;quot;Gads.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian says, &amp;quot;Good my vines will still work.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The voice of Pietra says, &amp;quot;So how are we doing now? Not so great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aynissa: &amp;quot;The heavens themselves seem to be cursed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean says, &amp;quot;If Leafi and I can still hang without the other spells, so can the rest of you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara adds, &amp;quot;But Zealot would still be great.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean says, &amp;quot;Though now I&#039;ve doomed myself by saying it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Leafiara, Dergoatean says, &amp;quot;I&#039;m a little more scared of Zealot now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The voice of Pietra exclaims, &amp;quot;Yep!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Spell stripping was cast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking mischievously to Dergoatean, Leafiara says, &amp;quot;I&#039;m never.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean says, &amp;quot;Tonis, Tonis is what we really need.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;So dinnae waste manna.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Dergoatean, Leafiara concedes, &amp;quot;True.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tetreves removes a bronze bar from in his ashen wool cloak.&lt;br /&gt;
&lt;br /&gt;
Tetreves drops a bronze bar.&lt;br /&gt;
&lt;br /&gt;
[drops a bunch more]&lt;br /&gt;
&lt;br /&gt;
The voice of Pietra says, &amp;quot;Couple ambushers here, just so&#039;s you know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tetreves says, &amp;quot;That&#039;s better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean says, &amp;quot;Does anyone not want Zealot?  I&#039;ve got it here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The voice of Pietra asks, &amp;quot;Can someone fling those at the big ugly snakes?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Moving east.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sir Cryheart&#039;s group just went east.&lt;br /&gt;
&lt;br /&gt;
[Wehnimer&#039;s, North Dock]&lt;br /&gt;
&lt;br /&gt;
The dock&#039;s planks are dull and weathered from the salt spray of many seasons.  Northward beyond the massive sea gates, a flock of ice geese passes, silhouetted against the sky over the dark blue waters of Darkstone Bay.  The hulk of a derelict coastal sailer is tethered to the end of the pier.  You also see a huge oily black sea serpent, a huge oily black sea serpent, a black imperial wagon with a glowing blue-white pylon on it, the dark waters of Darkstone Bay, a stack of empty crates, some huge wooden crates and some stacked piles of supplies.&lt;br /&gt;
&lt;br /&gt;
Also here: Rimo, Dame Evia, Guarrin, Shinann, Nodyre, Dergoatean, Sir Ruffelin, Tetreves, Lyrna, Falvicar, Event Planner Leafiara, Avalera, Relic Hunter Madmountan, Puptilian, Lord Zolis, Sir Cryheart&lt;br /&gt;
&lt;br /&gt;
Dergoatean asks, &amp;quot;Anyone?  Who doesn&#039;t want Zealot?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking greedily to Dergoatean, Leafiara says, &amp;quot;I want it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean asks, &amp;quot;I guess it&#039;ll just drop though?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Spell stripping will most likely disrupt Zealot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara offers, &amp;quot;Even having it temporarily is better than nothing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya: &amp;quot;Everyone in TSC is alive for now. Good work clerics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zolis deeply asks, &amp;quot;Anyone hit me with a shot of Strength?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Well... your mana, if you want to cast Zealot...no guarantees it will last.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Evia says, &amp;quot;Won&#039;t last.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zolis deeply says, &amp;quot;True.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking pleadingly to Falvicar, Leafiara exclaims, &amp;quot;Help us out!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya: &amp;quot;Several died walking west from TSC.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Falvicar quietly says, &amp;quot;I could use adrenaline.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Serpents have remained under control to this point, at the north docks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;They remain magic immune.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tetreves exclaims, &amp;quot;Balley!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;It&#039;s no place for sorcerers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Falvicar quietly asks, &amp;quot;Who gave this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Won&#039;t stop you or me!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;North gate is still steady, but controlled for now. Several groups here, though, if you come in please don&#039;t throw any magic that could inadvertently kill any of us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pietra exclaims, &amp;quot;Bugs too!&amp;quot; [scarabs and beetles have started appearing with the serpents]&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Scarabs now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pietra: &amp;quot;There are scarabs at north dock now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Anyone else getting scarabs, aside from north docks?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart asks, &amp;quot;All ok?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ruffelin says, &amp;quot;Aye.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Falvicar, Nodyre says, &amp;quot;Sorry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyrna says, &amp;quot;So far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Puptilian, Shinann says, &amp;quot;Thank you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara says, &amp;quot;Whew...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Guarrin deeply says, &amp;quot;Aye, seem so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Falvicar quietly says, &amp;quot;Thank ye.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian says, &amp;quot;Welcome.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Raelee: &amp;quot;... yes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;I am protecting one empath.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pietra: &amp;quot;Besides inside bodies...?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Yes, we have em outside.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyrna asks, &amp;quot;Are headaches the side effects of a spell that&#039;s been running?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Dergoatean, Pietra says, &amp;quot;I knows.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jennora: &amp;quot;Scarabs in the square, I think the sanctuary in town square central is down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean says, &amp;quot;Sorry, I did it again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Moving east.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean asks, &amp;quot;Should we clear out town square central?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;I&#039;m coming.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Talonir: &amp;quot;TSC is a mess... eww.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jennora: &amp;quot;Is Voln secure?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara curiously says, &amp;quot;Hmm. Trouble elsewhere.&amp;quot; [mass deaths sensed]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A loud cackle echoes in the distance.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;All over.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The voice of Pietra says, &amp;quot;Oooh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian says, &amp;quot;Not good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Evia chants, &amp;quot;Burn the Witch!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Dozen bodies in Town Sqaure Central.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart asks, &amp;quot;Hear that cackle?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ruffelin says, &amp;quot;Aye.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara exclaims, &amp;quot;Yup!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aynissa: &amp;quot;Something powerful is cackling...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;Hear that cackle?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Guarrin deeply asks, &amp;quot;Triage setup elsewhere?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;Heard at the north gate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;And here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;It&#039;s a risk.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aynissa: &amp;quot;The Coastal Cliffs as well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Avalera&#039;s face takes on a pinched expression.&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;She&#039;s had Voln under siege before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Use your best judgement, there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking carefully to Avalera, Leafiara says, &amp;quot;You&#039;re about to be in trouble.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Looks like town square central is no longer overrun by anything but our own corpses.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[dispels]&lt;br /&gt;
&lt;br /&gt;
Lyrna asks, &amp;quot;Is the headache a side effect of a spell wearing off?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Everyone in the square is dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Lyrna, Leafiara says, &amp;quot;No, that&#039;s when you have too much mana...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Lyrna, Dergoatean says, &amp;quot;Headache can be too much mana.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pietra exclaims, &amp;quot;Bastards!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean says, &amp;quot;As in the rift, when we are stripped of our outside spells we can also gain or lose mana, even over what we can normally hold.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyrna says, &amp;quot;That might explain it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aynissa: &amp;quot;Bloodrain is bathing everything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pietra says, &amp;quot;I&#039;m gonna barf....&amp;quot; [plague or moulis]&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Yep. It is.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Well done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;How are west and north gates?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya: &amp;quot;Voln is safe for now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[dispels]&lt;br /&gt;
&lt;br /&gt;
The voice of Pietra says, &amp;quot;My tummy feels weird.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya: &amp;quot;If anyone can get bodies here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyrna says, &amp;quot;Mine too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara musingly says, &amp;quot;Some of you aren&#039;t looking so good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tetreves: &amp;quot;Inside town is getting overrun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;By what?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Balley: &amp;quot;Scarabs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tetreves: &amp;quot;All of it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[combat; Leafi breaks away to triage]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regroup==&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;....I may have to implement the ultimate solution if this gets any worse.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Town Square Central]&lt;br /&gt;
&lt;br /&gt;
This is the heart of the main square of Wehnimer&#039;s Landing.  The impromptu shops of the bazaar are clustered around this central gathering place, where townsfolk, travellers, and adventurers meet to talk, conspire or raise expeditions to the far-flung reaches of Elanith.  At the north end, an old well, with moss-covered stones and a craggy roof, is shaded from the moonlight by a strong, robust tree.  The oak is tall and straight, and it is apparent that the roots run deep.  You also see a dismal badland spirit that is flying around, a sleek narrow-winged falcon that is flying around, a weathered fel trunk, a floating crystal green eye that is flying around, a ruffled narrow-winged falcon that is flying around, a weathered wooden box, a rotting thanot coffer, a bacon-wrapped blood pudding donut, a bacon-wrapped blood pudding donut, a bacon-wrapped blood pudding donut, a bacon-wrapped blood pudding donut, a fluffy white cat that is sitting, a bacon-wrapped blood pudding donut, a bacon-wrapped blood pudding donut, a bacon-wrapped blood pudding donut, a bacon-wrapped blood pudding donut, a bacon-wrapped blood pudding donut, some stone benches with some stuff on it and an herbal remedy donation bin.&lt;br /&gt;
&lt;br /&gt;
Also here: Event Planner Leafiara, the body of High Lady Saranja who is lying down, the body of Razanetika who is lying down, the body of Kasik who is lying down, the body of Snoobie who is lying down, Draught, the body of Sofal who is lying down, the body of Savageheart who is lying down, the body of Stormicore who is lying down, the body of Chaser Rendena who is lying down, the body of Lord Gwoblyn who is lying down, the body of Lord Snub who is lying down, the body of Xure who is lying down, the body of Seleinia who is lying down, the body of Qeff who is lying down, the body of Skoal who is lying down, the body of Fyrrow who is lying down, the body of Ingward who is lying down, the body of Lady Carolanne who is lying down, the body of Ralkean who is lying down, the body of Grel who is lying down&lt;br /&gt;
&lt;br /&gt;
Leafiara recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Delivery!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara surprisedly says, &amp;quot;...whoa.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Saranja quietly says, &amp;quot;No time to say ow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Stormicore asks, &amp;quot;Could we even attack the bugs?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pietra: &amp;quot;Scarabs, sea serpents, velnalins. And now our stomachs are gurgling... some of us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jiarine: &amp;quot;Go set yourself on fire and die?  I approve.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cruxophim just arrived, dragging the body of Rinthius with him.&lt;br /&gt;
&lt;br /&gt;
You hear a wet, muffled ripping sound from under the skin of Cruxophim&#039;s chest!&lt;br /&gt;
&lt;br /&gt;
A heavy shudder passes through Cruxophim, but he remains helplessly stunned.&lt;br /&gt;
&lt;br /&gt;
Speaking softly to Saranja, the ghostly voice of Razanetika says, &amp;quot;Hello aunty! I&#039;ve missed you...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara says, &amp;quot;Well, I&#039;d... help if I could, but... not for a while yet.&amp;quot; [35 minutes left on raise cooldown due to a previous person dying shortly after being raised]&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Ingward says, &amp;quot;Yeah you can attack em but there is so many of em.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Draught says, &amp;quot;I&#039;ll see if there are any bodies out front...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;You know something Jiarine, if I weren&#039;t so busy...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Saranja quietly says, &amp;quot;Hi Raza... missed you too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pukk quietly says, &amp;quot;It seems you have died my friend.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Where should we take the TSC corpses?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Trophy room or Voln.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[dispels]&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;...one of these days, I&#039;ll look forward to standing over your still smoldering corpse and raising your head on a pike for everyone to see.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;That... I&#039;ll leave to those who are still able to raise.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya: &amp;quot;Is TSC safe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pukk quietly says, &amp;quot;More deliveries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;...for the time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;But I wouldn&#039;t recommend it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Savageheart says, &amp;quot;This dinner party is terrible.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;But for the moment? I&#039;m going to go swimming with the scarabs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean exclaims, &amp;quot;Taking some to Voln!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Leafiara, Maylan says, &amp;quot;Moving to voln.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;No, nowhere in town is safe. Try Voln.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Triage moving to Voln!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pukk: &amp;quot;Still more in town.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Return==&lt;br /&gt;
&lt;br /&gt;
[Leafi heads back to the docl]&lt;br /&gt;
&lt;br /&gt;
[Wehnimer&#039;s, North Dock]&lt;br /&gt;
&lt;br /&gt;
The dock&#039;s planks are dull and weathered from the salt spray of many seasons.  Northward beyond the massive sea gates, a flock of ice geese passes, silhouetted against the sky over the dark blue waters of Darkstone Bay.  The hulk of a derelict coastal sailer is tethered to the end of the pier.  You also see a black imperial wagon with a glowing blue-white pylon on it, the dark waters of Darkstone Bay, a stack of empty crates, some huge wooden crates and some stacked piles of supplies.&lt;br /&gt;
&lt;br /&gt;
Also here: Event Planner Leafiara, Rhayveign, Relic Hunter Madmountan, Lyrna, Lord Zolis, Puptilian, Avalera, Falvicar, Nodyre, Rimo, Dame Evia, Guarrin, Sir Cryheart, Sir Ruffelin&lt;br /&gt;
&lt;br /&gt;
A gravelly hiss announces the slithering arrival of a huge oily black sea serpent!&lt;br /&gt;
&lt;br /&gt;
Speaking to Evia, Ruffelin says, &amp;quot;Mayhap let&#039;s git ye ta a healer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Guarrin deeply says, &amp;quot;Nice swing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyrna says, &amp;quot;Feels like my back... ribs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Evia asks, &amp;quot;I don&#039;t think they can help?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Feinting the serpents open them up for attack.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Evia says, &amp;quot;Uck, what is it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Cryheart, a couple of your number are about to give birth to ....moulis, I think.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Roughly 10 undead fauna along north, west, and south ring roads.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Graves==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An eerie groan rises amidst the battle chaos, and the wrought iron gate along Erebor Square is thrown open wide as one by one, sinewy ghouls shamble into view and spill out into the streets.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;Where has triage been moved?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Voln.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;..for the love of.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara says, &amp;quot;Going for the ghouls.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[travel]&lt;br /&gt;
&lt;br /&gt;
Pukk: &amp;quot;They are coming from the cemetery now!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Wehnimer&#039;s, Cheridin Ave.]&lt;br /&gt;
&lt;br /&gt;
Several small shops crowd along the street, which is composed of the back walls of the high buildings bordering the central square.  Each storefront vies with the others for street space and the attention of the many travellers who pass through here.  A few traders, hoping to take advantage of some late business attracted by the nearby temple, have set up stands and pushcarts filled with clothing, trinkets and souvenirs.  You also see a putrid sinewy ghoul, a putrid sinewy ghoul and the clerics&#039; shop.&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;TSC was overrun with scarabs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Leafi attempts to fight them alone, then Goat joins up]&lt;br /&gt;
&lt;br /&gt;
Shinann: &amp;quot;Is anyone at the graveyard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Goat and I are.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[then Tetreves and Tikoshi come by]&lt;br /&gt;
&lt;br /&gt;
Jiarine: &amp;quot;I am, ghouls.&amp;quot; [in another room]&lt;br /&gt;
&lt;br /&gt;
Pietra: &amp;quot;Is there any thing we can do about this barfy stomach thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean traces a sign that contorts in the air while he forcefully incants a dark invocation...&lt;br /&gt;
&lt;br /&gt;
Dergoatean gestures at a putrid sinewy ghoul.&lt;br /&gt;
&lt;br /&gt;
CS: +563 - TD: +416 + CvA: +25 + d100: +76 == +248&lt;br /&gt;
&lt;br /&gt;
Warding failed!&lt;br /&gt;
&lt;br /&gt;
A putrid sinewy ghoul contorts in excruciating agony!&lt;br /&gt;
&lt;br /&gt;
... 1050 points of damage!&lt;br /&gt;
&lt;br /&gt;
You hear a sound like a weeping child as a white glow separates itself from the sinewy ghoul&#039;s body as it rises, disappearing into the heavens.&lt;br /&gt;
&lt;br /&gt;
Dergoatean drops dead at your feet!&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Well... Goat was, anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;Barfy stomach thing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean stands up. [except no, it&#039;s a bug and he&#039;s still alive...]&lt;br /&gt;
&lt;br /&gt;
Tetreves swings a perfect steel maul at a putrid sinewy ghoul!&lt;br /&gt;
&lt;br /&gt;
AS: +541 vs DS: +166 with AvD: +39 + d100 roll: +99 = +513&lt;br /&gt;
&lt;br /&gt;
... and hits for 196 points of damage!&lt;br /&gt;
&lt;br /&gt;
Massive blow punches a hole through the sinewy ghoul&#039;s chest!&lt;br /&gt;
&lt;br /&gt;
You hear a sound like a weeping child as a white glow separates itself from the sinewy ghoul&#039;s body as it rises, disappearing into the heavens.&lt;br /&gt;
&lt;br /&gt;
Tetreves drops dead at your feet!&lt;br /&gt;
&lt;br /&gt;
Tetreves swings a perfect steel maul at a putrid sinewy ghoul!&lt;br /&gt;
&lt;br /&gt;
AS: +476 vs DS: +510 with AvD: +39 + d100 roll: +50 = +55&lt;br /&gt;
&lt;br /&gt;
A clean miss.&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;I&#039;m still alive.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyrna: &amp;quot;Nausea.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[gas cloud kills Leafi (for real, not a bugged death)]&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Leafiara says, &amp;quot;Ah... clouds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[combat; Tikoshi and Tetreves are killed off; Leafi spams Symbol of Retribution to clear the room so she can teleport out]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The voice of Thadston shouts nearby as he and a host of Landing Militia flood into the streets, fighting back against the creatures.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Leafiara musingly says, &amp;quot;Not the best idea I&#039;ve ever had.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Tetreves says, &amp;quot;You&#039;re the best, Leafi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Leafiara amicably says, &amp;quot;Well, I try.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[self-raise eventually goes off; probably missed some amunet messages while dead]&lt;br /&gt;
&lt;br /&gt;
[Temple, Altar]&lt;br /&gt;
&lt;br /&gt;
The altar is plain, and bears only onyx bowls of smouldering incense and smoking paraffin.  Draped behind it is a cloth banner, appliqued with an ancient mystical pattern.  A legend is embroidered along the bottom.  On the far side of the room at the end of an aisle, you see two pillars.&lt;br /&gt;
&lt;br /&gt;
Also here: Tikoshi, Pukk who is sitting&lt;br /&gt;
&lt;br /&gt;
Leafiara impatiently exclaims, &amp;quot;I don&#039;t have time to be dead!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Soneiken: &amp;quot;Where are the healers?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aynissa: &amp;quot;The creatures could be diseased.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya: &amp;quot;Lots of dead at voln if some clerics who can raise are about.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;symbol return&lt;br /&gt;
&lt;br /&gt;
Your surroundings blur into a white fog . . .&lt;br /&gt;
&lt;br /&gt;
[Courtyard]&lt;br /&gt;
&lt;br /&gt;
A well maintained and healthy garden occupies the entirety of the courtyard.  The air here is cool and crisp, but the bulk of the monastery shelters you from wind and makes the air bracing instead of chilling.  In the center of the garden is a natural spring bubbling up several inches above the surface of the encircling pool of crystal clear water.  A large stone and iron gate blocks the entrance to the monastery flanked by a statue of a woman carrying a crystal staff and a set of crystalline keys facing a second statue of a kneeling young man bedecked in battle-worn black chain armor.  You also see a spotted great horned owl, a forest wolf, a sleek barn owl that is flying around, a dismal badland spirit that is flying around, a capricious spring spirit that is flying around, the Xeryl disk, a lesser screech owl that is flying around, a scorched black marble bench with some stuff on it and a large fel tree.&lt;br /&gt;
&lt;br /&gt;
Also here: Event Planner Leafiara, the body of Grand Lord Winowitch who is lying down, the body of Chaoswynd who is lying down, Stormyrain, Puptilian, the body of Razanetika who is lying down, the body of Lord Snub who is lying down, Semoeh, the body of Xure who is lying down, Ishtae who is kneeling, Deryc, the body of Ingward who is lying down, Illuminaty, Lord Gwoblyn who is kneeling, the body of Chaser Rendena who is lying down, the body of Chath who is lying down, the body of Fyrrow who is lying down, the body of Skoal who is lying down, the body of Qeff who is lying down, Mistress Lyddia who is kneeling, the body of Savageheart who is lying down, the body of Sofal who is lying down, the body of Kasik who is lying down, the body of High Lady Saranja who is lying down, the body of Grel who is lying down, the body of Ralkean who is lying down, Lady Carolanne who is lying down, the body of Seleinia who is lying down, the body of Stormicore who is lying down, Snoobie who is kneeling, Great Lady Shaliegh who is lying down, Jennora, Gypsy Scribe Balley, Kalsicar who is sitting, Great Lord Geovekn who is kneeling, Elphieya, Xeryl who is kneeling, Anemegus, High Lord Siamo, Grand Lord Reugo&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Chath asks, &amp;quot;What is going on? Why is this all happening?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain says, &amp;quot;Corpses.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Voln.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara wryly says, &amp;quot;Well, on the bright side, now I can raise again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara adds, &amp;quot;After I&#039;m healed, anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Chaoswynd says, &amp;quot;Well, on the bright side, at least I&#039;m not diseased anymore.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Savageheart asks, &amp;quot;Specifically or generally?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Snub says, &amp;quot;Someone passed gas and a spirit was summoned to destroy the Landing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Snub exclaims, &amp;quot;It&#039;s revenge for Helga&#039;s cooking!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[triage efforts]&lt;br /&gt;
&lt;br /&gt;
Puptilian says, &amp;quot;Ok back to it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Ghouls clear for the moment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;....unbelievable.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Town square as a whole is clear, save a few gaks and roltons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lylia: &amp;quot;Tetreves needs help at the West Gate. He is dead, and I cannot cease fighting for a moment to attend to him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;More ghouls pour out of the graveyard along Erebor Square.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Hold on, I&#039;m coming.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Got him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lylia: &amp;quot;Thank you, Maylan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unite==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The ghouls shamble southernly, moving along South Ring Road as they head towards Shanty Town.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leafiara suddenly says, &amp;quot;Oh no.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[travel]&lt;br /&gt;
&lt;br /&gt;
Lyrna: &amp;quot;Are people in other areas having these symptoms?  sharp pain, nausea, coughing blood...?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Wehnimer&#039;s, South Ring Rd.]&lt;br /&gt;
&lt;br /&gt;
Pedestrians and a few carts and wagons move along the cobblestoned road in the shadow of the palisades, most focused on going about some night time business in town.  They pass by the low wood and stone buildings, rarely glancing up or at one another.  You also see a pair of clawed arms, a skeletal arm, a putrid arm, a desiccated arm, a flayed arm, a desiccated arm, a putrid sinewy ghoul, a putrid sinewy ghoul, a putrid sinewy ghoul that appears dead, the Dergoatean disk, a scalloped ivory wooden sign and a small white-painted boutique.&lt;br /&gt;
&lt;br /&gt;
Also here: Event Planner Leafiara, Dergoatean&lt;br /&gt;
&lt;br /&gt;
[combat, then travel to another spot]&lt;br /&gt;
&lt;br /&gt;
[Wehnimer&#039;s, South Ring Rd.]&lt;br /&gt;
&lt;br /&gt;
South Ring Road leads to the outskirts of Shanty Town, the poorest section of Wehnimer&#039;s Landing.  The contrast between the colorful, well-kept buildings of the bazaar and main square and the dingy hovels to the east is striking.  Most passers-by move hurriedly to the west or north to the river crossing.  A ragged child cowers against the south wall, looking lost and forgotten.  You also see a striped lynx, a skeletal arm, a gnarled arm, a pair of bloody arms, a fleshless arm, a desiccated arm, a pair of decayed arms and a putrid sinewy ghoul that is lying down.&lt;br /&gt;
&lt;br /&gt;
Also here: Event Planner Leafiara, Lord Leviathoar, Shimmerain, Helsfeld, Yakushi&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Who has eyes on the ghouls?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jiarine: &amp;quot;I am inside the graveyard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Small group here on South Ring Road.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Not I.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jiarine: &amp;quot;Nothing here inside.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stormyrain: &amp;quot;North gate is completely unmanned.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark hooded figures run along the rooftops, many near South Ring Road.  The figures move about like living shadows, firing white-tipped arrows down on the ghouls as they try to push their way deeper into Shanty Town.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;The ghouls are the bigger threat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan says, &amp;quot;KILL EM.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shinann: &amp;quot;Anyone in Shanty Town?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan says, &amp;quot;PROTECT SHANTY TOWN AT ALL COSTS.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Many of us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Wehnimer&#039;s, Shanty Town]&lt;br /&gt;
&lt;br /&gt;
The tracks of wagon wheels rut the path through here, forming tiny rivulets that connect the puddles.  A few sparse bushes and a tiny garden outside one of the shanties do little to relieve the monotony of the otherwise indistinguishable dwellings to the north and east.  The western path leads back to town.  You also see the Dergoatean disk, a wide-scaled deep violet abyran&#039;sa, a frisky astral spirit that is flying around, a sharp-nosed fire wyrdling, the seaweed-covered Neopuron disk, a slimy green frog and a white opal.&lt;br /&gt;
&lt;br /&gt;
Also here: Hapenlok, Ambassador Neopuron, Stormyrain who is lying down, Dergoatean, Land Pirate Maylan, Shimmerain, Yakushi, Event Planner Leafiara, Pukk, Lord Thrassus, Xorus, Soneiken, Mayor Lylia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A slender white-armored figure can be seen darting in and out of alleyways, sparks of light flashing along some runic gauntlets along the figure&#039;s arms.  A white steel mask conceals their face.  The white figure moves from building to building, helping to hurl blades at ghouls and other undead while shepherding townspeople to safety.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Neopuron exclaims, &amp;quot;Yeah my house is there!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;North group is frequently pinned down with serpents.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara surprisedly says, &amp;quot;What the...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan asks, &amp;quot;Who is that mystery hero?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok asks, &amp;quot;Thrayzar?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thrassus says, &amp;quot;Thrayzar.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok asks, &amp;quot;Or Mother?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean asks, &amp;quot;Another Rone?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara flatly asks, &amp;quot;Seriously? There&#039;s -another- one out there?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Neopuron says, &amp;quot;I seen them jumping on the roofs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Helsfeld recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I is hero&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Neopuron says, &amp;quot;When I was coming into town.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Presumably the same one that threw that fellow from Moot Hall months ago.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Ghoul group is on east end of south ring road.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Seems to have things under control.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Neopuron says, &amp;quot;It would seem.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Lylia, Pukk says, &amp;quot;Those demons creep me out and I keep trying to sleep em.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara says, &amp;quot;Well... I suppose it&#039;s not that bad, then.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinann: &amp;quot;Thadston, where are you?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lylia says, &amp;quot;Not my abyran&#039;sa.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean says, &amp;quot;Going to scout.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;He was fighting on the streets earlier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thadston: &amp;quot;We&#039;re pushing back where we can.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shinann: &amp;quot;I know... trying to see where he is.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;We have the north docks under control.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Leafi breaks away to check elsewhere]&lt;br /&gt;
&lt;br /&gt;
[Wehnimer&#039;s, South Ring Rd.]&lt;br /&gt;
Many of the travellers through this part of town appear to be pilgrims, priests and monks.  They travel to and fro, moving along the quiet road to the north.  The hoot of an owl echoes from somewhere beyond the palisade wall.  You also see a decaying rot-filled gak, a rotting bloated velnalin that is lying down, a putrid sinewy ghoul, a sharp-nosed fire wyrdling, a putrid sinewy ghoul and a putrid sinewy ghoul.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;South Ring Road needs some cleanup, even west of Shanty Town.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tremor==&lt;br /&gt;
&lt;br /&gt;
[return to the larger South Ring Road group]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The ground trembles for a brief moment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lylia asks, &amp;quot;Did you feel that?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara affirms, &amp;quot;Sure did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;North gate is unguarded.  As a consequence, north ring road is overrun with wildlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thadston: &amp;quot;You all feel that?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Evia: &amp;quot;Yes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Yes...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Leafi breaks away again]&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;Aye.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyrna: &amp;quot;Yes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lylia: &amp;quot;I did. Worms, I suspect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Wehnimer&#039;s, North Ring Rd.]&lt;br /&gt;
&lt;br /&gt;
The cobbled road girds the town along the inner side of the northern palisade.  Just to the north stand the twin sentinels of the gate&#039;s guardtowers, silhouetted against the night sky.  Guardsmen come and go through the main gates, keeping a close eye on the people of all races who move to and fro.  Opposite the gates, you see the shop of Dakris the Furrier.  You also see a decaying rot-filled gak, a decomposing worm-covered rolton, a decomposing worm-covered rolton, a rotting bloated velnalin, a rotting bloated velnalin, a rotting bloated velnalin, a rotting bloated velnalin, a decomposing worm-covered rolton and a large painted sign.&lt;br /&gt;
Also here: Event Planner Leafiara, the body of High Lady Saranja who is lying down&lt;br /&gt;
&lt;br /&gt;
Balley: &amp;quot;Yes felt it here at Voln.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;I didn&#039;t feel a thing.  Just inside town, I guess.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya: &amp;quot;Or more scarabs?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;Maybe issues in the Rook tunnels?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;I didn&#039;t feel a thing.  Just inside town, I guess.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Ahem.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cruxophim: &amp;quot;Aye, definitely felt it underground.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[return to Voln]&lt;br /&gt;
&lt;br /&gt;
[Courtyard]&lt;br /&gt;
&lt;br /&gt;
A well maintained and healthy garden occupies the entirety of the courtyard.  The air here is cool and crisp, but the bulk of the monastery shelters you from wind and makes the air bracing instead of chilling.  In the center of the garden is a natural spring bubbling up several inches above the surface of the encircling pool of crystal clear water.  A large stone and iron gate blocks the entrance to the monastery flanked by a statue of a woman carrying a crystal staff and a set of crystalline keys facing a second statue of a kneeling young man bedecked in battle-worn black chain armor.  You also see a sharp-nosed fire wyrdling, a cloudy grey panther, a sugar-dusted travel biscuit, some manna bread, a sugar-dusted golden doughnut, a sugar-dusted golden doughnut, a thin crisp of hummus-topped bread, a pumpkin spice muffin with maple cream frosting, a thin crisp of hummus-topped bread, a scorched black marble bench with some stuff on it and a large fel tree.&lt;br /&gt;
&lt;br /&gt;
Also here: Avalera, Jennora who is kneeling, Event Planner Leafiara, the body of High Lady Saranja who is lying down, Skoal who is lying down, the body of Lord Nightwolfz who is lying down, the body of Xeryl who is lying down, Gypsy Scribe Balley, Lord Zolis, the body of Lord Chamorr who is lying down, Great Lord Rico, Zaneon who is kneeling, Yiyuan, High Lord Siamo, Tetreves who is sleeping, Lord Snub who is kneeling, Great Lord Lieo who is sitting, Grand Lord Winowitch, the body of Razanetika who is lying down, Semoeh, Xure, Ishtae who is kneeling, Ingward who is kneeling, Illuminaty who is kneeling, Lord Gwoblyn who is kneeling, Chath who is sitting, Fyrrow who is sitting, Qeff who is lying down, Mistress Lyddia, Sofal who is sitting, Kasik, Grel who is lying down, Lady Carolanne, Seleinia, Stormicore, Snoobie who is kneeling, Great Lady Shaliegh who is kneeling, Kalsicar who is sitting, Great Lord Geovekn who is kneeling, Elphieya, Anemegus&lt;br /&gt;
&lt;br /&gt;
[triage efforts]&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Anything of note underground, Crux?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Carolanne, Elphieya says, &amp;quot;I don&#039;t really drink.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cruxophim: &amp;quot;Just worms and scarabs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Saranja quietly says, &amp;quot;Some rolton.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Buncha ghouls on Airioch.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;We&#039;re going to be clearing out bloated velnalins for a while out here in Dragonsclaw, I think.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;Where ye at?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;Burrow Way looks normal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Erebor Square.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Avalera says, &amp;quot;I will break my usual rule.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Avalera picks up a bacon-wrapped blood pudding donut.&lt;br /&gt;
&lt;br /&gt;
Avalera takes a bite of her blood pudding donut.&lt;br /&gt;
&lt;br /&gt;
Avalera looks much more calm and refreshed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A grey-cloaked figure can be seen almost spinning from building to building along North Ring Road. His grey cloak swirls out behind him to reveal the red fur of Thrayzar. The orc&#039;s face is locked in rage and his bellow matches the fire of his anger. He spins, ducks, dances, leaps, moving along the street and cutting into serpents, shredding through rotting gaks, screaming while almost lost in a blind rage.  He presses on, blood darkening the red of his fur as his rampage continues.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Reminds me of Walkar.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Hail, Thrayzar. Wish it were under better circumstances to see you so healthy again...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Be careful taking on groups of ghouls on your own, or in small groups.  They are very quick to cast Grasp of the Grave.  Many, many grabbies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara roars, &amp;quot;Back to the fray!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[travel]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The ground trembles again. Windows along buildings near Town Square Centra shatter outward, casting thousands of glass fragments along the cobbled roads as townspeople run screaming.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Here come the megaroaters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[travel]&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Animals all over town.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Wehnimer&#039;s, Cheridin Ave.]&lt;br /&gt;
&lt;br /&gt;
The broad avenue intersects here with the narrower byway connecting to the bazaar to the west, where occasional sounds of distant revelry rise from the lamplit streets.  Older wood and stone buildings, mostly small shops and offices with upstairs lodgings overlooking the street, predominate here.  You also see a white opal, a slimy green frog, the Dergoatean disk, the seaweed-covered Neopuron disk, a wide-scaled deep violet abyran&#039;sa, a spotted great horned owl, a ruffled grey-bellied hawk and a frisky astral spirit that is flying around.&lt;br /&gt;
&lt;br /&gt;
Also here: Event Planner Leafiara, Ryjex, Bernadette, Zosopage, Dergoatean, Daniels, Chaoswynd, Lord Darconas, Helsfeld, Ambassador Neopuron, Shimmerain, Yakushi, Pukk, Lord Thrassus, Xorus, Soneiken, Stormyrain, Mayor Lylia, Land Pirate Maylan&lt;br /&gt;
&lt;br /&gt;
Maylan says, &amp;quot;I was nearly overrun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;North road is dangerous.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan says, &amp;quot;I crawled away in triumph earlier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Maylan, Pukk says, &amp;quot;You&#039;re welcome.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[travel]&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;....DAMN IT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya: &amp;quot;Voln is still safe for now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Town Square, East]&lt;br /&gt;
&lt;br /&gt;
Here in the center of a broad plaza near the commercial area of the bazaar stands the impressive facade of the slate-roofed Moot Hall, where the citizens of Wehnimer&#039;s Landing hold various official, religious and social functions.  Facing the square are some of the town&#039;s more prosperous shops, still doing business with the many customers who still frequent the streets at night.  You also see the seaweed-covered Neopuron disk, a frisky astral spirit that is flying around, a wide-scaled deep violet abyran&#039;sa, a spotted great horned owl, a ruffled grey-bellied hawk, a decaying rot-filled gak, a rotting bloated velnalin that is lying down, a large sack encrusted with dark coagulated blood, a rotting bloated velnalin that is lying down, a sharp-nosed fire wyrdling, a decaying rot-filled gak, a rotting bloated velnalin that appears dead, a decaying rot-filled gak, a polished bleakstone statue, a bone-framed bulletin board and a large purple wooden barrel.&lt;br /&gt;
Also here: Shinann, Cruxophim, Bernadette, Lord Zolis, Ryjex, Zosopage, Dergoatean, Daniels, Chaoswynd, Lord Darconas, Helsfeld, Ambassador Neopuron, Shimmerain, Yakushi, Pukk, Lord Thrassus, Xorus, Soneiken, Stormyrain, Land Pirate Maylan, Mayor Lylia, Event Planner Leafiara&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Strategic &#039;regrouping&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;These decomposing animals are harder to fight.  Be safe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Good to hear....I&#039;m coming to you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;They aren&#039;t especially dangerous, just... resilient.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;Around TSC.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Regaining some mana, and I&#039;ll be back in.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;....ghouls are still swarming near Erebor square.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;More ghouls South Road.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean asks, &amp;quot;Back to Erebor or south ring?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan says, &amp;quot;South Ring and Erebor are overrun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara says, &amp;quot;North Ring was too last I checkedd.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[travel, checking the arious areas]&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;Animals all over town especially around Baker&#039;s Square and North Road.  Ghouls south road towards Shanty.  Serpents still north dock.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Lylia group going after the south ring/erebor ghouls.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;I&#039;ll rejoin as soon as I&#039;m able. I just burned out my nerves fighting a dozen of those damned ghouls.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;...flat on my back.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jennora asks, &amp;quot;Healing for Shyspirit?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Which is somewhat amazing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Considering that&#039;s how I got turned inside out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyrna: &amp;quot;Where are we regrouping?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Symbol of Need begins to burn in your mind and an image appears before you of Leafiara...&lt;br /&gt;
&lt;br /&gt;
[Wehnimer&#039;s, North Ring Rd.]&lt;br /&gt;
&lt;br /&gt;
The cobbled road girds the town along the inner side of the northern palisade.  Just to the north stand the twin sentinels of the gate&#039;s guardtowers, silhouetted against the night sky.  Guardsmen come and go through the main gates, keeping a close eye on the people of all races who move to and fro.  Opposite the gates, you see the shop of Dakris the Furrier.  You also see a rotting bloated velnalin that is lying down, a decaying rot-filled gak, a decomposing worm-covered rolton, a decaying rot-filled gak, a rotting bloated velnalin that is lying down, a rotting bloated velnalin that is lying down, a rotting bloated velnalin that is lying down, a decomposing worm-covered rolton, a decomposing worm-covered rolton that is lying down, a decaying rot-filled gak, a rotting bloated velnalin, a decaying rot-filled gak, a decaying rot-filled gak, a decomposing worm-covered rolton, a decomposing worm-covered rolton that is lying down, a decomposing worm-covered rolton, a decomposing worm-covered rolton, a decaying rot-filled gak, a rotting bloated velnalin, a decaying rot-filled gak, a decaying rot-filled gak, a decomposing worm-covered rolton, a decaying rot-filled gak, a decaying rot-filled gak, a decaying rot-filled gak, a decaying rot-filled gak, a rotting bloated velnalin that is lying down, a decaying rot-filled gak and a large painted sign.&lt;br /&gt;
&lt;br /&gt;
[Leafi just fights them all alone]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The ground rumbles again, almost like a ripple and once more windows shatter along buildings in town, this time near Moot Hall.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Jiarine eventually comes by and we still can&#039;t clear the room; Goat eventually comes by and figures out that the Symbol of Turning obliterates them due to their lower levels]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The cobbled road along Town Square Northeast begins to shift as the ground rumbles.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Speaking thoughtfully to Dergoatean, Leafiara says, &amp;quot;Oh, good thought.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Swarm on north ring now under control.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara slowly says, &amp;quot;And there go my nerves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[return to Voln]&lt;br /&gt;
&lt;br /&gt;
[Courtyard]&lt;br /&gt;
&lt;br /&gt;
A well maintained and healthy garden occupies the entirety of the courtyard.  The air here is cool and crisp, but the bulk of the monastery shelters you from wind and makes the air bracing instead of chilling.  In the center of the garden is a natural spring bubbling up several inches above the surface of the encircling pool of crystal clear water.  A large stone and iron gate blocks the entrance to the monastery flanked by a statue of a woman carrying a crystal staff and a set of crystalline keys facing a second statue of a kneeling young man bedecked in battle-worn black chain armor.  You also see a pure white samoyed, a sugar-dusted golden doughnut, a bacon-wrapped blood pudding donut, a bacon-wrapped blood pudding donut, a capricious spring spirit that is flying around, a cloudy grey panther, a sugar-dusted golden doughnut, a sugar-dusted golden doughnut, a thin crisp of hummus-topped bread, a pumpkin spice muffin with maple cream frosting, a thin crisp of hummus-topped bread, a scorched black marble bench with some stuff on it and a large fel tree.&lt;br /&gt;
&lt;br /&gt;
Also here: Event Planner Leafiara, Ralkean, Elphieya, Tikoshi, Lord Chamorr, Lord Snub who is kneeling, Azrelia who is sitting, Anemegus who is lying down, Skoal who is sleeping, Sir Ruffelin, Great Lord Mongonator who is sitting, Chath, Rinthius, Shyspirit who is sitting, Illuminaty, Ascheraden, Lord Burzer, High Lady Saranja, Deryc, Great Lady Shaliegh who is kneeling, Jennora who is kneeling, Xeryl who is kneeling, Great Lord Rico, Zaneon who is kneeling, Yiyuan, High Lord Siamo, Grand Lord Winowitch, Razanetika who is sitting, Semoeh, Xure, Ingward who is kneeling, Lord Gwoblyn who is kneeling, Fyrrow who is sitting, Qeff who is sitting, Sofal who is sitting, Grel who is lying down, Seleinia, Snoobie who is kneeling, Kalsicar who is sitting, Great Lord Geovekn who is kneeling&lt;br /&gt;
&lt;br /&gt;
Razanetika softly asks, &amp;quot;Isn&#039;t the bleakstone statue in TownSquare Northeast?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking shakily to Razanetika, Leafiara replies, &amp;quot;East...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sofal says, &amp;quot;Just east.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Chamorr, Ruffelin asks, &amp;quot;Goin&#039;ta make a run fer town, Bear.  Ye want ta come alang?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Chamorr heartily says, &amp;quot;Ok.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The ground begins to crack along Town Square Northeast.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Voln - Dergoatean] &amp;quot;Symbol of turning works great on the gaks, roltons, and velnalins&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara marvels, &amp;quot;This is really something.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pietra: &amp;quot;The ground is cracking again?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[travel]&lt;br /&gt;
&lt;br /&gt;
[Town Square, Northeast]&lt;br /&gt;
&lt;br /&gt;
The entrance to Tykel&#039;s Arms, its heavy door bounded by iron-barred windows, dominates this corner of the square.  All manner of citizens pass by, moving among the solid, multistoried wooden buildings that surround the bazaar.  Just to the southwest can be seen the tree-shaded heart of the square, where citizens and adventurers gather for socializing, healing and rest.  You also see a slimy green frog, a pale-faced coppery barn owl that is flying around, a sharp-nosed fire wyrdling, the fiery red Hapenlok disk, the Ysharra disk, the seaweed-covered Neopuron disk, a wide-scaled deep violet abyran&#039;sa, a ruffled grey-bellied hawk, a bi-taloned dark grey grik&#039;trak and a narrow alleyway.&lt;br /&gt;
&lt;br /&gt;
Also here: Event Planner Leafiara, Bernadette, Yakushi, Ysharra, Melikor, Shinann, Lord Zolis, Daniels, Lord Darconas, Helsfeld, Ambassador Neopuron, Shimmerain, Pukk, Lord Thrassus, Xorus, Soneiken, Stormyrain, Hapenlok, Mayor Lylia&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;I feel it is best that we stand as close to the cracking ground as possible.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;I am triumphantly defending TSC against erm...oh hey a donut.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A foul odor seems to rise up from the ground along Town Square Northeast.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Speaking to Xorus, Ysharra says, &amp;quot;I&#039;m nimble.  I bet it won&#039;t help, though...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Darconas melodically exclaims, &amp;quot;I bet you that&#039;s Leafiara!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pukk quietly exclaims, &amp;quot;Wasn&#039;t me!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara tosses her silken handkerchief high with cheeky abandon, sprinkling the air with a hint of cookie dough, sugar, vanilla, and chocolate as it floats gently back into her hand!&lt;br /&gt;
&lt;br /&gt;
Ysharra says, &amp;quot;Much worse than Xorus...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Darconas, Leafiara says, &amp;quot;No, -that&#039;s- me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya: &amp;quot;Careful Maylan. Not far from you is bad. Town square northeast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pukk quietly says, &amp;quot;Not Leafi either.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;I will be the judge of that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Hmm that is likely why I am not standing there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ruffelin says, &amp;quot;Ghouls south.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Come to town square northwest if you like to wait until something pops out before rushing in.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Lylia, Hapenlok says, &amp;quot;I&#039;ll handle them, get ready for that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One by one, cobblestones along Town Square Northeast are torn asunder as a jagged fissure opens up along the ground, clawing into existance as it stretches from one side of the road to the other like a vicious wound.  Mist seems to swirl about within it, rising and falling and drifting about.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[meanwhile, there&#039;s also combat]&lt;br /&gt;
&lt;br /&gt;
Darconas melodically exclaims, &amp;quot;Come on and come out!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to a jagged mist-filled fissure, Leafiara observes, &amp;quot;Curious.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Chaoswynd slowly says, &amp;quot;...I don&#039;t believe this construction has been approved by the council...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking musingly to Chaoswynd, Leafiara says, &amp;quot;That&#039;s destruction, not construction.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A blast of foul-smelling mist erupts from a fissure in the ground and strikes Maylan&#039;s face and seeps into her!&lt;br /&gt;
&lt;br /&gt;
A blast of foul-smelling mist erupts from a fissure in the ground and strikes Chaoswynd&#039;s face and seeps into him!&lt;br /&gt;
&lt;br /&gt;
A blast of foul-smelling mist erupts from a fissure in the ground and strikes Shinann&#039;s face and seeps into her!&lt;br /&gt;
&lt;br /&gt;
A blast of foul-smelling mist erupts from a fissure in the ground and strikes Daniels&#039;s face and seeps into him!&lt;br /&gt;
&lt;br /&gt;
The voice of Pietra says, &amp;quot;Oh that&#039;s not good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A blast of foul-smelling mist erupts from a fissure in the ground and strikes Pukk&#039;s face and seeps into him!&lt;br /&gt;
&lt;br /&gt;
A blast of foul-smelling mist erupts from a fissure in the ground and strikes Ysharra&#039;s face and seeps into her!&lt;br /&gt;
&lt;br /&gt;
A blast of foul-smelling mist erupts from a fissure in the ground and strikes Bernadette&#039;s face and seeps into her!&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;I suspect some madness will set in soon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A blast of foul-smelling mist erupts from a fissure in the ground and strikes Pietra&#039;s face and seeps into her!&lt;br /&gt;
&lt;br /&gt;
Leafiara remarks, &amp;quot;Ahhh, yes, the Bleaklands mist...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Chaoswynd, Stormyrain asks, &amp;quot;Are you ok?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Where&#039;d you all go?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Moot Hall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lylia: &amp;quot;The ground is opening, and the mist that issues forth is like that of the Bleaklands.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lylia: &amp;quot;I felt it best to observe from a greater distance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Okay, that&#039;s what we were thinking too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Maylan&#039;s player whispers to the group, &amp;quot;117 second RT. Fun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Hapenlok will rush in for us.  Our hero.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Ysharra&#039;s player whispers to the group, &amp;quot;Same!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[combat is going on throughout, as well]&lt;br /&gt;
&lt;br /&gt;
(OOC) Pietra&#039;s player whispers to the group, &amp;quot;Are we all in TSE and Darkness?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara notes, &amp;quot;Some of you really don&#039;t look so good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Ysharra&#039;s player whispers to the group, &amp;quot;Some of us, I guess.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shinann says, &amp;quot;I cannot move.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Dergoatean&#039;s player whispers to the group, &amp;quot;TSE but not darkness for me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pietra says, &amp;quot;I can&#039;t talk.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ysharra says, &amp;quot;I can&#039;t move, either...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pietra says, &amp;quot;Oh, finally can talk.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Pietra, Melikor says, &amp;quot;Yes you can.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Pietra, Dergoatean says, &amp;quot;We can hear you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking carefully to Pietra, Leafiara says, &amp;quot;I&#039;m hearing you just fine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean says, &amp;quot;I can move.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ysharra weakly asks, &amp;quot;...Munin...?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan feebly says, &amp;quot;Heeeelp me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;Where is the ground opening?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Town square.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Northeast square.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Northeast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Bernadette&#039;s playe whispers to the group, &amp;quot;534 rt.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Spitting mist.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Couple of people got it. Not sure who. Not sure the effects.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;Ok.  Serpents still bad at the docks but we are holding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Raelee&#039;s stomach gives off a loud gurgle.&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;We&#039;re mostly all lying in wait outside Moot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Ysharra&#039;s player whispers to the group, &amp;quot;Still 400+ seconds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Maylan&#039;s player whispers to the group, &amp;quot;Odd, I can move in RT.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Raelee, Stormyrain asks, &amp;quot;..hungry?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Daniels&#039;s player whispers to the group, &amp;quot;Sick RT.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kasik: &amp;quot;I&#039;m stuck at the temple if someone wants to kill the ghouls trapping me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Must be essence of basilisk.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pietra&#039;s stomach gives off a loud gurgle.&lt;br /&gt;
&lt;br /&gt;
Darconas&#039;s stomach gives off a loud gurgle.&lt;br /&gt;
&lt;br /&gt;
Stormyrain says, &amp;quot;...damnit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Dergoatean&#039;s player whispers to the group, &amp;quot;Kenstrom is trying out some new things tonight, and working out some bugs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Maylan&#039;s player whispers to the group, &amp;quot;New things are FUN.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Leafiara&#039;s player whispers to the group, &amp;quot;Oh, he&#039;s working out &amp;quot;bugs&amp;quot; alright...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Pietra&#039;s player whispers to the group, &amp;quot;YAY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Dergoatean&#039;s player whispers to the group, &amp;quot;The ghouls were super-bugged at first too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;I&#039;ll be there in a minute.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Chaoswynd&#039;s player whispers to the group, &amp;quot;That was fun. Sudden -450 to RT.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kasik: &amp;quot;I&#039;m stuck at the temple if someone wants to kill the ghouls trapping me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Maylan&#039;s player whispers to the group, &amp;quot;I may need to re-log.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Shinann&#039;s player whispers to the group, &amp;quot;Least I can watch!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Maylan&#039;s player whispers to the group, &amp;quot;Oh. There goes the RT.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Pietra&#039;s player whispers to the group, &amp;quot;Exactly what I was thinking Shinann! :D.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Kenstrom&#039;s player whispers to the group, &amp;quot;I&#039;ve been removing the RT. :).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Pietra&#039;s player whispers to the group, &amp;quot;YAY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Maylan&#039;s player whispers to the group, &amp;quot;Woot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Pukk&#039;s player whispers to the group, &amp;quot;I was cursing you too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Chaoswynd&#039;s player whispers to the group, &amp;quot;Yeah that stacking RT was pretty funny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Darconas&#039;s player whispers to the group, &amp;quot;Hey wait, that&#039;s allowed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Pietra&#039;s player whispers to the group, &amp;quot;It is when you&#039;re awesome.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya quietly says, &amp;quot;People are waiting...wait no. Now there is fighting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Daniels says, &amp;quot;How are the sorc doing 1400 hits.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean says, &amp;quot;Pain.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya quietly says, &amp;quot;I am watching Lylia right now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Daniels says, &amp;quot;I see that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kasik: &amp;quot;I think they like fresh meat cause there&#039;s 6 of em waiting for me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Shimmerain, Pietra says, &amp;quot;You are clearing things so fast. Impressive.&amp;quot; [via imploding]&lt;br /&gt;
&lt;br /&gt;
Maylan says, &amp;quot;Blasted serpents.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Shinann&#039;s player whispers to the group, &amp;quot;Ok... Sorry for the OOC.  This is the longest red line ever in my GS history.  Ok... back to no OOC.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shimmerain says, &amp;quot;While I have mana.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(OOC) Pietra&#039;s player whispers to the group, &amp;quot;You win the longest red line prize tonight!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pietra says, &amp;quot;Damn, I&#039;m going to burst again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cruxophim: &amp;quot;Deader in TSC.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Leafi heads there; triage]&lt;br /&gt;
&lt;br /&gt;
From nearby, you hear Dergoatean yell, &amp;quot;Not much happening at the fissure, to be honest!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
From nearby, you hear Pukk yell, &amp;quot;You just had to curse us by saying that didn&#039;t you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara exclaims, &amp;quot;Town&#039;s still overrun... moving out!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;Any more word on this mist?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The ground trembles along Town Square Southwest.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Town Square, Southwest]&lt;br /&gt;
&lt;br /&gt;
This corner of the square seems somewhat subdued.  Townsfolk pass through on their way to the shops, the bazaar, or the main well at the center of the square.  Others hurry past, anxious to get home or go on about their business.  You also see a decaying rot-filled gak, a decaying rot-filled gak that is lying down, a silver-traced carved mahogany cart with some stuff on it, a cobblestone walkway leading up to a wrought iron gate and a wood-sided shop.&lt;br /&gt;
&lt;br /&gt;
[combat as Alasatia, Shinann, and Crux pour in]&lt;br /&gt;
&lt;br /&gt;
Pietra: &amp;quot;It seems like everyone&#039;s getting moulis infected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Friend, just stay in the temple.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A green-eyed black cat says, &amp;quot;Protect the food cart at all costs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to a green-eyed black cat, Leafiara exclaims, &amp;quot;You know it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;....there&#039;s about two dozen ghouls in front of the temple.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kasik: &amp;quot;Thanks for trying.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Watchng at Town Square Southwest for another fissure. Nothing yet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shinann stares at Leafiara.&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Which is considerably less than what I started with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya: &amp;quot;Just was told northwest is overrun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;TSNW is overrun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;N..nevermind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[combat; Goat arrives]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The ground cracks, the cobbled road of Town Square Southwest ripping open like giving birth to a festering wound and a cloud of foul mist.   Townspeople run screaming, unsure of which direction to flee in the chaos.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leafiara says, &amp;quot;Yep... there&#039;s another one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;New fissure in square southwest.  Looks about the same.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara helpfully suggests, &amp;quot;Might want to clear out before we go mad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kasik: &amp;quot;2 bodies outside temple but lots of ghouls not safe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[small group withdraws to Erebor Square]&lt;br /&gt;
&lt;br /&gt;
[Wehnimer&#039;s, Erebor Square]&lt;br /&gt;
&lt;br /&gt;
The dome of a large temple rises above this peaceful square, silhouetted against the starlit sky.  The circular building is surrounded by marble porticos and teak columns, and a promenade leads to two pillars, through which the inner sanctum can be glimpsed.  Priests and worshippers wander here and there, engaged in various rituals of devotion or study.  A locked almsbox is securely bolted to an iron pole alongside the pillars.  You also see a putrid sinewy ghoul, a putrid sinewy ghoul, a putrid sinewy ghoul, a putrid sinewy ghoul, a putrid sinewy ghoul, a putrid sinewy ghoul, a putrid sinewy ghoul, a rotting bloated velnalin that is lying down, some silver coins, a putrid sinewy ghoul that is lying down, a putrid sinewy ghoul that is lying down, a putrid sinewy ghoul that is lying down, a putrid sinewy ghoul that is lying down, an acid-pitted silver coffer, a simple thanot strongbox, a white opal, a wrought iron gate and a glowing white stone.&lt;br /&gt;
&lt;br /&gt;
Also here: Land Pirate Maylan, Dergoatean, Shinann, Alasatia, Event Planner Leafiara&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;I know, i was working on them, but i had to retreat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kasik: &amp;quot;Nevermind they departed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Chipping away at the ghouls.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara says, &amp;quot;Serpent...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The ground along North Ring Road trembles.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;...I think we&#039;ve lost this round.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;Never!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;We&#039;ve been that spot before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;The end game&#039;s begun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Militamen are sent scrambling as a section of North Ring Road literally rips open, splitting into a jagged, uneven wound of the earth as foul mist rises from it just outside the town barracks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From nearby, you hear Dergoatean yell, &amp;quot;Need mana!  I&#039;ll be back later!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara murmurs, &amp;quot;If there is a later.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Think about getting these people out of here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;We need ideas on how to actually stop that...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Crux, anything you understand to suggest a root cause we could tackle?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[the battle with the ghouls doesn&#039;t go so well]&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Leafiara thoughtfully says, &amp;quot;Yeah, I expected that one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[then it goes even worse]&lt;br /&gt;
&lt;br /&gt;
[Wehnimer&#039;s, Erebor Square]&lt;br /&gt;
&lt;br /&gt;
The dome of a large temple rises above this peaceful square, silhouetted against the starlit sky.  The circular building is surrounded by marble porticos and teak columns, and a promenade leads to two pillars, through which the inner sanctum can be glimpsed.  Priests and worshippers wander here and there, engaged in various rituals of devotion or study.  A locked almsbox is securely bolted to an iron pole alongside the pillars.  You also see a flayed arm, a desiccated arm, a three-fingered arm, a three-fingered arm, a fleshless arm, a bloody arm, a flayed arm, a flayed arm, a flayed arm, a deformed arm, a gnarled arm, a mangled arm, a pair of fleshless arms, a bloated arm, a pair of deformed arms, a clawed arm, a flayed arm, a desiccated arm, a skeletal arm, a putrid sinewy ghoul, a putrid sinewy ghoul, a putrid sinewy ghoul, a putrid sinewy ghoul, a decomposing worm-covered rolton that is lying down, a decomposing worm-covered rolton that is lying down, a putrid sinewy ghoul, a putrid sinewy ghoul, a putrid sinewy ghoul, a putrid sinewy ghoul, a rose-marrow potion, a putrid sinewy ghoul, a spotted great horned owl, a putrid sinewy ghoul, a putrid sinewy ghoul, a green-eyed black cat, a white opal, a wrought iron gate and a glowing white stone.&lt;br /&gt;
&lt;br /&gt;
Also here: the body of Chaoswynd who is lying down, the body of Shinann who is lying down, the body of Event Planner Leafiara who is lying down&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Leafiara admits, &amp;quot;Things could be going better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Chaoswynd says, &amp;quot;Indeed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Leafiara optimistically says, &amp;quot;But, you know, as long as Lorminstra keeps bring us back...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[the large group arrives and starts working on the ghouls]&lt;br /&gt;
&lt;br /&gt;
[back at triage...]&lt;br /&gt;
&lt;br /&gt;
[Courtyard]&lt;br /&gt;
&lt;br /&gt;
A well maintained and healthy garden occupies the entirety of the courtyard.  The air here is cool and crisp, but the bulk of the monastery shelters you from wind and makes the air bracing instead of chilling.  In the center of the garden is a natural spring bubbling up several inches above the surface of the encircling pool of crystal clear water.  A large stone and iron gate blocks the entrance to the monastery flanked by a statue of a woman carrying a crystal staff and a set of crystalline keys facing a second statue of a kneeling young man bedecked in battle-worn black chain armor.  You also see a ruffled narrow-winged falcon that is flying around, a shifting portal, a capricious spring spirit that is flying around, a pure white samoyed, a sleek grey-bellied hawk that is flying around, a forest wolf, the Talonir disk, the Wanion disk, a morose mountain spirit that is flying around, a bacon-wrapped blood pudding donut, a bacon-wrapped blood pudding donut, a cloudy grey panther, a sugar-dusted golden doughnut, a sugar-dusted golden doughnut, a pumpkin spice muffin with maple cream frosting, a thin crisp of hummus-topped bread, a scorched black marble bench with some stuff on it and a large fel tree.&lt;br /&gt;
&lt;br /&gt;
Also here: the body of Event Planner Leafiara who is lying down, the body of High Lady Saranja who is lying down, Kelrion, Falvicar, the body of Avalera who is lying down, Jennora, a stunned Dame Evia who is lying down, Lord Burzer, Puptilian, Sir Cryheart, High Lady Lauranathalasa, Nodyre, Zosopage, High Lord Siamo, Kembriana, Wanion, Talonir, Talonhawke, Rinthius, Eldillor who is sitting, Grand Lord Winowitch, Mistress Lyddia, Tikoshi, Lord Snub who is kneeling, Skoal, Chath who is sitting, Illuminaty who is kneeling, Ascheraden, Deryc, Great Lady Shaliegh who is kneeling, Xeryl who is kneeling, Great Lord Rico, Zaneon who is kneeling, Yiyuan, Razanetika who is sitting, Semoeh, Xure, Ingward who is kneeling, Fyrrow who is sitting, Qeff who is sitting, Sofal who is sitting, Grel who is lying down, Seleinia, Snoobie who is kneeling&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Leafiara confesses, &amp;quot;I suppose it could be going better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Evia says, &amp;quot;Phew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Saranja quietly says, &amp;quot;Not our night.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Seems the town is being overrun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Burzer asks, &amp;quot;Anyone else need rescue from the town?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Anyone willng to head back with me..join me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Evia dreamily says, &amp;quot;Can&#039;t yet...spirit.&amp;quot; [she and Leafi speak dreamily because they&#039;re using the Symbol of Dreams to recover]&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Saranja quietly says, &amp;quot;I got whacked.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Saranja, Sofal says, &amp;quot;That wasn&#039;t being careful.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Avalera says, &amp;quot;Well, at least they&#039;re gone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Saranja quietly says, &amp;quot;That IS careful.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Evia dreamily exclaims, &amp;quot;Yay!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Saranja quietly says, &amp;quot;What you call careful is... dull.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Guarrin, the ghostly voice of Ruffelin says, &amp;quot;Th&#039; gods be wi&#039; ye.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking deeply to Ruffelin, Guarrin says, &amp;quot;I know one that is.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice of Ruffelin says, &amp;quot;Aye.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking dreamily to Saranja, Leafiara says, &amp;quot;Well, you needed favor...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara dreamily says, &amp;quot;Will head back in soon as I&#039;m able...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some townspeople can be seen stumbling about in the open streets, clawing at their faces, leaving bloody, deep wounds along their skin.  They scream and writhe and cry out in pain and for help.  Then one by one, their faces erupt outward, flesh spraying like broken glass as swarms of glistening white-grey maggots spill out from the wound, dropping to the ground just as the townsperson&#039;s corpse lands with a thud.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;I suggest you hurry, Pup. Thadston.&amp;quot; [missed the context of this and the next couple comments due to losing the amunet while dead; update: Hap updated the discussion page to explain]&lt;br /&gt;
&lt;br /&gt;
Thrassus: &amp;quot;Well, since maggots are bursting out of their faces at the moment, it&#039;s a bit late for that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;Kobold village is too close by may be a good place too.  They have helped us before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Snoobie: &amp;quot;Is maggot balm being sold yet?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Talonhawke: &amp;quot;Well, it&#039;ll help with the crop shortage at least, maggots are high in protein, and less mouths to feed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Eew, Maggots in TSW.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Always look on the bright side of life.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Er, well, death in this case.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thadston: &amp;quot;We&#039;ve been moving many out and far away.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Snoobie: &amp;quot;Is TSC still producing corpses?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;TSC is clear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya: &amp;quot;Healing in tsc if you can&#039;t reach voln.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shinann: &amp;quot;Good to hear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya: &amp;quot;No clerics here though.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maylan: &amp;quot;Just be careful getting here. Maggots are about.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Town Square, Northwest]&lt;br /&gt;
&lt;br /&gt;
This corner of the square is lively and hectic even at night.  A number of representatives of the Landing&#039;s population, including several elven loggers and a party of rough-looking dwarves, loiter around the door of the Raging Thrak Inn, where the rowdy cheers of patrons and voices raised in songs of many sorts, from snatches of heroic ballads to blushingly bawdy tunes, beckon you to enter.  You also see a glistening grey-white maggot, a glistening grey-white maggot, a flagon of Ice Drake rum, a polished granite statue and a large painted sign.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;appr magg&lt;br /&gt;
&lt;br /&gt;
The grey-white maggot is tiny in size and about one foot high in its current state.&lt;br /&gt;
&lt;br /&gt;
The maggot should prove to be a difficult challenge for you.&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Whoever&#039;s eye? evil eye!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Puptilian: &amp;quot;Where can we best help to do that Thadston?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leafiara: &amp;quot;These maggots are quite a bit tougher than their size might make them look...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Evil eye is no good on the undead.  It would get the maggots, but they have strong defense against warding spells generally.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hapenlok: &amp;quot;Well, there WERE a bunch in TSW.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart: &amp;quot;Aye we inside of town now Guarrin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Lylia group is on north ring, clearing maggots and such.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dergoatean: &amp;quot;Adventurers are also burstingt with moulis now, not just the townsfolk and their maggots.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Elphieya: &amp;quot;A few stragglers in tssw, tsse.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The ruddy skies begin to slowly darken, deepening to the black shade of night.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[several groups split up to clear out the still-lingering creatures roaming all over town; at some point Maylan is turned into a frog, but sadly I wasn&#039;t in the room for it--but I did see this:]&lt;br /&gt;
&lt;br /&gt;
Maylan makes a *RIBBIT* noise.&lt;br /&gt;
&lt;br /&gt;
Maylan croaks.&lt;br /&gt;
&lt;br /&gt;
Cruxophim just kissed Maylan.&lt;br /&gt;
&lt;br /&gt;
Maylan returns to her kiss form. [yes, typo and all]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: TownCrier]]&lt;br /&gt;
[[Category: KST]]&lt;br /&gt;
[[Category: Witchful Thinking]]&lt;br /&gt;
[[Category: Logs]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=254236</id>
		<title>Leafiara (prime)/Mechanical Musings/The Autumnwinds&#039; Magical Monk Guide</title>
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		<updated>2026-02-26T22:15:44Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
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&lt;div&gt;{{player-guide&lt;br /&gt;
|title = The Autumnwinds&#039; Magical Monk Guide&lt;br /&gt;
|topic = Combat, Monks, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-06-19&lt;br /&gt;
|updated = 2026-02-26&lt;br /&gt;
}}&lt;br /&gt;
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By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind, in loving memory of &#039;&#039;&#039;[[Saraphenia (prime)/Memorial|Saraphenia]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
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Last updated February 26, 2026.&lt;br /&gt;
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Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
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==Introduction: How to Use This Guide==&lt;br /&gt;
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This guide is for all magical monks from 0 exp to 55,000,000! (What do I mean by a magical monk? One not using [[Kroderine Soul]]. Somebody else will have to write that guide!) I&#039;ll go over monks&#039; strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
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&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, or at least it can be.&lt;br /&gt;
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* If you want an exhaustive guide, read through it in order.&lt;br /&gt;
* If you want the opposite of an exhaustive guide, jump to the &amp;quot;tl;dr Recap: Cookie Cutter&amp;quot; section at the end.&lt;br /&gt;
* If you&#039;re not sure whether you want an exhaustive guide, read the &amp;quot;Why Play a Monk&amp;quot; section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you&#039;re intrigued afterward. The Cookie Cutter section provides an overview of &#039;&#039;what&#039;&#039; to do and gives a small window into what the rest of the guide covers, which is &#039;&#039;why&#039;&#039; to do it.&lt;br /&gt;
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I&#039;ve made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
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Speaking of experience, what&#039;s mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I&#039;m now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.&lt;br /&gt;
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Speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn&#039;t have had the passion or interest--at least on my own. When I say I&#039;ve written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I&#039;ll call it a job well done!&lt;br /&gt;
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No further ado. Let&#039;s get on with it!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Monk or Why Not Play a Monk?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a monk at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Unarmed Combat===&lt;br /&gt;
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Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:&lt;br /&gt;
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# &amp;quot;Tiering up,&amp;quot; AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.&lt;br /&gt;
# Improving your [[multiplier modifier]] primarily through things like forcing a creature&#039;s stance down or inflicting status conditions.&lt;br /&gt;
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Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC&#039;s equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! &lt;br /&gt;
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I&#039;ll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still &#039;&#039;miss&#039;&#039; via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you&#039;ve played other physical characters and can&#039;t stand seeing a creature avoid an attack before it even gets to the roll, try a monk!&lt;br /&gt;
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===Gear Indifference===&lt;br /&gt;
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Monks have extremely low dependence on good gear.&lt;br /&gt;
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While GSIV is technically balanced around vanilla +20 gear, most people would agree there&#039;s a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I&#039;d put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!&lt;br /&gt;
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Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you&#039;re unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game&#039;s most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I&#039;d say monks are &#039;&#039;the best&#039;&#039; at not depending on gear nor even exp! Much more on that in the Ascension section.&lt;br /&gt;
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===Simplicity===&lt;br /&gt;
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Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it&#039;s difficult to get wrong. If you stick to unarmed combat, I&#039;d go so far as &#039;&#039;extremely&#039;&#039; difficult to get wrong.&lt;br /&gt;
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(If you want to do unusual things that don&#039;t involve UC, then read on in Odds and Ends!)&lt;br /&gt;
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===Fun Factor===&lt;br /&gt;
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Once monks hit their stride by level 40--maybe even level 30--they&#039;re great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!&lt;br /&gt;
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Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game&#039;s coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!&lt;br /&gt;
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===Might and Magic===&lt;br /&gt;
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If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!&lt;br /&gt;
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===Downsides or Lack Thereof===&lt;br /&gt;
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Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks &#039;&#039;can&#039;&#039;, if they want, operate like warriors who have more DS (until very far post-cap) but don&#039;t wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don&#039;t have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there&#039;s a very real case that a monk can be a better choice than a warrior.&lt;br /&gt;
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[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo&#039;s Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks&#039; offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.&lt;br /&gt;
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The best I can muster for legitimate monk downsides are that they can&#039;t obliterate an entire swarm of creatures in six seconds or less (that&#039;s the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your monk? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
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If making a monk sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it&#039;s more a question of which ones are slightly better at any given thing. I don&#039;t think you can go wrong, which I don&#039;t say about other professions, so my honest suggestion is to pick whatever sounds interesting.&lt;br /&gt;
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If you&#039;re not sure what&#039;s interesting or are torn between options, my &#039;&#039;next&#039;&#039; suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk &#039;&#039;appear&#039;&#039; like other races, they can&#039;t perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!&lt;br /&gt;
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If verbs don&#039;t sound compelling either, then here&#039;s how I&#039;d rank monk races mechanically if I really had to:&lt;br /&gt;
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# &#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;: What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means faster mstrikes and assault techniques--the most key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they&#039;re slightly below average on encumbrance.&lt;br /&gt;
# &#039;&#039;&#039;[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]&#039;&#039;&#039;: All of these races tie for third place Agidex and second place in my overall rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...&lt;br /&gt;
#* Aelotoi have a [[Logic]] bonus, so they gain exp slightly faster (1 per pulse) and [[Vertigo (1219)|Vertigo]] and [[Mindwipe (1225)|Mindwipe]] are slightly more reliable.&lt;br /&gt;
#* Dark elves&#039; [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.&lt;br /&gt;
#* Half-elves have the best carrying capacity of my top five picks. The dwarves and halflings bullet points have more to say about encumbrance.&lt;br /&gt;
#* Sylvans&#039; Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.&lt;br /&gt;
# &#039;&#039;&#039;[[Dwarf|Dwarves]] and [[Halfling]]s&#039;&#039;&#039;: Unlike the above grouping of races that play roughly identically, dwarves and halflings have substantial differences alongside some similarities. The most eye-catching similarity is excellent defense against elemental warding spells, which monks would normally be weak against; dwarves have +30 TD and halflings have +40 TD. Dwarves and halflings do have -10 and -5 Aura bonuses respectively, which also defends against elemental spells, so the real numbers could be considered more like +20 and +35. (Enemy elemental warding spells &#039;&#039;are&#039;&#039; sort of rare, but you might be glad for the benefit when you do run into them.) Their heights require keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat&#039;s Leap]] to target heads as a finisher if you&#039;re trying to aim, though not all monks do. Dwarves and halflings have Logic bonuses for exp, Vertigo, and Mindwipe purposes. As for the differences...&lt;br /&gt;
#* Dwarves are the only race that&#039;s both short and slow, ranking second to last in Agidex. Still, if you&#039;re okay with slower attacks, then elemental TD remains a rare and valuable selling point. More importantly, dwarves can carry a surprising amount due to huge [[Strength]] and [[Constitution]] bonuses along with identical body weight to dark elves. I rank dwarven monks the best of the slower races. Dwarves also have a slew of amazing verbs!&lt;br /&gt;
#* Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults while being about as close as invulnerable to enemy maneuvers as it gets. This alone (never mind also having the elemental TD bonus) is important enough that older versions of this guide used to rank halflings as the second best monk race. However, 2026 changes to average box sizes and drop rates exacerbate halflings&#039; severe [[encumbrance]] issues. The question is your tolerance level for either A) frequently pulling back from hunts to [[locksmith pool|drop off boxes]] or B) buying encumbrance-reducing items like silvery blue potions and [[Blue_feather-shaped_charm|blue feather-shaped charms]]. If you don&#039;t mind, then halflings remain a very powerful option. If you do mind, you might want to look elsewhere.&lt;br /&gt;
# &#039;&#039;&#039;[[Half-krolvin]]&#039;&#039;&#039;: The fourth best race for Agidex, though there&#039;s as much of a speed gap between third best and fourth best as between best and third best. Like dwarves, half-krolvin have a slew of amazing verbs. In pre-2026 versions of this guide, I didn&#039;t see much purely mechanical reason to choose a half-krolvin over the previous seven races or gnomes, but things have changed. Their second best carrying capacity helps much more than before. On the flip side, their Logic penalty hurts less in a world with new options in silver or Simucoins for vastly accelerated exp. If you want carrying capacity without sacrificing anything, but also not specializing in anything else, half-krolvin monks are a perfectly good place to be.&lt;br /&gt;
# &#039;&#039;&#039;[[Forest Gnome]]s and [[Burghal Gnome]]s&#039;&#039;&#039;: These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are minor enough that I don&#039;t think anyone should sweat it. It just comes down to the same question of whether you can live with the encumbrance issues. If you can, have at it.&lt;br /&gt;
# &#039;&#039;&#039;[[Giantmen]]&#039;&#039;&#039;: Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance &#039;&#039;doesn&#039;t&#039;&#039; slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. However, giants are the worst at mstrikes via natural stats. Agidex-boosting enhancives can fix that, but maintaining charges on numerous enhancives can get even more expensive than the small race path of maintaining encumbrance potions, so I personally wouldn&#039;t take the trade. Still, there&#039;s a reason that some players choose giants near exclusively. If returning to town sounds aggravating or if you want to maximize the amount of time you spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.&lt;br /&gt;
# &#039;&#039;&#039;[[Erithian]]s and [[Human]]s&#039;&#039;&#039;: These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!&lt;br /&gt;
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Races from half-krolvin up are close enough that I wouldn&#039;t quibble about any of them being seriously better than the others. I understand people&#039;s case for giants too, even though they&#039;re not my style (I&#039;m okay with returning to town every two or three boxes!), and gnomes are similar enough to halflings. I find erithians and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can&#039;t go wrong, exactly, but Perfect Self also makes the rich richer.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you&#039;re used to playing a halfling or gnome warrior who wears full plate, don&#039;t expect your encumbrance life to be similar on a halfling or gnome monk in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let&#039;s talk about GS&#039; encumbrance paradox!&lt;br /&gt;
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[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes.&lt;br /&gt;
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Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly &#039;&#039;that&#039;&#039; much of the gap, so be warned!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar 2, 2026 Edition!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I didn&#039;t want to bog down the bullet points above by talking too much about encumbrance, which could have taken over the entire race section. In short, as of mid-January 2026, boxes drop a third as often as they used to, so encumbrance kicks in less often, but boxes also contain roughly three times as much as they used to, so once encumbrance does kick in, it kicks in much harder than it used to. You might jump from unencumbered to moderately encumbered in a single box.&lt;br /&gt;
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It might not be immediately apparent why I consider the loot changes to be impactful enough to move halflings down, half-krolvin up, and gnomes down, but not impactful enough to move giants or humans up. The answer is that the 2026 loot changes are a double-edged sword. While giants and (to a lesser extent) humans can handle the bigger boxes, that doesn&#039;t mean their containers can. For example, if you have a conventional &amp;quot;max deep&amp;quot; backpack (no epic deepening that can cost millions of silver) that holds 140 pounds and you find a 45 pound, 55 pound, and 65 pound box, you can&#039;t fit all of that inside even if your character can hold it no problem.&lt;br /&gt;
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Putting it another way, there&#039;s a point at which a character&#039;s max carrying capacity gets &amp;quot;wasted&amp;quot; because it exceeds the containers&#039; practical limits. I think giants are certainly over that. Humans aren&#039;t, necessarily, but carrying capacity can also be &amp;quot;wasted&amp;quot; in a different sense because the boxes themselves are less common. You have to be exactly on a threshold of weight at which you&#039;re saving encumbrance, which is a narrow margin in a world where encumbrance increases less incrementally before. In other words, the hit to the small races outweighs the gain to the large races as rankings go.&lt;br /&gt;
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===Placing Your Stats===&lt;br /&gt;
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At level 0, set Strength, Dexterity, and Agility high so you&#039;re at your best in combat and setting Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
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Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That&#039;s your cue to check in and decide your &amp;quot;real&amp;quot; stat placement!&lt;br /&gt;
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Here are my recommendations for each race. If you&#039;ve read Flimbo&#039;s older monk guide, a major difference between us is that he was on the side of tanking Influence while I&#039;m on the side of tanking Discipline or Intuition, which I&#039;ll explain.&lt;br /&gt;
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&#039;&#039;&#039;The Level 20 Stat Placement Tables!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Discipline Version &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;(Recommended!)&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||31||82||73||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||43||85||64||62||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||41||82||75||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||31||82||70||70||77||92&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||50||70||73||70||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||20||82||70||69||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||33||82||73||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||23||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||35||82||75||70||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||37||85||79||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||53||82||70||70||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||25||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||43||77||73||70||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Intuition Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||59||82||73||41||82||92&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||70||85||62||37||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||68||82||73||44||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||58||82||70||44||77||91&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||70||70||73||50||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||58||82||71||29||83||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||59||82||73||44||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||62||82||70||32||83||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||68||82||73||39||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||62||85||77||46||83||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||68||82||70||56||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||62||82||70||35||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||70||77||73||43||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline or Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, Influence, or occasionally Logic.&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wondering what relevant things each stat does, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). +1 TD against mental spells for every 1 bonus. Increased resistance to enemy warcries. Improves tattooing ability.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[Mana#Base_Mana|starting mana]] for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #1!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there&#039;s endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don&#039;t require good Agidex like hard-hitting melee weapons.&lt;br /&gt;
&lt;br /&gt;
Once mstrikes and weapon techniques are a regular part of your monk&#039;s arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren&#039;t the majority of commands in combat.&lt;br /&gt;
&lt;br /&gt;
Overall, in my example, there&#039;s a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #2!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s also endless debate across most professions on which stat to tank out of Discipline, Intuition, and Influence. The short answer is Discipline. The long answer requires more detail.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside; monks&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition ultimately provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but it&#039;s once again more trivia than useful information. Warcry defense is at least potentially relevant, but many monks will rarely, if ever, interact with it. SSR bonus is a reasonable perk because Voln is the mechanically strongest society (a point that I &#039;&#039;do&#039;&#039; concur with the majority on) and SSR bonus improves the success rate of Symbol of Sleep, arguably Voln&#039;s strongest ability, along with a couple of its others. (More on Voln in the next section!) However, Influence also grants SSR bonus.&lt;br /&gt;
&lt;br /&gt;
The main reason that few players of any profession used to tank Discipline was experience. Instant Mind Clearers from login rewards can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the Wisdom of the Ages perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between that, the Ascension system introduced in 2020 (though that&#039;s more aimed at capped characters), and of course Perfect Self, it&#039;s far easier than ever to retain the all-important 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
One aspect of Discipline that &#039;&#039;has&#039;&#039; become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. If the trend keeps up, I can reevaluate Discipline in the future. However, for now, monks--at least magical monks using Dragonscale Skin (explained in the Feats section)--have better natural defenses against mental CS spells than any build of any other profession except for a warrior or rogue who has maxed or near-maxed spells, wears full plate, and uses a shield. Even that&#039;s debatable since it&#039;s assuming the warrior or rogue has infinite exp. Either way, the point is that magical monks have so much less to worry about from enemy mental spells than almost anyone else that tanking Discipline still leaves them ahead.&lt;br /&gt;
&lt;br /&gt;
Still, what if someone is set on maxing Discipline? Maybe they really do want the mental TD, or maybe they don&#039;t stay subscribed and don&#039;t do bounties. In that case, the question goes to whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. As already mentioned, Influence improves Symbol of Sleep and other Voln symbols. It also helps a little bit with Trading bonuses and making extra silver if you can&#039;t loot cap without the help of Influence and Trading! (More on that in the Monk Merchants section toward the end.) As a monk, thank to Glamour, you can admittedly max Trading benefit in the end even if you do tank Influence, but that&#039;s a post-cap thing and this guide is aimed at everyone.&lt;br /&gt;
&lt;br /&gt;
The main argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it&#039;s much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter).&lt;br /&gt;
&lt;br /&gt;
To put it into perspective, my capped monk Tarine, who tanked Intuition (because Wisdom of the Ages didn&#039;t exist yet), has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive a difference!&lt;br /&gt;
&lt;br /&gt;
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn&#039;t maxed her stats yet, didn&#039;t have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn&#039;t sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn&#039;t appeal to me like improving the success of the absurdly powerful Symbol of Sleep.&lt;br /&gt;
&lt;br /&gt;
Even assuming that you &#039;&#039;do&#039;&#039; want improved defense, remember that having extra silver from higher Influence lets you pay for better gear and items, which are also their &#039;&#039;own&#039;&#039; paths to improved defense--and often simultaneously to improved offense as well. Ultimately, the Intuition benefit is more narrow than the Influence benefit. That said, the Discipline benefit is even more narrow still. That&#039;s my true choice for tank stat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Also, like I said in stats, Voln makes Influence very relevant, so it&#039;s worth considering right away. Which society is right for your monk?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)&lt;br /&gt;
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This society has a bit more mechanical appeal for monks.&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist&#039;s powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.&lt;br /&gt;
&lt;br /&gt;
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.&lt;br /&gt;
&lt;br /&gt;
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most or possibly all professions.&lt;br /&gt;
&lt;br /&gt;
Like all professions, monks get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat. There&#039;s also an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits. Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.&lt;br /&gt;
&lt;br /&gt;
Voln also features two UC-specific abilities in [[Kai&#039;s Strike]] and [[Kai&#039;s Smite]]. Kai&#039;s Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don&#039;t have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.&lt;br /&gt;
&lt;br /&gt;
Kai&#039;s Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn&#039;t. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren&#039;t those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.&lt;br /&gt;
&lt;br /&gt;
The idea of Kai&#039;s Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you&#039;re not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don&#039;t benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I&#039;d say it&#039;s a net loss for anyone with at least two flares.&lt;br /&gt;
&lt;br /&gt;
The inability to turn off Kai&#039;s Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai&#039;s Strike. Sanctify takes off 5% resistance per tier, so you&#039;d get 20% resistance while keeping your flares between blesses. While Kai&#039;s Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it&#039;s not a dealbreaker.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat Primer==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-unarmedcombat&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Still figuring out how unarmed combat works? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-unarmedcombat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s go over the unarmed combat system in more detail! If you&#039;re familiar with more conventional melee combat, put that knowledge aside--a great deal of it won&#039;t apply and might even interfere with understanding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beginner Basics===&lt;br /&gt;
&lt;br /&gt;
JAB, GRAPPLE, KICK, and PUNCH are your tools of the trade. What&#039;s the difference? Have a look at this table from the unarmed combat system page.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Attack Type&lt;br /&gt;
![[Armor|AG]]&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Scale&lt;br /&gt;
!Chain&lt;br /&gt;
!Plate&lt;br /&gt;
!Base [[Roundtime|RT]]&lt;br /&gt;
!Min [[Roundtime|RT]]&lt;br /&gt;
![[Critical table|Damage Type]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Jab]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.100&lt;br /&gt;
|.075&lt;br /&gt;
|.060&lt;br /&gt;
|.050&lt;br /&gt;
|.040&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[Jab critical table (UCS)|Jab]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Punch]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.275&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.170&lt;br /&gt;
|.140&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Punch critical table (UCS)|Punch]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[GRAPPLE (verb)|Grapple]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.160&lt;br /&gt;
|.120&lt;br /&gt;
|.100&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Grapple critical table (UCS)|Grapple]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Kick]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.400&lt;br /&gt;
|.350&lt;br /&gt;
|.300&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Kick critical table (UCS)|Kick]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Weak, but fast.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power, but less of the latter than punches.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Powerful, but slow (at least by UC standards).&lt;br /&gt;
&lt;br /&gt;
The use case for punches and kicks seems clear, but why jab when it&#039;s so weak and why grapple if punches are the same speed with more strength?&lt;br /&gt;
&lt;br /&gt;
One answer that applies to both jabs and grapples is the defining component of unarmed combat: &#039;&#039;&#039;positioning&#039;&#039;&#039;. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk&#039;s position, follow the combat prompts as they appear. Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
 You attempt to jab a mezic!&lt;br /&gt;
 As you strike, a deep golden light surrounds your hands!&lt;br /&gt;
 You have &#039;&#039;&#039;decent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137&lt;br /&gt;
  ... and hit for 4 points of damage!&lt;br /&gt;
  Fast slap only reddens the cheek.&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the cue to grapple:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
As you can see, the followup was significantly more powerful. That&#039;s partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here&#039;s one more example, this time going from good to excellent:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;jab&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You exploit the momentum of your previous strike to make a stronger attack against a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146&lt;br /&gt;
  ... and hit for 15 points of damage!&lt;br /&gt;
  Blow to kidney!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
 &lt;br /&gt;
 [2 seconds later...]&lt;br /&gt;
 &lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;excellent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158&lt;br /&gt;
  ... and hit for 48 points of damage!&lt;br /&gt;
  Powerful tug pulls right hip, and leg, free of the socket!&lt;br /&gt;
   A mezic falls to the ground grasping her mangled right leg!&lt;br /&gt;
 Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
This time the jab started at good positioning because of Rolling Krynch Stance (more on that in the Martial Stances section), but the followup grapple was still far more powerful. Tiering up is crucial!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting highlights can help! Since the text prompt is...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...you can either create four highlights for each individual message or create a highlight for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup&amp;lt;/font&amp;gt;, then four more highlights for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;jab attack!&amp;lt;/font&amp;gt; and the others.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, in unarmed combat&#039;s &#039;&#039;&#039;most basic form&#039;&#039;&#039; at the lowest levels, the use cases for each attack type are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning. &lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Only when needed to tier up.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Deliver a finishing blow during excellent positioning.&lt;br /&gt;
&lt;br /&gt;
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples. We&#039;ll get into that later, but first let&#039;s keep exploring the basics to lay the foundation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UAF, UDF, and MM===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to GemStone&#039;s AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a mezic!&lt;br /&gt;
 You have good positioning against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s look at an even more extreme example that doesn&#039;t go as well:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a spectral shade!&lt;br /&gt;
 You have good positioning against a spectral shade.&lt;br /&gt;
  UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102&lt;br /&gt;
  ... and hit for 1 point of damage!&lt;br /&gt;
  The spectral shade shakes off a weak arm grab.&lt;br /&gt;
&lt;br /&gt;
This is why I say you have to ignore what you know about AS-based combat.&lt;br /&gt;
&lt;br /&gt;
UAF isn&#039;t completely irrelevant, but the more important numbers are UDF and the &#039;&#039;&#039;multiplier modifier&#039;&#039;&#039; (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.&lt;br /&gt;
&lt;br /&gt;
What does that mean in practice? Higher lows and lower highs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rare that a monk outright &#039;&#039;couldn&#039;t possibly&#039;&#039; hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.&lt;br /&gt;
&lt;br /&gt;
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes&#039; stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is the number that drops so low in defensive that it can even become negative! This used to occasionally trip up Saraphenia&#039;s player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it&#039;s often easier to figure out that you&#039;re in the wrong stance because everything&#039;s failing to hit; that was how I&#039;d take notice and Leafi would tell Phenia to fix up her stance.&lt;br /&gt;
&lt;br /&gt;
Also unlike AS-based melee attacks, lying down not only doesn&#039;t reduce your UAF, but also doesn&#039;t even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you&#039;re not paying attention, you could be fighting from your back and not even know it! You&#039;d find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. Those can&#039;t be done from the ground.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release &#039;&#039;enemy creatures&#039;&#039; who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mstrikes===&lt;br /&gt;
&lt;br /&gt;
As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you&#039;ll eventually be able to use mstrikes or weapon techniques. (I&#039;ll refer to these as &amp;quot;techniques&amp;quot; from here on. Despite the name, the brawling &amp;quot;weapon techniques&amp;quot; don&#039;t require weapons--unless you&#039;re thinking of your monk&#039;s hands and feet as weapons!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are your means to fit more attacks into less time.&lt;br /&gt;
&lt;br /&gt;
Covering mstrikes first!&lt;br /&gt;
&lt;br /&gt;
Mstrikes with no target specified, AKA &#039;&#039;&#039;unfocused mstrikes&#039;&#039;&#039;, can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA &#039;&#039;&#039;focused mstrikes&#039;&#039;&#039;, can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.&lt;br /&gt;
&lt;br /&gt;
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you&#039;re at decent positioning against them and attacking them for the first time. Once you&#039;re into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.&lt;br /&gt;
&lt;br /&gt;
Mstrikes &#039;&#039;sort of&#039;&#039; have a cooldown after use, which is 15-20 seconds or so (depending on training). When on &amp;quot;cooldown,&amp;quot; you &#039;&#039;can&#039;&#039; still mstrike, but they&#039;ll consume a good chunk of stamina. (I can&#039;t give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.&lt;br /&gt;
&lt;br /&gt;
Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it&#039;ll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk&#039;s life, especially if you&#039;re a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn&#039;t increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fury and Clash===&lt;br /&gt;
&lt;br /&gt;
The unarmed combat assault technique is &#039;&#039;&#039;[[Fury]]&#039;&#039;&#039;, which you learn with 25 ranks of Brawling (level 11). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There&#039;s no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it&#039;s not a major selling point.&lt;br /&gt;
&lt;br /&gt;
The AoE unarmed combat technique is &#039;&#039;&#039;[[Clash]]&#039;&#039;&#039;, which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn&#039;t include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist &#039;&#039;before&#039;&#039; Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities &#039;&#039;and&#039;&#039; seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.&lt;br /&gt;
&lt;br /&gt;
Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can&#039;t be used while they&#039;re on cooldown. They do have separate cooldown timers, so you can alternate between them.&lt;br /&gt;
&lt;br /&gt;
However, you can&#039;t alternate mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you &#039;&#039;can&#039;&#039; use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it&#039;ll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn&#039;t intend for players to insert mstrikes into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)&lt;br /&gt;
&lt;br /&gt;
RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it&#039;ll execute them as 2 RT, 2 RT, and 1 RT.&lt;br /&gt;
&lt;br /&gt;
Compared to focused mstrikes, Fury&#039;s structure has upsides and downsides. One upside is that you&#039;ll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can &#039;&#039;also&#039;&#039; interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It&#039;s also less likely that your target will be dead as soon your command gets sent to the server since attacks don&#039;t happen all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Twin Hammerfists and Spin Kick===&lt;br /&gt;
&lt;br /&gt;
The other two UC techniques are &#039;&#039;&#039;[[Twin Hammerfists]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Spin Kick]]&#039;&#039;&#039;, respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won&#039;t lock you out of them.&lt;br /&gt;
&lt;br /&gt;
Twin Hammerfists is an [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! At only 2 RT and 7 stamina, it&#039;s a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.&lt;br /&gt;
&lt;br /&gt;
Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it&#039;s an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn&#039;t a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If highlighting tier up opportunities goes well for you, then &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;You could use this opportunity to Spin Kick!&amp;lt;/font&amp;gt; is another message to consider highlighting from level 35-36 on!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beyond Basics: Synchronizing Everything===&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.&lt;br /&gt;
&lt;br /&gt;
However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let&#039;s put everything together into a cohesive whole.&lt;br /&gt;
&lt;br /&gt;
Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot (&amp;quot;flare slot&amp;quot;), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of a Twin Hammerfists firing off three flares:&lt;br /&gt;
&lt;br /&gt;
 Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist&lt;br /&gt;
 [SMR result: 316 (Open d100: 89, Bonus: 107)]&lt;br /&gt;
 Perfectly executed strike to the crimson angargeist&#039;s back!  It staggers!&lt;br /&gt;
 The attack exposes a vulnerability in a roiling crimson angargeist&#039;s defenses!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps emit a searing bolt of lightning! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Hard shot to the crimson angargeist&#039;s back sends it drifting forward!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps spray forth a shower of pure water! **&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Incredible strike to the crimson angargeist&#039;s back smashes through the chest!&lt;br /&gt;
   Too bad it melts back together.&lt;br /&gt;
 Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.&lt;br /&gt;
 &lt;br /&gt;
 ** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **&lt;br /&gt;
 &lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Strong strike splits the belly open, revealing ghostly organs.&lt;br /&gt;
   Haggis anyone?&lt;br /&gt;
&lt;br /&gt;
The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it&#039;s a great illustration because of the particulars.&lt;br /&gt;
&lt;br /&gt;
First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk&#039;s entire life. That&#039;s the least interesting thing to say here, though.&lt;br /&gt;
&lt;br /&gt;
The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water.&lt;br /&gt;
&lt;br /&gt;
Angargeists are non-corporeal undead. Normally Kai&#039;s Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn&#039;t allow for one-shotting it; you have to take out its entire health pool.&lt;br /&gt;
&lt;br /&gt;
2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you&#039;re fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.&lt;br /&gt;
&lt;br /&gt;
Speaking of uncrittable creatures or creatures you&#039;re otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a more nuanced look at the unarmed combat core attack types than before:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can&#039;t hit a foe who&#039;s already downed, so it&#039;s not repeatable.)&lt;br /&gt;
* The fastest means of tiering up with single strikes.&lt;br /&gt;
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.&lt;br /&gt;
* Poor as the specified command of a Fury or mstrike since they have little or (usually) no speed advantage over the other commands in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.&lt;br /&gt;
* The best aimed attack at excellent positioning. I&#039;m not particularly a fan of aimed UC attacks for reasons we&#039;ll delve into later, but it is there.&lt;br /&gt;
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.&lt;br /&gt;
* Poor as the specified command of an unfocused mstrike or Clash since it&#039;s unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but can&#039;t help tier up.)&lt;br /&gt;
* Good against individual threatening creatures that need to be slowed down.&lt;br /&gt;
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.&lt;br /&gt;
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The best finishing blow at excellent positioning per hit.&lt;br /&gt;
* The highest damage output per hit.&lt;br /&gt;
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or exactly as fast as the other commands.)&lt;br /&gt;
* Poor at tiering up with single strikes. (Same as above.)&lt;br /&gt;
&lt;br /&gt;
In short, pick the right tool for the right job. They can all be the right tool at times!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Macros and Aliases===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Grapple&lt;br /&gt;
* Punch&lt;br /&gt;
* Kick&lt;br /&gt;
* Weapon Twinhammer&lt;br /&gt;
* Weapon Fury [Grapple/Punch/Kick (depending on your level, training, specialization, and preference)]&lt;br /&gt;
* Weapon Spinkick&lt;br /&gt;
* Mstrike Grapple&lt;br /&gt;
* Mstrike Punch&lt;br /&gt;
* Mstrike Kick&lt;br /&gt;
* Mstrike Grapple Target&lt;br /&gt;
* Mstrike Punch Target&lt;br /&gt;
* Mstrike Kick Target&lt;br /&gt;
&lt;br /&gt;
For macros, this just means tying each one you care about to a single key press. You can configure them in Options -&amp;gt; Macros if using [[Wrayth]].&lt;br /&gt;
&lt;br /&gt;
For Lich aliases, I&#039;ve set mine as jj for jab, gg for grapple, pp for punch, kk for kick, twin for Twin Hammerfists, utf for Fury Grapple (stands for &amp;quot;unarmed technique Fury&amp;quot;), uts for Spin Kick, mg for mstrike grapple, mp for mstrike punch, and mk for mstrike kick. I could create things like an mkt alias for mstrike kick target if I wanted, but in that case I just type out &amp;quot;mk target&amp;quot; or &amp;quot;mk [target noun].&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your monk&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
&lt;br /&gt;
These are skills you consistently train with little to no deviation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Brawling]]&#039;&#039;&#039;: Max every level.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more stamina early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more DS early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Combat Maneuvers as Core Skills?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I&#039;d say &#039;&#039;roughly&#039;&#039; 1x minimum is mandatory and you&#039;ll almost certainly want far more than that early on. However, philosophically, I don&#039;t consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That&#039;s why it&#039;s in the Breakpoint Skills section below!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Breakpoint Skills===&lt;br /&gt;
&lt;br /&gt;
Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]]&#039;&#039;&#039;: One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn&#039;t that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it&#039;s also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you&#039;re going self-spelled. Up to you!&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and &#039;&#039;possibly&#039;&#039; 90 or 100. The good technique breakpoints are 10, 24, 50, and &#039;&#039;possibly&#039;&#039; 100. If you&#039;re using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Mental]] up to 13 or 16 ranks&#039;&#039;&#039;: The major early benchmarks are [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I&#039;m not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body&#039;s stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.&lt;br /&gt;
* &#039;&#039;&#039;[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore&#039;&#039;&#039;: To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why anyone would train to account for the mstrike MOC thresholds &#039;&#039;and&#039;&#039; the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.&lt;br /&gt;
&lt;br /&gt;
My monk, Sariara, preferred Fury in most hunts while leveling, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don&#039;t even get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I&#039;ll discuss in the Offensive Specialization section.&lt;br /&gt;
&lt;br /&gt;
However, Clash is a very weak AoE technique compared to unfocused mstrikes. Mstrikes&#039; bonus jab allows double the number of attacks for the first engagement with the enemy, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she would use focused mstrikes for single targets, even though they&#039;re slightly weaker than Fury because of her Grapple Specialization, since that left the unfocused mstrike option open for battling hordes.&lt;br /&gt;
 &lt;br /&gt;
Your MOC training plan doesn&#039;t need to assume that mstrikes or techniques are either/or!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Niche Skills===&lt;br /&gt;
&lt;br /&gt;
Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]] and [[Mental Mana Control]]&#039;&#039;&#039;: Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game &#039;&#039;unless&#039;&#039; you&#039;re surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Monks get immense value out of at least the first 20 ranks, especially in the early game, assuming you can&#039;t hit loot cap without it. See the Trade Secrets section!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s more expensive than First Aid. Slightly reduces duration of stuns, but monks don&#039;t get stunned very often. Like First Aid, I recommend it during the first 19 levels. Afterward, train it only if you want to excel at skinning bounties &#039;&#039;and&#039;&#039; have already trained First Aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk mana sharing breakpoints!&lt;br /&gt;
&lt;br /&gt;
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.&lt;br /&gt;
&lt;br /&gt;
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.&lt;br /&gt;
&lt;br /&gt;
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.&lt;br /&gt;
&lt;br /&gt;
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.&lt;br /&gt;
&lt;br /&gt;
Just remember: 5, 7, 10, 24!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at 24 mana control, consider going to 25! This unlocks [[Multicast|multicasting]], the ability to cast a buff spell twice in one cast. For self-cast spells, that&#039;ll take you to full duration in 3 RT instead of 6, which is nice quality of life!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
&lt;br /&gt;
Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
&lt;br /&gt;
Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midgame and Later Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]] at half your level&#039;&#039;&#039;: After you&#039;re finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you&#039;re still not feeling hardy enough.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Spiritual]] up to 2 or 7 ranks&#039;&#039;&#039;: I&#039;d ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It&#039;s very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you&#039;re a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that&#039;s all the way at 20 ranks.) If you don&#039;t want to rely on the invoker or others, I&#039;d say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.&lt;br /&gt;
* &#039;&#039;&#039;Minor Mental up to 20 or 25 ranks&#039;&#039;&#039;: [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #4: The Spirit Barrier Irony!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! &#039;&#039;Lowering&#039;&#039; your UAF in exchange for increasing your DS via Spirit Barrier isn&#039;t nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren&#039;t like (weapon-using) rangers who would find trading &#039;&#039;AS&#039;&#039; for DS completely untenable. This spell can be worth a second look!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Post-Cap Skills===&lt;br /&gt;
&lt;br /&gt;
Eventually you can train everything if you play long enough, but here are some considerations for what to prioritize if or when you reach post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Edged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that&#039;s not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can&#039;t be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]]. If you want to do this, I highly recommend also maxing Two Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery is another possibility for diversifying. Unlike with katars, AS-based &#039;&#039;ranged&#039;&#039; attacks don&#039;t necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren&#039;t exactly &#039;&#039;poor&#039;&#039; at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Item Use]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Supplementing DS with [[small statue]]s is eventually a good idea for every profession and MIU bolsters their duration. (As a historical note, MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta&#039;Faendryl, the Ruined Temple, or the Sanctum of Scales. However, that&#039;s largely immaterial these days. [[Spell sever]] has supplanted spellburst in newer capped hunting grounds like the Hinterwilds, Moonsedge Castle, and the Hive--and, although these are technically Ascension grounds aimed at far post-cap characters, monks are able to do well in them long before other professions, including even at fresh cap, due to the unique qualities of unarmed combat.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual up to 20 or 40 ranks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It&#039;ll become apparent enough when that&#039;s the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I&#039;m fairly certain that my second monk Sariara never will. Voln already offers a fine substitute for fogging, Wall of Force isn&#039;t what it used to be when it had no cooldown, and having fewer spell ranks means more redux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental up to 48 or 50 ranks (or beyond)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they&#039;re more for hunting things like bandits and pirates or just messing around than for casting in &amp;quot;real&amp;quot; hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I&#039;ll elaborate further there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secret Sauce of Lores===&lt;br /&gt;
&lt;br /&gt;
This section contains tables to visualize lore thresholds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Telepathy Ranks&#039;&#039;&#039;||0||6||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039;&amp;lt;/font&amp;gt;||80||150&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mind Over Body Stamina Reduction&#039;&#039;&#039;||20%||25%||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;35%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Green&amp;lt;/font&amp;gt;&#039;&#039;&#039;: The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.&lt;br /&gt;
&lt;br /&gt;
Aside from Mind Over Body, a couple of Telepathy&#039;s more minor claims to fame for monks include:&lt;br /&gt;
&lt;br /&gt;
* 25 ranks allow [[Soothing Word (1201)|Soothing Word]] to remove sheer fear and grant 30 seconds of immunity to it&lt;br /&gt;
* 15, 45, and 90 ranks improve the spawn rate of [[Provoke (1235)|Provoke]]&lt;br /&gt;
&lt;br /&gt;
You can work around sheer fear in other ways by being in Voln or getting your robes sanctified, but the Soothing Word option exists.&lt;br /&gt;
&lt;br /&gt;
Provoke is an interesting niche, but not a major selling point in my eyes. Training 35 Minor Mental ranks asks a ton pre-cap and Provoke becomes less effective the more people are hunting in an area. Most capped hunting grounds are either very crowded, so Provoke does little, or they&#039;re not crowded because they&#039;re extremely dangerous, which makes Provoke a bad idea.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 2&#039;&#039;&#039;||&#039;&#039;&#039;Level 5&#039;&#039;&#039;||&#039;&#039;&#039;Level 15&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Full leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforced leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Double leather||Leather breastplate||Cuirbouilli leather||Studded leather&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||||Double leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Leather breastplate&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Cuirbouilli leather||Studded leather||Brigandine&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||||||Cuirbouilli leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Studded leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Brigandine&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||||||||Brigandine||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Double chain&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||||||||Double chain||Augmented chain&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||||||||Chain hauberk&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;105 Transformation&amp;lt;/font&amp;gt;|||||||||||||Metal breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;140 Transformation&amp;lt;/font&amp;gt;|||||||||||||Augmented breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;180 Transformation&amp;lt;/font&amp;gt;|||||||||||||Half plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You&#039;ll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it &#039;&#039;is&#039;&#039; amazing and I recommend it highly for a magical monk--I&#039;d consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won&#039;t be the majority of my readers.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Pink&#039;&#039;&#039;&amp;lt;/font&amp;gt;: My recommendations for which levels to meet which Iron Skin thresholds if you&#039;re undecided. You have more leeway at level 50 on to push lores higher, so I&#039;ve highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.&lt;br /&gt;
&lt;br /&gt;
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell&#039;s effect has improved over the previous breakpoint.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||&#039;&#039;&#039;Dragonclaw UAF Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Brace Disarm Rate&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0||10||25%&lt;br /&gt;
|-&lt;br /&gt;
||1||11||&lt;br /&gt;
|-&lt;br /&gt;
||3||12||27%&lt;br /&gt;
|-&lt;br /&gt;
||6||13||&lt;br /&gt;
|-&lt;br /&gt;
||7||||29%&lt;br /&gt;
|-&lt;br /&gt;
||10||14||&lt;br /&gt;
|-&lt;br /&gt;
||12||||31%&lt;br /&gt;
|-&lt;br /&gt;
||15||15||&lt;br /&gt;
|-&lt;br /&gt;
||18||||33%&lt;br /&gt;
|-&lt;br /&gt;
||21||16||&lt;br /&gt;
|-&lt;br /&gt;
||25||||35%&lt;br /&gt;
|-&lt;br /&gt;
||28||17||&lt;br /&gt;
|-&lt;br /&gt;
||33||||37%&lt;br /&gt;
|-&lt;br /&gt;
||36||18||&lt;br /&gt;
|-&lt;br /&gt;
||42||||39%&lt;br /&gt;
|-&lt;br /&gt;
||45||19||&lt;br /&gt;
|-&lt;br /&gt;
||52||||41%&lt;br /&gt;
|-&lt;br /&gt;
||55||20||&lt;br /&gt;
|-&lt;br /&gt;
||63||||43%&lt;br /&gt;
|-&lt;br /&gt;
||66||21||&lt;br /&gt;
|-&lt;br /&gt;
||75||||45%&lt;br /&gt;
|-&lt;br /&gt;
||78||22||&lt;br /&gt;
|-&lt;br /&gt;
||88||||47%&lt;br /&gt;
|-&lt;br /&gt;
||91||23||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn&#039;t make a huge difference. Brace, on the other hand, can be impactful &#039;&#039;if&#039;&#039; you&#039;re getting hit by physical attacks. I wouldn&#039;t go out of my way to push Transformation for Brace alone, but if you&#039;re already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we&#039;ll look at in the Meditation Resistance section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Training Snapshots===&lt;br /&gt;
&lt;br /&gt;
For illustration and discussion purposes, here&#039;s what my most recent monk Sariara has looked like at &#039;&#039;&#039;various level thresholds&#039;&#039;&#039;--or, in the case of level 30, what she &#039;&#039;should&#039;&#039; have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Level 20&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 40&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 60&#039;&#039;&#039;||&#039;&#039;&#039;Level 70&#039;&#039;&#039;||&#039;&#039;&#039;Level 80&#039;&#039;&#039;||&#039;&#039;&#039;Level 90&#039;&#039;&#039;||&#039;&#039;&#039;Level 100 (fresh)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||0||0||0||0||0||0||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||24||48||74||100||114||134||134||144||144&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||44||65||85||105||125||149||165||187||207&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||24||35||55||55||55||55||55||60||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||44||64||84||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||44||64||125||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||10||10||10||10||20||20||38||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||5||5||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||15||15||15||15||15||15||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||20||30||40||50||60||72||82||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||10||10||10||20||20||40||40||60||60&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||10||10||10||10||10||10||40||0||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||20||30||20||25||30||35||40||42||42&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||40||43||42||48||60||72||83||95||167&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039;||0||0||0||0||3||3||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Mental&#039;&#039;&#039;||12||13||14||16||20||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;(spare TPs)&#039;&#039;&#039;||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s break down some of the more unusual things you might notice!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I could have done the one rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039; much sooner, but didn&#039;t particularly feel the need for the quick DS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.&lt;br /&gt;
&lt;br /&gt;
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she&#039;d maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM &#039;&#039;is&#039;&#039; her second post-cap goal, finally; it&#039;s currently at 190 as she approaches 8.6m experience.)&lt;br /&gt;
&lt;br /&gt;
Max &#039;&#039;&#039;Brawling&#039;&#039;&#039;, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Fitness and Dodging&#039;&#039;&#039; are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks&#039; training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
I took a little bit of early &#039;&#039;&#039;Harness Power&#039;&#039;&#039;, then slacked off for a while, then finally only began pushing it in the late game as an efficient way to wear more spells in &#039;&#039;spellburst&#039;&#039; hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90). This table only shows up to fresh cap, but later in the guide, in the Ascension section, I&#039;ll show a &amp;quot;final build&amp;quot; where she drops Harness Power to 40; as she moved out of spellburst areas and into spell sever areas, the extra mana became frivolous.&lt;br /&gt;
&lt;br /&gt;
I started &#039;&#039;&#039;First Aid&#039;&#039;&#039; relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She eventually picked it back up post-cap, but the table only shows up to fresh 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swimming and Climbing&#039;&#039;&#039; are skills that you might not need at fresh cap if you intend to stick to a specific hunting ground for a long time. I dropped Swimming since the Sanctum doesn&#039;t have any water and the only swimming in the Hinterwilds can be bypassed with Water Walking or Symbol of Return (among other options), but hunters of the Atoll, Ruined Temple, or Sailor&#039;s Grief would want it. Conversely, I kept Climbing because the Sanctum has a pretty tough check, but various other hunting grounds don&#039;t. For where Saria&#039;s currently at long after the initial publication of this guide, she could actually skip both Swimming and Climbing, but I keep them just in case.&lt;br /&gt;
&lt;br /&gt;
Saria heavily pushed &#039;&#039;&#039;Trading&#039;&#039;&#039; early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated. And later game changes in early 2026 made me untrain Trading entirely, but more on that later in this guide in the Ascension section.) Similar story for &#039;&#039;&#039;Minor Mental&#039;&#039;&#039;, which came out of the gate fast, then inched to 20 at level 60 and stayed there.&lt;br /&gt;
&lt;br /&gt;
Level 30 and 100 spare TPs are there because I was hoarding for the next &#039;&#039;&#039;Multi Opponent Combat&#039;&#039;&#039; thresholds while level 70 spare TPs are there because I was hoarding for the 20 &#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn&#039;t care about any of the in-between spells, so might as well preserve higher redux until then.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re interested in a training snapshot far post-cap, see further below in the Ascension section!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Exclusive Choices==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meditation Resistance===&lt;br /&gt;
&lt;br /&gt;
One neat monk perk I haven&#039;t mentioned yet is that their [[Verb:MEDITATE#Damage_Resistance|MEDITATE verb]] allows them to gain resistance to one selected damage type! It offers 10% resistance to start, then improves at these thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||0||1||3||6||10||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;15&amp;lt;/font&amp;gt;&#039;&#039;&#039;||21||28||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;36&amp;lt;/font&amp;gt;&#039;&#039;&#039;||45||55||66||78||91&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||10%||12%||14%||16%||18%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;20%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||22%||24%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;26%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||28%||30%||32%||34%||36%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And if you decide to go ham post-cap with Ascension and enhancives:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||38%||40%||42%||44%||46%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted 15 and 36 Transformation because 20% and 26% (translation: &amp;quot;25% or more&amp;quot;) are extremely notable benchmarks. I &#039;&#039;could&#039;&#039; fully elaborate, but people who aren&#039;t Whirlin and me would probably get bored to tears by the rows and charts I&#039;d need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV&#039;s crit system, and how it relates to order of operations with redux and crit padding.&lt;br /&gt;
&lt;br /&gt;
Suffice it to say this:&lt;br /&gt;
&lt;br /&gt;
Because of rounding and the nature of GSIV crits, it wouldn&#039;t be merely &#039;&#039;underestimating&#039;&#039; 20% and 25% resistance to say that they&#039;re twice as effective or two and a half times as effective as 10% resistance, but &#039;&#039;completely off base&#039;&#039; by orders of magnitude. The upgrade is huge.&lt;br /&gt;
&lt;br /&gt;
That said, which damage type should you resist? You can change your type any time, but these jump out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold&#039;&#039;&#039;: Useful for Icemule-based hunting at various levels.&lt;br /&gt;
* &#039;&#039;&#039;Crush&#039;&#039;&#039;: A very common damage type, like all physical damage types. Particularly helpful for gigantic creatures that fall on you as they die.&lt;br /&gt;
* &#039;&#039;&#039;Electrical&#039;&#039;&#039;: The most lethal damage type, albeit somewhat rare. If you&#039;re hunting creatures that use it, though, protect yourself!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;: Useful for Teras Isle, among other specific areas.&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Great against various rock-themed creatures or shield-using creatures, among some others.&lt;br /&gt;
* &#039;&#039;&#039;Puncture&#039;&#039;&#039;: Another common physical damage type. Very deadly if it hits the eyes even on a fairly tame enemy attack, so 20% or 25% resistance will help immensely.&lt;br /&gt;
* &#039;&#039;&#039;Slash&#039;&#039;&#039;: The last of the common physical damage types. Probably the least impressive in a vacuum, but it &#039;&#039;is&#039;&#039; very common.&lt;br /&gt;
&lt;br /&gt;
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!&lt;br /&gt;
&lt;br /&gt;
The only damage types I&#039;d generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn&#039;t stop that aspect. Still, if you&#039;re in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything&#039;s worth considering in the right context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Grapple Specialization]], [[Kick Specialization]], and [[Punch Specialization]], which each improve their respective attacks, but which is right for you? I&#039;ll write about each one as if it&#039;s maxed, but during the earliest levels, these ramp up by gaining 20% of their max effectiveness per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. &amp;quot;Before&amp;quot; is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists.&lt;br /&gt;
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone.&lt;br /&gt;
* If you love Fury or hate setups, this could be the specialization for you!&lt;br /&gt;
* In a vacuum, grapples aren&#039;t ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.&lt;br /&gt;
* Grapple Specialization has little to offer if you exclusively use mstrikes. &amp;quot;Exclusively&amp;quot; is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Turns your [[Spin Kick]] into two Spin Kicks!&lt;br /&gt;
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It&#039;s great fun and can save you in situations where the other two specializations couldn&#039;t.&lt;br /&gt;
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it&#039;s flat out the best mstrike option.&lt;br /&gt;
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven&#039;t become as fast as they&#039;ll eventually be and Spin Kick might not even be an option yet (pre-level 35-36).&lt;br /&gt;
* While Spin Kick performs exceptionally well against like-level foes, it&#039;s not nearly as good against overleveled ones for two reasons: it&#039;s less likely to succeed and you&#039;re much more incentivized to disable those foes immediately. If they don&#039;t attack, you don&#039;t evade, so you don&#039;t Spin Kick.&lt;br /&gt;
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Punch Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.&lt;br /&gt;
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn&#039;t a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.&lt;br /&gt;
* Despite the above, the buff to Clash being minor doesn&#039;t matter if the monk isn&#039;t using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can&#039;t bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specialization Sidebar: Mstrikes with Specified Attack Types!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In case it isn&#039;t clear or in case going into math would be helpful...&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mstrike kick&#039;&#039;&#039; becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike punch&#039;&#039;&#039; can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they&#039;re slower because your Agidex isn&#039;t up to par, punches can still win overall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike grapple&#039;&#039;&#039; is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.&lt;br /&gt;
&lt;br /&gt;
In short...&lt;br /&gt;
&lt;br /&gt;
Use mstrike kick if you&#039;re a high Agidex race who&#039;s at or close to the peak of your Agidex growth.&lt;br /&gt;
&lt;br /&gt;
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you&#039;re a moderate Agidex race or a high Agidex race not yet near your peak, you&#039;re against foes in armor lighter than chain, and you trained Grapple Specialization, but you&#039;re in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)&lt;br /&gt;
&lt;br /&gt;
Use mstrike punch if neither of the above applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I&#039;ve been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).&lt;br /&gt;
&lt;br /&gt;
As for Punch Specialization, I wouldn&#039;t honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn&#039;t necessarily wrong either.&lt;br /&gt;
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===Defensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one&#039;s a lot easier than the last!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Block Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they&#039;re expensive to train, monks can&#039;t learn shield skills, and shields significantly decrease their MM.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Parry Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to parry melee or ranged attacks--assuming you have [[Brace (1214)|Brace]] active. After parrying, it gives a 25% chance of gaining the [[Counter]] effect, which means your next attack has 1 less RT and costs 25% less stamina (if applicable). This might sound neat until it&#039;s compared to...&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say &amp;quot;Brawling&amp;quot; because I&#039;m not even limiting this to unarmed combat. Even if you&#039;re using brawling &#039;&#039;weapons&#039;&#039; like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)&lt;br /&gt;
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===Martial Stances===&lt;br /&gt;
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Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let&#039;s review them.&lt;br /&gt;
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&#039;&#039;&#039;[[Duck and Weave]]&#039;&#039;&#039;:&lt;br /&gt;
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The most flavorful martial stance.&lt;br /&gt;
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Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.&lt;br /&gt;
&lt;br /&gt;
This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker&#039;s AS and weapon type have to be good enough compared to the defending creature&#039;s DS and armor type to do meaningful damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Delightful, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Flurry of Blows]]&#039;&#039;&#039;:&lt;br /&gt;
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The screen scrolliest martial stance.&lt;br /&gt;
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Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.&lt;br /&gt;
&lt;br /&gt;
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren&#039;t good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn&#039;t say it comes close to being worthwhile.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Again, great fun, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Inner Harmony]]&#039;&#039;&#039;:&lt;br /&gt;
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The most wasted potential of martial stances.&lt;br /&gt;
&lt;br /&gt;
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you&#039;d most want to remove are exactly the ones you can&#039;t because you can&#039;t use Inner Harmony while bound or RT-locked. [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]] this definitely isn&#039;t!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I appreciate the idea behind this stance, but it has little to no appeal in practice.&lt;br /&gt;
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&#039;&#039;&#039;[[Rolling Krynch Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Almost surely the best martial stance for UC monks.&lt;br /&gt;
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This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won&#039;t kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least &#039;&#039;might&#039;&#039; kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap.&lt;br /&gt;
&lt;br /&gt;
When I wrote that monks rarely one-shot creatures, that&#039;s true in a vacuum, but Rolling Krynch can at least open that door for them.&lt;br /&gt;
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Bottom line: the less time you spend in decent positioning, the better off you are, and that&#039;s what Rolling Krynch offers.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.&lt;br /&gt;
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&#039;&#039;&#039;[[Slippery Mind]]&#039;&#039;&#039;:&lt;br /&gt;
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The most defensive martial stance.&lt;br /&gt;
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When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you&#039;re in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don&#039;t avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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This stance is simple, but really good, offering two lines of defense against a monk&#039;s biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I&#039;d say it&#039;s the very best for a weapon-wielding monk in robes!&lt;br /&gt;
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&#039;&#039;&#039;[[Stance of the Mongoose]]&#039;&#039;&#039;:&lt;br /&gt;
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The most &amp;quot;almost got there&amp;quot; martial stance.&lt;br /&gt;
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This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you&#039;re running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you&#039;re doing that, thank you for making it this far into the guide for reasons I don&#039;t understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a more typical unarmed combat monk, the good news is that Stance of the Mongoose&#039;s retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it&#039;s always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it&#039;ll pick the tier up type.&lt;br /&gt;
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That last bit might sound good--and, truthfully, it &#039;&#039;is&#039;&#039; good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it&#039;s not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That&#039;s not necessarily saying much; I&#039;d put it distantly behind Rolling Krynch Stance and Slippery Mind. If you&#039;re running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I&#039;m not knocking wildly niche monks. Many of my characters who &#039;&#039;aren&#039;t&#039;&#039; monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I&#039;m torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and &#039;&#039;can&#039;&#039; have immense defensive gain!)&lt;br /&gt;
&lt;br /&gt;
This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you&#039;re doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the &#039;&#039;creatures&#039;&#039; do--things you&#039;re actively trying to prevent them from doing, no less!--and, for that matter, only &#039;&#039;some&#039;&#039; of them do it and only &#039;&#039;some&#039;&#039; of the time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Striking Asp Stance]]&#039;&#039;&#039;:&lt;br /&gt;
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The best... uh... PvP martial stance?&lt;br /&gt;
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[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.&lt;br /&gt;
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Whoever this stance might be good for--if anyone, because I&#039;m not convinced it&#039;s worthwhile in any context other than PvP duels--it&#039;s not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp&#039;s own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs&#039; worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp&#039;s reduced stamina cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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No.&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Acrobat&#039;s Leap]]&#039;&#039;&#039;:&lt;br /&gt;
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Useful for short races to make up the height gap.&lt;br /&gt;
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&#039;&#039;&#039;[[Bearhug]]&#039;&#039;&#039;:&lt;br /&gt;
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Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that &#039;&#039;are&#039;&#039; so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don&#039;t necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. It&#039;s also a bit worse for small races, but, since it&#039;s an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first.&lt;br /&gt;
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Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you&#039;re already using them!&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a need of controlling the enemy hordes so you can systematically pick them off.&lt;br /&gt;
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&#039;&#039;&#039;[[Burst of Swiftness]]&#039;&#039;&#039;:&lt;br /&gt;
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You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
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If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don&#039;t recommend using it until you have at least four ranks since the cooldown is very long before then.&lt;br /&gt;
&lt;br /&gt;
If your monk is a fast race, there&#039;s still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar &#039;&#039;mstrikes&#039;&#039;&#039; don&#039;t get faster than 5 seconds regardless of Agidex.) &lt;br /&gt;
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&#039;&#039;&#039;[[Cheapshots]]&#039;&#039;&#039;:&lt;br /&gt;
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I love this suite of disabling skills on rogues and bards, but I don&#039;t think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can&#039;t, Cheapshots won&#039;t either since they&#039;re all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I&#039;d rather get Bearhug or Coup de Grace.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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I like two or three ranks to slightly shore up TD weaknesses if you can spare the points, but it&#039;s not mandatory by any means.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Mobility]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points &#039;&#039;are&#039;&#039; a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Coup de Grace]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF buff isn&#039;t what matters (at least for solo UC-oriented monks; it&#039;s amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can&#039;t be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup&#039;s insta-kill, so it&#039;s another helpful option in your toolbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Even though UAF attacks &#039;&#039;can&#039;&#039; power through turtled creatures, turning that &amp;quot;can&amp;quot; into &amp;quot;most likely&amp;quot; is ideal. Feint is the premier combat maneuver for lowering enemies&#039; stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hamstring]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I mention this for the katar builds. Hamstring can only be used with an edged weapon, but it&#039;s a devastatingly powerful setup-and-damage maneuver all in one. Two Weapon Combat characters will find it even more exceptional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ki Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver&#039;s wiki page recommends it if you aren&#039;t using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.&lt;br /&gt;
&lt;br /&gt;
That said, the stamina cost to use it too often &#039;&#039;is&#039;&#039; real, even with Mind Over Body, so you&#039;ll need heavy Physical Fitness training. It&#039;s more of a midgame or late game skill to me.&lt;br /&gt;
&lt;br /&gt;
Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don&#039;t cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
I&#039;d consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge&#039;s cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you&#039;re willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Character Progression==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats, meditating, or upgrading your monk&#039;s gear later? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
Monks gain new abilities called Feats at various levels, which are as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 0 Monk Feat - [[Kroderine Soul]]====&lt;br /&gt;
&lt;br /&gt;
Kroderine Soul is an opt-in feat that I won&#039;t cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.&lt;br /&gt;
&lt;br /&gt;
In exchange, before level 30, you can&#039;t learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I&#039;ll explain in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 0 Monk Feat - [[Martial Mastery]]====&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two &#039;&#039;additional&#039;&#039; weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I&#039;ll explain that too in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
While Martial Mastery is technically learned automatically from level 0, most monks won&#039;t make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I&#039;ll speak more about that in the Odds and Ends section discussing builds off the beaten path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 20 Monk Feat - [[Mystic Tattoo]]====&lt;br /&gt;
&lt;br /&gt;
Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from &#039;&#039;[[Stock_tattoo|nearly 1000 different options]]&#039;&#039; from a stock tattoo list! These are called mundane tattoos.&lt;br /&gt;
&lt;br /&gt;
From level 20 on, monks can upgrade a character&#039;s existing tattoo--including one for which the monk wasn&#039;t the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!&lt;br /&gt;
&lt;br /&gt;
For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer&#039;s choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)&lt;br /&gt;
&lt;br /&gt;
As profession services go--so I&#039;m comparing Mystic Tattoos to Battle Standards, [[Bloodsmith (1135)|Bloodstone Jewelry]], [[Covert Arts]], enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this &#039;&#039;can&#039;&#039; be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.&lt;br /&gt;
&lt;br /&gt;
Mystic Tattoos are in the midrange of profession service value overall; don&#039;t create a monk expecting to start rolling in silver like a cleric, sorcerer, or wizard eventually can (...at least not via tattooing, but more on the silver-making secrets of monks later!), but they&#039;ll likely make more from tattooing than non-capped bards, paladins, or rangers, or any level rogues or warriors do from their services. At the time of this writing, empaths make more than monks with their service, but they also have the newest service, so that might be a temporary situation. Either way, GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Advanced Tattooing Tips!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mystic Tattoos were designed with the intent that a typically trained monk should be able to do a tier 1 at level 20, a tier 2 at level 40, a tier 3 at level 60, a tier 4 at level 80, and a tier 5 at level 100. In practice, I find that many monks are anywhere from 5-15 levels ahead of that schedule--&#039;&#039;and&#039;&#039; that&#039;s even assuming that you want a 100% success rate unboosted! Here are some options to jump ahead of the curve:&lt;br /&gt;
&lt;br /&gt;
* Use BOOST ENHANCIVE STATS (from [[Login_Rewards|daily login rewards]]) for +10 tattooing skill. (However, since this temporarily increases your max health and max spirit and your tattooing ability gets reduced when those two stats aren&#039;t full, you&#039;ll need to wait until health and spirit recover after using the boost. Voln members can do this most easily since Symbol of Renewal is one of the game&#039;s very few tools to instantly recover spirit.)&lt;br /&gt;
* Use BOOST GIFT EONAK (also from daily login rewards) to take the best of two rolls when determining your success. To put that in perspective, a 50% success rate would become 75% with Gift of Eonak active, a 60% success rate would become 84%, a 70% success rate would become 91%, an 80% success rate would become 96%, and a 90% success rate would become 99%.&lt;br /&gt;
* Suffusion allows converting your Motes of Tranquility to extra skill bonus on a single tattoo upgrade at a rate of 2000 motes to 1 skill bonus. Since it&#039;s a one-off boost and yet requires trading potentially weeks of resource gain, I don&#039;t recommend using suffusion for tattooing characters other than your own monk. Even with your own monk, I&#039;d usually just advise patience--but if patience isn&#039;t your thing, then trading off a week of resources for five levels or so of skill might appeal to you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 25 Monk Feat - [[Mystic Strike]]====&lt;br /&gt;
&lt;br /&gt;
A weird one, to say the least. FEAT MYSTICSTRIKE allows a monk to use a small amount of stamina to infuse their next physical UC or melee attack with an effect that debuffs a foe&#039;s defense against warding spells after it lands. While monks do have a few warding spells like Thought Lash, Vertigo, and Mindwipe, those spells are normally better off as setups--if they&#039;re even used at all--than something to set up &#039;&#039;toward&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
====Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]====&lt;br /&gt;
&lt;br /&gt;
At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; is a straightforward buff that improves monks&#039; Iron Skin spell.&lt;br /&gt;
&lt;br /&gt;
Reviewing the basics of Iron Skin first, it improves a monk&#039;s robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA &#039;&#039;without&#039;&#039; Dragonscale Skin.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Dragonscale Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||Double chain||Augmented chain (23 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||Chain hauberk (24 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||105 Transformation|||||||Metal breastplate (33 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||140 Transformation|||||||Augmented breastplate (34 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||180 Transformation|||||||Half plate (35 benefit)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For illustration&#039;s sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she&#039;ll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.&lt;br /&gt;
&lt;br /&gt;
To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.&lt;br /&gt;
&lt;br /&gt;
The alternative to Dragonscale Skin, &#039;&#039;&#039;Mental Acuity&#039;&#039;&#039;, is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk&#039;s first 20 learned Minor Mental spells don&#039;t count. However, instead of a monk&#039;s first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won&#039;t necessarily be exactly twice.)&lt;br /&gt;
&lt;br /&gt;
The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it&#039;s not a route I&#039;m interested in.&lt;br /&gt;
&lt;br /&gt;
In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There &#039;&#039;are&#039;&#039; still reasons to do it. Saving 20 spell ranks&#039; worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks&#039; worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.&lt;br /&gt;
&lt;br /&gt;
Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I&#039;ll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can&#039;t cast Iron Skin &#039;&#039;unless&#039;&#039; they have Mental Acuity.&lt;br /&gt;
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&lt;br /&gt;
====Level 40 Monk Feat - [[Martial Arts Mastery]]====&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).&lt;br /&gt;
&lt;br /&gt;
If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.&lt;br /&gt;
&lt;br /&gt;
Level 40 draws a line in the sand, though, to establish that unarmed combat &#039;&#039;is&#039;&#039; the monk&#039;s wheelhouse because Martial Arts Mastery &#039;&#039;is&#039;&#039; the monk&#039;s premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you&#039;ll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like &#039;&#039;double-maxing&#039;&#039; it.&lt;br /&gt;
&lt;br /&gt;
Unleash the power and never look back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 50 Monk Feat - [[Perfect Self]]====&lt;br /&gt;
&lt;br /&gt;
Perfect Self raises all your stats by +10 (or +5 bonus). That&#039;s it! Your monk hits level 50 and great power drops on their head.&lt;br /&gt;
&lt;br /&gt;
Like I&#039;ve said, there&#039;s pretty much no bad monk stat split from level 50 on because of this feat. It&#039;s also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you&#039;re using mstrikes and weapon techniques at all, you&#039;ll notice the improvement!&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Gear Upgrades: Armor===&lt;br /&gt;
&lt;br /&gt;
Even though fancy gear is more a luxury than a necessity for monks, you might as well upgrade your monk&#039;s gear eventually if you enjoy them! But how and in what way?&lt;br /&gt;
&lt;br /&gt;
For armor, I think the answer is to keep it really simple. Most of the expensive armor you can pick up doesn&#039;t do all that much for monks. (...at least not magical non-Kroderine Soul monks, the subject of this guide. I assume expensive armor does way more for KS monks who are tanking more hits.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Rusalkan: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts UAF and CS for 10 seconds if it does knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, but the expenses  are enormous. Some contact-based combat maneuvers like Bull Rush can also trigger rusalkan flares.&lt;br /&gt;
* Zelnorn: Uses half of what would be the DS from its enchant as AS (or in monks&#039; case UAF) instead, but doesn&#039;t allow flares or a TD boost to go in the ability slot (AKA category B). Players hit creatures more than creatures hit players, so zelnorn can be fantastic for AS-based professions--but most monks aren&#039;t AS-based. Improving UAF is fairly irrelevant, not justifying the base cost of 50k bloodscrip in the case of monks. Either flares or increased TD would more greatly benefit monks, making use of the ability slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you&#039;re a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.&lt;br /&gt;
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn&#039;t screaming for more DS and a flare chance for crit padding.&lt;br /&gt;
* [[Forest Armor]]? Monks don&#039;t need a tiny boost to UAF and CS.&lt;br /&gt;
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.&lt;br /&gt;
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk&#039;s seeking.&lt;br /&gt;
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip. Pass.&lt;br /&gt;
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!&lt;br /&gt;
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.&lt;br /&gt;
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You&#039;d have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So my actual answer to the armor question is:&lt;br /&gt;
&lt;br /&gt;
* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I&#039;ll come back and update the guide at that point!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gear Upgrades: Weapons===&lt;br /&gt;
&lt;br /&gt;
I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I&#039;ll go over the few that I think are worth looking into depending on your budget--plus flourishes, flares, and one material!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No script or flourish, just basic elemental flares (especially lightning)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is where I think you should begin if you&#039;re uncertain or just dipping your toe in the water.&lt;br /&gt;
&lt;br /&gt;
You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares &#039;&#039;on top&#039;&#039; of it, but that means even heavier investment.&lt;br /&gt;
&lt;br /&gt;
Nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; (price range: 30k to 210k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.&lt;br /&gt;
&lt;br /&gt;
You might sometimes hear dispel flares cited as even better than lightning flares in a weapon&#039;s ability slot, but these days it depends on your exact budget range. If you&#039;re using Flare Affinity for 400k bloodscrip or purified zorchar for (at most) 70k bloodscrip, lightning flares come roaring back. Below that mark, dispel makes more of a case for itself because of a few factors:&lt;br /&gt;
&lt;br /&gt;
# High volume of attacks goes very well with pre-resolution flares&lt;br /&gt;
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount&lt;br /&gt;
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature&lt;br /&gt;
&lt;br /&gt;
There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don&#039;t affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong. All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. At most price ranges, alternatives like purified zorchar or Greater Elemental Flares (GEF) are either more bang for your buck or just outright more bang period. I think I&#039;d only recommend dispel flares if you were going for at least three dispels while also stacking greater somnis, which is the current strongest UC material, but also much more expensive than the purified elemental materials or eonake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
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Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn&#039;t the best since it&#039;s mainly good for knockdowns and monks are very adept at that on their own. My higher exp monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that&#039;s an extra expense.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (As a caveat, though, I highly recommend against the Savage Power unlock, which isn&#039;t particularly good for any build of any profession, and the Wild Backlash unlock, which is excellent for some professions but not all that useful for monks. Animalistic Fury upgrades can be worth it &#039;&#039;if&#039;&#039; you first change the damage type.)&lt;br /&gt;
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Overall, this script has been monks&#039; top pick for years for very good reason on the strength of Revenge Flares, messaging, and being one of the only games in town. However, it&#039;s been five years since Animalistic Spirit and the creator of Animalistic Spirit, GM Avaluka, has debuted a new script called Phytomorphic Weapons that I think is even better for monks! More on that further below.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
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For unarmed combat, Energy Weapons are only available in the form of &#039;&#039;held&#039;&#039; weapons like a [[cestus]], not handwear and footwear. That&#039;s immediately anathema to some people. I&#039;d agree with them when talking about a -10 or -15 MM weapon, but I&#039;m actually not down on the -5 MM held UC weapons like others.&lt;br /&gt;
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Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.&lt;br /&gt;
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That &#039;&#039;is&#039;&#039; an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don&#039;t use it. Easy enough.&lt;br /&gt;
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The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren&#039;t very useful to monks, so I called mine a one and done.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Obscure Trivia Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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When you&#039;re wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon&#039;s flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?&lt;br /&gt;
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Well, let&#039;s say my Animalistic Spirit gloves still had their default grapple flares, which I don&#039;t value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.&lt;br /&gt;
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This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren&#039;t as favorable or you&#039;re spending currency to upgrade gloves &#039;&#039;and&#039;&#039; a cestus. Still, I stand behind it as at least an &#039;&#039;option&#039;&#039; if your stopping point is a flare and a script flare.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Greater elemental flare|Greater Elemental Flares]] script&#039;&#039;&#039; (price: 40k bloodscrip):&lt;br /&gt;
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These are a gold standard of midrange weapon scripts, at least if you&#039;d consider 40k bloodscrip per item &amp;quot;midrange.&amp;quot; Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.&lt;br /&gt;
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GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I&#039;ve used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the &amp;quot;You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!&amp;quot; messaging.&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than other options such as Animalistic Spirit or Phytomorphic Weapons. Some people pick Knockout for for their handwear or footwear and a different script for the others.&lt;br /&gt;
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As for Skullcrusher, see everything I just said about Knockout, because Skullcrusher costs the same and is mechanically identical except that it goes into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; Animalistic Spirit or Phytomorphic if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic Weapon Shield|Phytomorphic Weapon]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit of a script in the vein of Animalistic Spirit and from the same creator! This one is plant-themed instead of animal-themed and you can customize it yourself via foraging plants. Arboreal Agony is the big selling point of unlockable features here, which makes creatures Disoriented so they&#039;ll have difficulty casting spells--which are one of a monk&#039;s weak points. The default damage type is disintegrate, which is also broadly useful and can have killing power.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (Like with Animalistic Spirit&#039;s Wild Backlash, I&#039;ll give the caveat that Phytomorphic&#039;s Deciduous Decay is far more useful for AS-based professions than UAF-based professions like most monks. Phytomorphic Putrescence upgrades, on the other hand, don&#039;t need you to change the damage type first to get full value, which makes them either better or cheaper than Animalistic Spirit&#039;s Animalistic Fury counterpart depending on how you look at it.)&lt;br /&gt;
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RP-wise, I think there&#039;s a very real chance that people will continue to favor Animalistic Spirit going forward. Mechanically, though, I&#039;d say that Arboreal Agony not allowing enemy casters to cast is even better than Animalistic Spirit&#039;s Revenge Flares firing off when dodging physical attacks--and not needing to change the base damage type is also a big win.&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Telepathy or Transformation&#039;&#039;&#039; (price: 400k bloodcsrip):&lt;br /&gt;
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At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training &#039;&#039;and&#039;&#039; great enhancives, but hey, I did say this guide was for 0 exp to 55,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that&#039;s mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.&lt;br /&gt;
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You probably aren&#039;t even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can&#039;t stack on a single creature, so it&#039;s more valuable to have a stronger initial hit since you&#039;d be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that&#039;s a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, &#039;&#039;focused&#039;&#039; mstrikes still favor Transformation due to DoTs not stacking.&lt;br /&gt;
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&#039;&#039;&#039;Purified [[drakar]], [[gornar]], [[rhimar]], or [[zorchar]] material&#039;&#039;&#039; (price range: 65k-70k bloodscrip):&lt;br /&gt;
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Basically the GEF of materials! These have material-based flares of, respectively, fire, impact (earth), ice, or lightning that are slightly stronger on average than the normal ability slot flares of their unpurified counterparts (and they still have those too), then a 25% chance to fire off a second noticeably stronger flare if the first flare had landed. In short, just like GEF, it&#039;s an extra two flare chances.&lt;br /&gt;
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To my knowledge, handwear and footwear of drakar, gornar, rhimar, and zorchar has never been offered off the shelf, so to get the purified materials, you need to get the unpurified version first by either paying 15k bloodscrip for a lesser transmutation (only available if your handwear and footwear already has the applicable flare type) or 20k bloodscrip for an intermediate transmutation, then an additional 50k bloodscrip to purify.&lt;br /&gt;
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Like always, more flares are an excellent thing when firing from UC&#039;s flurry of free jabs or otherwise quick attacks. An incredible power upgrade if it&#039;s within your budget!&lt;br /&gt;
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&#039;&#039;&#039;Purified [[eonake]] material&#039;&#039;&#039; (price range: 65k-70k bloodscrip):&lt;br /&gt;
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Purified eonake has a material flare against undead only, dealing fire damage slightly stronger than normal fire flares while also reducing the enemy&#039;s AS by 25 and slowing it down (adding more RT to its combat actions). Reasonable crowd control option if you hunt undead a ton, since your free mstrike jabs will be tossing slow effects all over the place. The purified elemental materials above will generally be stronger than purified eonake for monks, but there are scenarios where that&#039;s not always the case. For example, if you&#039;re set on dispel flares or just happen to have them from buying someone else&#039;s abandoned project weapon, then purified eonake would preserve the dispel flares while a purified elemental metal would require erasing them.&lt;br /&gt;
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Purified eonake is certainly a cheaper option than somnis or starsong (described below), but shouldn&#039;t typically be a default consideration for monks. Everything always depends on the specifics, though, so just double check what you&#039;re doing.&lt;br /&gt;
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&#039;&#039;&#039;[[Somnis]] material&#039;&#039;&#039; (price range: 100k or 250k bloodscrip bought as-is, or 300k bloodscrip transmuted into when available):&lt;br /&gt;
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Lesser somnis is a 100k bloodscrip material that flares to put a creature to sleep after it hits while greater somnis is a 250k bloodscrip material that flares to put a creature to sleep &#039;&#039;before&#039;&#039; it hits. Alternatively, instead of starting with somnis items as the base, you could wait for greater somnis transmutation to re-enter the Duskruin rotation every so often for 300k bloodscrip.&lt;br /&gt;
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This powerful effect significantly increases MM for the next hit (or current hit) in most cases! In terms of bang for your buck, somnis is far behind flares, scripts, the Skullcrusher flourish (less so that than the previous two), and purified materials, so there are typically two demographics who should be considering somnis. Both of them should basically treat as no object, but the demographics are either 1) those who can buy greater somnis as the starting point because it could be years before the ability to convert existing weapons to it returns to Duskruin, or 2) those who can wait for years for transmutation to be available and have picked up everything else or almost everything else already, making greater somnis a great final touch to add after exhausting other avenues.&lt;br /&gt;
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&#039;&#039;&#039;[[Vethinye|Starsong, AKA vethinye]] material&#039;&#039;&#039; (price range: 100k, 250k, or 400k raikhen bought as-is, or 450k bloodscrip transmuted into when available):&lt;br /&gt;
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A 100k raikhen base cost material that flares disruption. Starsong can be upgraded up to twice for 150k raikhen per upgrade, which can make it flare disruption up to one extra time per upgrade. Fully upgraded, it flares disruption 1 to 3 times; if there&#039;s only one creature against the room, all three flares would hit the same creature, but if there&#039;s more than one, then additional flares would hit other creatures. Alternatively, instead of starting with starsong items as the base, you could wait for maxed starsong transmutation to re-enter the Duskruin rotation every so often for 450k bloodscrip.&lt;br /&gt;
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Overall, starsong is a bit of an outdated material as newer options are simultaneously stronger and cheaper. Neat for extra screen scroll if that&#039;s your thing and the AoE is somewhat unique, but being AoE isn&#039;t even guaranteed and the price is extremely high for what it is.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. For example, buying Phytomorphic gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Phytomorphic to it later. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf, so it should be done later. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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Buying a base material like somnis or starsong and fully unlocking it costs 50k bloodscrip less than transmuting later, but if you want a script--which you should since a script is stronger than the material--then you break even because it&#039;ll cost 50k bloodscrip later to add a script to it. However, transmutation prices assume you want the highest tier of the material at all; if you don&#039;t, then starting with the base material is by far superior.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Gear Upgrades: Items===&lt;br /&gt;
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Some types of gear aren&#039;t conventional weapons or armor, so let&#039;s review a few of those that monks might think about!&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Wings|Energy Wings]]]&#039;&#039;&#039; (price range: 10k to 40k bloodscrip):&lt;br /&gt;
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When these got released, they made players (including me) freak out thinking they got priced too inexpensively on accident or something. I think it actually just might be a case of power creep, though--and since I&#039;m listing items in this section in alphabetical order, you&#039;ll see why when I talk about other items that were released years earlier!&lt;br /&gt;
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These wings come in light or dark flavor. Both share a lot in common, namely having some single-target SMR attacks, AoE SMR attacks, evasion buffs (good for Spin Kick), and Evasiveness buffs (outright avoiding the next incoming attack), but the primary differences are that the light wings can ignore height restrictions for 30 seconds every 90 seconds (so 33% of the time) while the dark wings have additional poison or disease effects on their attacks. If you regularly hunt in groups, the light wings also have a big group buff of DS, TD, and crit padding for 30 seconds every 30 minutes while the dark wings have a smaller scale but longer duration and shorter cooldown group buff of damage padding, health regen, and max health for 60 seconds every 15 minutes.&lt;br /&gt;
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The general player consensus seems to be that the light wings are much better, which I can agree with if and only if you&#039;re regularly aiming for the heads of large creatures you couldn&#039;t otherwise hit. Energy Wings are a mere fraction of the price of what it used to cost to be able to hit heads, which was a huge part of the sticker shock. Monks are already really talented at knocking creatures down, but the light wings could save you some setup time if your playstyle is more about targeted single strikes than a flurry of attacks via mstrikes or Fury. &lt;br /&gt;
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If you&#039;re &#039;&#039;not&#039;&#039; regularly aiming at large creatures, then I&#039;d say it&#039;s closer than people believe. I&#039;d side with the light wings on T1 and T2 attacks, but with the dark wings for the T3 attack. It&#039;s pretty close on all fronts, though, so picking a wing type based on roleplay makes perfect sense! And having new AoE attacks at all is an excellent thing for monks, who are somewhat lacking in that department from their own toolkit.&lt;br /&gt;
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I also don&#039;t want to undersell the evasion buffs. If you&#039;re a Kick Specialization monk, that&#039;s an especially killer benefit for you, but even if not, +15% evasion (or even +10% on T2 or +5% on T1) is a serious upgrade against incoming physical attacks! I don&#039;t know which is the icing and which is the cake, but the evasion benefit and new AoE attacks combine to make either version of Energy Wings a tremendous pickup for monks. Just don&#039;t neglect more fundamental things like scripts on your handwear and footwear, but once you&#039;re done establishing a fine gear baseline, look into these wings!&lt;br /&gt;
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&#039;&#039;&#039;[[Essence_Belt|Essence belts]]&#039;&#039;&#039; (price range: 25k to 100k bloodscrip):&lt;br /&gt;
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Magical belts that you charge up with essences (found from either looting elemental creatures or buying from the tables of alchemy shops that get stocked up by other people looting and selling them) for various effects depending on exactly which essence. I&#039;m not covering most of those effects because they&#039;re more or less immaterial to monks due to short duration, long cooldown, or both. What&#039;s not immaterial is that essence belts also add reactive flares that can go off whenever creatures hit you (with no cooldown), stacking additional protection against battles going south. It&#039;s a good benefit if you absolutely can&#039;t stand dying and have a lot of bloodscrip to spare! For everyone else, improving your armor with padding or flares (if not going the +TD armor route in flares&#039; case) is certainly a cheaper option to start with.&lt;br /&gt;
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&#039;&#039;&#039;[[Hand-held_Pylon|Hand pylons]]&#039;&#039;&#039; (price range: 10k to 40k bloodscrip):&lt;br /&gt;
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Basically an arm--mounted Mega Man energy cannon! Like essence belts, you charge this up with essences and it blasts away with magical power on a 2-minute cooldown. If you upgrade to at least tier 3 (30k bloodscrip), this will one-shot just about anything in the game... but that&#039;s &#039;&#039;if&#039;&#039; you have at least 1x Magic Item Use or have disabled something. The trouble is that if you&#039;re already disabled a creature, then you can generally just kill it with your own attacks, so hand pylons are much better with someone who already has MIU and doesn&#039;t need to set up first. If you don&#039;t have MIU--and, on a monk, you probably don&#039;t--then this might not be the item for you. That said, when Duskruin&#039;s open in the live game, it&#039;s frequently also open on the test server and allows buying things for free to test with. So give hand pylons a try when you can and see if you like them!&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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If there&#039;s only one service I&#039;d recommend for a monk, it&#039;s Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)&lt;br /&gt;
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As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you&#039;re only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won&#039;t, but even a lighter hit might stun a creature--and stunning increases UC&#039;s most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Battle Standards have a few other perks, but these are the main ones making them so good for monks.&lt;br /&gt;
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Battle Standards have charges and periodically need recharging, which will cost you. I don&#039;t believe we have hard confirmation on how the charges drain, but &#039;&#039;if&#039;&#039; (if!) it&#039;s identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith (1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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The temporary healing is difficult to advise on because its value heavily depends on how much risk you take in hunting. That benefit is about knowing yourself well enough to know if you&#039;ll like it or not. Same goes for more max health; I see the value for small races roughly doubling their health, but otherwise don&#039;t consider it particularly valuable. However, opinions vary widely. As for max stamina, monks already have Mind Over Body--but, even if they didn&#039;t, you can shore up stamina far more cheaply with conventional regen enhancives than with Bloodstone Jewelry.&lt;br /&gt;
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As for everything else, the value for a monk--at least a magical monk--is like a mishmash of weaker Battle Standards and weaker Ensorcell. Bloodstone Jewelry and Ensorcell both offer stamina regeneration, which is a great in a vacuum, but Ensorcell&#039;s version of stamina regeneration is a flare chance (which is effective with frequent UC attacks) instead of a per minute effect and never requires paying again for recharging. There is something to be said for having both Bloodstone Jewelry and Ensorcell since Ensorcell usually won&#039;t restore stamina unless your health is full and Bloodstone Jewelry helps keep your health full--but, then again, just having herbs or using society abilities could also keep your health full.&lt;br /&gt;
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Extra health damage, on the other hand, is a reasonable selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it does affect every attack instead of 20% of attacks--and 1-5 damage might not sound like a lot, but when it&#039;s every attack, it does matter. On average, you&#039;ll get the Major Bleed effect after every 16.67 attacks, which is decently powerful in its own right. All that said, Bloodstone Jewelry doesn&#039;t add extra damage until its fifth and final tier, so you&#039;d probably be paying a premium to get it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Either go all the way with this service or pass on it unless someone&#039;s offering a steal. I wouldn&#039;t call this a particularly monk-oriented service unless you&#039;re a Kroderine Soul build or a small race.&lt;br /&gt;
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(Since this is alphabetically the first service I&#039;m recommending against, I&#039;ll clarify that that doesn&#039;t mean it&#039;s a bad service; even Enchant isn&#039;t particularly great for monks, as we&#039;ll see later, and that&#039;s a classic service. I&#039;m simply saying that, when you&#039;re reading a monk guide because you&#039;re making a monk, don&#039;t view this service through the lens of playing your warrior, your semi, or your Sunfist pure, who would all make better use of more of the Bloodstone Jewelry perks.)&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like most other non-gear-based profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they&#039;re already amazing at. (By contrast, casters see good benefit from things like FOF defense and the myriad bonuses to maneuver defense unless already far post-cap.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat by preventing kicks.&lt;br /&gt;
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Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. The biggest is that, unlike with Battle Standards, jabs don&#039;t flare with Poisoncraft. Poisons don&#039;t affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren&#039;t lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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It&#039;s worth learning at least Poisoncraft even though the other Covert Arts don&#039;t do much for monks. Recharging Poisoncraft isn&#039;t much cheaper--if any cheaper--than learning more Arts and learning them &#039;&#039;also&#039;&#039; recharges, so once you&#039;re in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves UAF (or AS if you&#039;re using a weapon) while enchanting armor improves DS.&lt;br /&gt;
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UAF offers minimal help for all the reasons described in the Unarmed Combat Primer. DS is more compelling, especially once you&#039;re hunting areas with the [[spell sever]] mechanic. Monks have the game&#039;s cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they &#039;&#039;are&#039;&#039; regularly in offensive stance. I don&#039;t go hard on improving monk DS, but it can&#039;t hurt either.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but improving it doesn&#039;t matter much otherwise.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling armor improves CvA and enemy spells are a weak point, so I&#039;d say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling adds much more gear difficulty than sanctifying. (For much more on the intricacies of gear difficulty and order of operations for upgrading gear, see [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|my service guide]]! For our purposes here, though, basically just know that tiers 2-5 of Ensorcell should usually be done after finishing the enchanting and sanctifying you want. The order of enchanting and sanctifying doesn&#039;t matter much, though.)&lt;br /&gt;
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For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.&lt;br /&gt;
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I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy. You already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul, but only after finished with enchanting and sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible for almost everybody. They improve virtually every offensive and defensive aspect of combat, which is like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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...but monks aren&#039;t most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.&lt;br /&gt;
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Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you&#039;re probably firing off a lot of those. On the bright side, since Lucky Items&#039; charges drain depending on the amount of time spent in combat, that aspect does pair well with monks&#039; high volume of attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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If this were any other profession, I&#039;d be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they&#039;re tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you&#039;re a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I&#039;d recommend your silvers go elsewhere first--but only &amp;quot;first.&amp;quot; Luck is powerful and you should get it eventually, just not as a high priority. I&#039;d take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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Despite Mystic Tattooing being a monk&#039;s own ability, it&#039;s not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won&#039;t consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include:&lt;br /&gt;
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* Strength to decrease encumbrance, especially for small races&lt;br /&gt;
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to slightly improve defense against spiritual magic&lt;br /&gt;
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Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can&#039;t go further than &amp;quot;arguably&amp;quot; since the others will have more impact when they &#039;&#039;do&#039;&#039; have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would.&lt;br /&gt;
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Mystic Tattoos are slated for a future upgrade. The current proposal includes adding a skill bonus up to +10, flares to double the stat and skill bonuses for a short duration, an activated ability with a cooldown to double the stat and skill bonuses for a short duration, and ignoring enhancive limits.&lt;br /&gt;
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Until the future update, I&#039;d only tattoo yourself in your spare time when you can&#039;t find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins&#039; Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there&#039;s &#039;&#039;some&#039;&#039; merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you&#039;d have to know you&#039;ll be running into that damage type consistently for a while.&lt;br /&gt;
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On an obscure note, nature resistance is unique to ranger trinkets. Monks can&#039;t meditate against it and even the Ascension system can&#039;t train to defend against it. However, an extremely small number of creatures use nature damage.&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.&lt;br /&gt;
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The first five tiers of Sanctify have dubious value for UC gear (unless you&#039;re buying the first tier specifically because of the Kai&#039;s Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you&#039;re willing to pay for the first five tiers&#039; minimal value just to get to holy fire.&lt;br /&gt;
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Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it&#039;ll only trigger for certain combat maneuvers or when the undead hit you.&lt;br /&gt;
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Get the first five tiers on your robes unless you&#039;re absolutely certain you&#039;ll never have interest in hunting high-level undead. Holy fire isn&#039;t a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don&#039;t bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify).&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
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Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It&#039;s still marginally useful for good positioning (very specifically good positioning). Crit padding is more broadly useful. Either way, neither is useful enough to justify paying warriors unless they&#039;re charging less than the automated WPS smithy that comes around every couple of months. (They probably aren&#039;t!) Use that instead to bring your robes up to speed.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn&#039;t terribly desirable for most players, monks or otherwise.&lt;br /&gt;
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An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I&#039;d say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Battle Standard up to P3 as soon as possible&lt;br /&gt;
* Enchant armor up to +30 relatively quickly&lt;br /&gt;
* Ensorcell UC gear to T1 relatively quickly&lt;br /&gt;
* Battle Standard up to P5 relatively quickly&lt;br /&gt;
* Either Sanctify UC gear all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Sanctify armor unless very rarely hunting undead&lt;br /&gt;
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Slowly enchant UC gear over time&lt;br /&gt;
* Padding to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Slowly Ensorcell armor over time&lt;br /&gt;
* Weighting to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge&lt;br /&gt;
* Bloodstone Jewelry if you want it&lt;br /&gt;
* Slowly enchant armor past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell UC gear past T1 over time, if ever&lt;br /&gt;
* Mystic Tattoo only if you can&#039;t sell yours, but selling it is preferable to fund all of the above&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
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Congratulations, you&#039;ve got a cap and a half worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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Since it&#039;s not relevant to the large majority of players, I&#039;ve only vaguely talked about monks&#039; advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they&#039;re &amp;quot;done enough&amp;quot; with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements.&lt;br /&gt;
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Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.&lt;br /&gt;
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I did say this guide was for magical monks from 0 to 55,000,000 experience, so what should you do with Ascension Training Points (ATPs)?&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race.&lt;br /&gt;
* &#039;&#039;&#039;Brawling&#039;&#039;&#039;: +2 UAF per rank. I&#039;m not going to knock UAF this time because, once we&#039;re talking Ascension, we&#039;re talking marginal gains almost no matter what you do. Get it if you like numbers going up!&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Increased maneuver defense every two ranks, but half as much increase as Agility. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race. For the weapon route, specifically, Dexterity also adds crit weighting.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: +0.75 DS (in offensive) per rank and a tiny extra chance of outright evading for more Spin Kicks.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction by 2 pounds per rank. &#039;&#039;Now&#039;&#039; I&#039;ll knock UAF again! If we&#039;re in the realm of diminishing returns from exp anyway, then Porter is a reasonable low-hanging fruit option for races with lower carrying capacity.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: If you&#039;re firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body and Ensorcell no longer enough. If that&#039;s you, you&#039;ll know when to train this--or just buy stamina regen enhancives and Bloodstone Jewelry.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks.&lt;br /&gt;
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During earlier versions of this guide, I was also open to Aura, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let&#039;s finally delve into the Elite skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is Monks&#039; Everything&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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There&#039;s a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones potentially relevant to (magical) monks in green:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Automatic Success of Certain Spells&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;UC - Tier Up Probability&amp;lt;/font&amp;gt;&lt;br /&gt;
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As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I&#039;d argue that usually it&#039;s at or near the top end of value &#039;&#039;in&#039;&#039; that application:&lt;br /&gt;
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* Improving UC tier ups is, naturally, at its best for the profession most built around UC.&lt;br /&gt;
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy&#039;s EBP means improving MM, which is a UC monk&#039;s most important offensive combat number.&lt;br /&gt;
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don&#039;t use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here.&lt;br /&gt;
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn&#039;t go so far to say it&#039;s at its best here, which I think goes to pures who become capable of warding off spells from (some) &#039;&#039;pure&#039;&#039;-style Ascension creatures, but it&#039;s a pretty narrow win.&lt;br /&gt;
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln.&lt;br /&gt;
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks.&lt;br /&gt;
* Improving ambush defense is a benefit I place almost no value on for any profession and build &#039;&#039;except&#039;&#039; magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don&#039;t have 105 or more Transformation lore, so defense is valuable.&lt;br /&gt;
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(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do &#039;&#039;have&#039;&#039; the occasional spots of value. The auto-success spell benefits don&#039;t do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.)&lt;br /&gt;
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Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can!&lt;br /&gt;
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Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I&#039;d also argue that there&#039;s less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds.&lt;br /&gt;
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As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they&#039;re both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn&#039;t have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more &#039;&#039;total&#039;&#039; Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she&#039;s only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn&#039;t need to work for at all because monks have Perfect Self and Burst of Swiftness.&lt;br /&gt;
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Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They&#039;re simply the most exp-efficient profession in the game.&lt;br /&gt;
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===Illustrative Post-Cap Snapshots===&lt;br /&gt;
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Like the earlier snapshots for normal skills, here are illustrations of both of my monks &#039;&#039;&#039;far post-cap&#039;&#039;&#039; at points where they are or will eventually be. The second column is where I&#039;ve planned for Saria to end up at the time she never touches normal skills again. This time the table more clearly delineates normal skills and Ascension.&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Sariara, 19.88m exp (10.77+9.11)&#039;&#039;&#039;||&#039;&#039;&#039;Sariara, post-Trading&#039;&#039;&#039;||&#039;&#039;&#039;Sariara, final plan&#039;&#039;&#039;||&#039;&#039;&#039;Tarine, 55.22m exp (23.79+31.43)&#039;&#039;&#039;||&#039;&#039;&#039;Tarine, post-Trading&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||1||50||50||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||202||202||202||202+10||202+10&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Edged Weapons&#039;&#039;&#039;||0||0||0||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||202+10||202+10||202+10||202+10||202+10&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||100||100||190||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||303||303||303||303||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||303+15||303+15||303+15||303+19||303+19&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Magic Item Use&#039;&#039;&#039;||0||0||0||101||101&lt;br /&gt;
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||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||40||40||40||101||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Mana Control&#039;&#039;&#039;||0||10||10||25||100&lt;br /&gt;
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||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||10||10||25||25&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||0||0||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Transformation&#039;&#039;&#039;||15||101+4||101+4||86+19||86+19&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Survival&#039;&#039;&#039;||202||202||202||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||101||101||202||202||202&lt;br /&gt;
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||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||60||60||101||101||101&lt;br /&gt;
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||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||0||40||101||101||101&lt;br /&gt;
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||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||202||101||101||202||202&lt;br /&gt;
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||&#039;&#039;&#039;Trading&#039;&#039;&#039;||191||0||0||202||0&lt;br /&gt;
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||&#039;&#039;&#039;Ascension Transcend Destiny&#039;&#039;&#039;||2||2||4||10||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are some divergences here, which are mostly down to Tarine having leveled in a different era of GemStone IV. The reason for Trading going to 0 and First Aid going down to 101 for Sariara requires its own entire deep dive that I cover in the Odds and Ends section, but let&#039;s talk about the rest here.&lt;br /&gt;
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&#039;&#039;&#039;TWC edged weapons&#039;&#039;&#039; were for Tarine to blast through Duskruin Arena, where overleveled creatures hindered UC tier up chances and slowed her down. However, in the modern day, Transcend Destiny exists to also &amp;quot;overlevel&amp;quot; yourself and all of the Duskruin activities pay out about as well as the arena does, so there&#039;s no particular reason for Saria to pick up Edged Weapons. At most, I can imagine Saria going to 100 Two Weapon Combat for 5 extra DS over the 50 benchmark. However, barring some extreme changes to overall gameplay mechanics, 200 TWC simply won&#039;t happen--and if that won&#039;t, then neither will Edged Weapons.&lt;br /&gt;
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You might notice that, despite Tarine having over 35 million more exp than Saria--and over 22m in Ascension alone--their &#039;&#039;&#039;Brawling&#039;&#039;&#039; skill is exactly the same. Like I&#039;ve said, UAF simply isn&#039;t important enough to think about too much! Tarine&#039;s advantages are mainly Transcend Destiny (10 ranks vs. 2) and spells (with a 64 CS advantage between spell ranks and Transcend Destiny, Tarine can land Mindwipe or even Vertigo on just about anything while Saria doesn&#039;t even know Mindwipe yet and would miss many Ascension creatures with it even if she did know it). Saria does have a redux advantage of 29.37% to 23.68% because of fewer spell ranks, though.&lt;br /&gt;
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&#039;&#039;&#039;Magic Item Use, Harness Power, and Spiritual Mana Control&#039;&#039;&#039; are more relics of Tarine coming from a different era. In this case, I&#039;m talking about the time before Transcend Destiny existed and before self-cast minimum spell durations were kicked up to two hours by default. Since I already had these skills trained, there&#039;s no point to untraining them, but they&#039;re a bit frivolous these days and I wouldn&#039;t push them that far on a new monk--like Sariara! Unlike Spiritual Mana Control, &#039;&#039;&#039;Mental Mana Control&#039;&#039;&#039; increases the number of targets for important spells like Mindwipe and Vertigo, so Tarine taking 100 ranks to hit up to seven creatures per cast makes perfect sense. You do need the CS for it too.&lt;br /&gt;
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&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; stopping at 190 or 200 (or 202 for completionism) comes down to whether you use mstrikes or techniques, respectively. Techniques are much better with weapons than they are with unarmed combat, so Tarine went to 200 because she has weapons trained and Saria won&#039;t because she doesn&#039;t.&lt;br /&gt;
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Regarding that &#039;&#039;&#039;Transcend Destiny&#039;&#039;&#039; line for clarity&#039;s sake... given enough time, Saria will eventually get to 10 Transcend Destiny. What I&#039;m saying is that she&#039;s working toward 4 Transcend Destiny now as a reasonable breakpoint, but after that&#039;s done, she&#039;ll go back and finish Multi-Opponent Combat, Perception, Climbing, and Swimming. &#039;&#039;That&#039;s&#039;&#039; the point where she&#039;ll be done with normal skills forever and commence the 10 Transcend Destiny push.&lt;br /&gt;
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And just a brief comment on Trading: Saria had stopped at 191 Trading because that&#039;s the mark where she could max selling ability with Glamour up. Tarine&#039;s an elf, so her Influence bonus would let her hang back even further at 176. However, back then, finishing a skill for completionism&#039;s sake made more sense since fewer alternatives were competing for your exp. Those are past-tense things and now I&#039;ve abandoned Trading, but I leave these examples here because not everybody should do so. For more on this, see the Max Loot Value section later in the guide.&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
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* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
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The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and you want them to hit more reliably.&lt;br /&gt;
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&#039;&#039;&#039;Bold Brawler&#039;&#039;&#039;&lt;br /&gt;
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 Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
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A self-explanatory staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy!&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
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Pretty good reactive damage that comes at full power out of the gate. Needing an SMR check does slightly hinder its efficiency against overleveled creatures, but that&#039;s offset by the fact that it can go after multiple targets to hit at least one of them. Importantly, note that &amp;quot;a rank 2+ critical strike&amp;quot; refers to a rank 2 critical &#039;&#039;based on a crit table,&#039;&#039; not a rank 2 wound. Usually a rank 2 critical only creates a rank 1 wound; for example, rank 2 [[Slash_critical_table|slash crits]] are always rank 1 wounds unless they hit an eye. In other words, even very light hits can get this going, but just not the absolute lightest hits.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
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 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
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Reasonable if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to monks&#039; combination of inexpensive Harness Power costs, not much to spend that mana on, not being in full plate like warriors (and so valuing the DS more), and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don&#039;t know any of those other than my own).&lt;br /&gt;
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&#039;&#039;&#039;Ether Flux&#039;&#039;&#039;&lt;br /&gt;
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 When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
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(For clarity, it can occur once &#039;&#039;per creature&#039;&#039; per minute. You can basically consider it once per creature, period. For even more clarity, Ether Flux itself isn&#039;t a flare &#039;&#039;chance&#039;&#039;; it&#039;s described as a flare because it deals a random amount of disruption damage, but it always triggers once you meet the condition.)&lt;br /&gt;
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Ether Flux has no tiers and comes at full power immediately, which is definitely nice and it&#039;s a very good perk &#039;&#039;if&#039;&#039; you can get it going! ...but can you? Even though monks don&#039;t innately deal elemental damage, it still might be easier than you think.&lt;br /&gt;
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Some options for elemental flares include conventional ability slot flares, Battle Standards of applicable Arkati or spirits, certain Gemstone properties like Blood Boil or Infusion or Thorns, holy fire or holy water when hunting undead, or script flares of elemental types. That&#039;s already up to seven sources of elemental flares and I&#039;m not describing anything too wildly out of the way or anything that&#039;s very expensive by post-cap standards. The most expensive of those would be buying flare type changes for Animalistic Spirit or Phytomorphic Weapons.&lt;br /&gt;
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Whether you&#039;re mstriking or using Fury, monks fire off a lot of attacks, so with a decent base of varied flare types, the odds can stack up to force a lot of Ether Flux triggers through! However, if you don&#039;t have that decent base, I wouldn&#039;t go out of my way working up to it just because you find an Ether Flux. This is a very solid B or maybe B+ common, but it&#039;s no Bold Brawler, Flare Resonance, Stamina Prism, or Storm of Rage.&lt;br /&gt;
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&#039;&#039;&#039;Flare Resonance&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
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Assuming you have flares on your handwear and your footwear (and if you don&#039;t, then you should!), this is another staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries.&lt;br /&gt;
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[[Flare Affinity]] basically supercharges your flares to hit substantially harder--and, for that matter, more often! Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. (If you &#039;&#039;are&#039;&#039; someone who already has the Flare Affinity flourish, you wouldn&#039;t want this property since they don&#039;t stack.) The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk&#039;s handwear &#039;&#039;and&#039;&#039; footwear would cost 800k bloodscrip.&lt;br /&gt;
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In short, get more flares and make them spend less time poking and more time killing. &lt;br /&gt;
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&#039;&#039;&#039;Force of Will&#039;&#039;&#039;&lt;br /&gt;
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 You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
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This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! Alternatively, if you find it on a Gemstone with at least one other property that&#039;s good for somebody else but isn&#039;t good for you, you can try to sell it for a good chunk of silver since solo hunters of almost every profession like Force of Will for general purposes. (The exceptions are bards, who can already get rid of almost all of these conditions with their own [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]], and maybe clerics, who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die.)&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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The UAF boost is fairly immaterial for all the reasons you know by now about UAF, but the maneuver boost makes for an acceptable placeholder for most monks to use while looking for better Gemstones in the long run. That said, I wouldn&#039;t recommend upgrading it except possibly on a monk who makes very heavy use of extremely endroll-dependent attacks like Spin Kick or Bearhug.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
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 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
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Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
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 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
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This might be the highest ceiling Gemstone property of all for monks. It&#039;s easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don&#039;t run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they&#039;re off cooldown and Ki Focus when the mstrikes &#039;&#039;are&#039;&#039; on cooldown, thus basically only using stamina for the latter. However, if you started stacking on enhancives, Ascension, and Stamina Prism to start recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and &#039;&#039;still&#039;&#039; not run out of stamina.&lt;br /&gt;
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In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits, but you can be even more of a whirlwind in battle if you build for it!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
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If you&#039;ll battle just about any creature in your preferred hunting ground and it&#039;s a fairly swarmy place, this is an extraordinary property since you&#039;ll have the boost going constantly. UC monks or weapon monks will both love this property! Even if you&#039;re picky about which creatures you battle or if you hunt a slower area, it&#039;s still excellent. The only other thing is to consider is that it&#039;s a top tier common for virtually every build of virtually every profession--any weapon user, any UC build, any magical bolter--and so people are likely to pay very well for it if you&#039;d rather have the silvers!&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Mini Storm of Rage, except you always have the boost even if you&#039;re in the slowest of areas or if you&#039;re selectively hunting a single creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you&#039;ll almost definitely have at least one of those.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
&lt;br /&gt;
Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death. Don&#039;t use this if you go the Kroderine Soul route.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
&lt;br /&gt;
A high quality Gemstone property for almost every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky; they can&#039;t outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened. A possibly bigger obstacle is that Blood Boil, of course, only works on creatures with blood! That won&#039;t be an obstacle in most hunting grounds, but if you try to exclusively hunt undead who have no blood (most undead by far don&#039;t; a few do), this wouldn&#039;t be the property for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
&lt;br /&gt;
Despite having some anti-synergy with Spin Kick, it&#039;s very hard to ignore the value of a universal 5% chance to avoid and (to an extent) counter AS attacks. All else being equal, it &#039;&#039;is&#039;&#039; better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
&lt;br /&gt;
Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you&#039;re one of the rare monks who uses CS spells in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
&lt;br /&gt;
Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that&#039;s exactly what I&#039;d recommend, but they&#039;re mutually exclusive.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
Journeyman Tactician, but twice as good. Like its common counterpart, the UAF boost isn&#039;t noteworthy for a UC monk (it is good for a weapon monk, though!), but if you make heavy use of SMR attacks, I think it can be a reasonable long-term property for you. If not, I&#039;d either sell it to someone willing to pay top silvers or reroll until you get a better rare property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That&#039;s an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you&#039;re looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I&#039;ll cover shortly, you might consider working your entire build around it...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
A reasonable option for lighter races. It&#039;s not necessarily going to help with the newer and bigger boxes of 2026 on, but can help with the lower end loot like solid moonstone cubes or wands that add up when you&#039;re tiny. Definitely not a flashy property, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS, and this is a solution to at least part of that!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirst for Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Twice as strong as its already very powerful common counterpart, Taste of Brutality... or is it? The common version&#039;s 5% penalty when taking hits is negligible, but a 10% penalty isn&#039;t as easily dismissed. Still,  the increased DF is fantastic, so I&#039;d say you should consider your options with this one. If you have high redux &#039;&#039;and&#039;&#039; high Transformation lore, get it, love it, and upgrade it all the way. If you only have one of those, then you could simply treat it like Taste of Brutality by leaving it un-upgraded. 6% on both ends with no upgrades is comparable to the fully upgraded Taste of Brutality&#039;s 5%, after all, and nothing says you have to upgrade it at any point, never mind right away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It&#039;s actually difficult to even sell you on this because it&#039;s so straightforward that I shouldn&#039;t have to. It&#039;s a 10% double attack chance on every attack!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that&#039;s also solid for monks and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystic Impulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
&lt;br /&gt;
Hear me out. This is a very, very specific niche, but it&#039;s incredible within that niche, which is that you&#039;re a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise.&lt;br /&gt;
&lt;br /&gt;
If all of that&#039;s true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you&#039;ll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you &#039;&#039;aren&#039;t&#039;&#039; running the Serendipitous Hex build, then I&#039;d honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.&lt;br /&gt;
&lt;br /&gt;
Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power&#039;s effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that&#039;s with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Great general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF boost is, as always, borderline immaterial unless you&#039;re a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy that works well with the free jabs in your mstrikes! Unlike traditional dispel flares, these are post-resolution, so they&#039;re slightly less reliable. However, UC monks tend to have no trouble making their attacks land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here are some hypothetical ideal layouts!&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Traditional Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# &#039;&#039;(Blood Boil)&#039;&#039; (rare 2 of 3)&lt;br /&gt;
# &#039;&#039;(Thirst for Brutality)&#039;&#039; (rare 3 of 3)&lt;br /&gt;
# Force of Will (common 5 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 6 of 7)&lt;br /&gt;
# Journeyman Tactician if using Thirst for Brutality, otherwise Taste of Brutality (common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
Blood Boil and Thirst of Brutality are parenthetical and italicized because they&#039;re slightly conditional picks. For general purposes, that&#039;s what I&#039;d go with, but specific hunting ground choices or even gear can change everything. Blood Boil might be useless if you primarily hunt undead without blood. Tethered Strike, not listed, might be superior to either Blood Boil or Thirst of Brutality if you regularly hunt evasive creatures. Anointed Defender, also not listed, could be the way to go if you&#039;ve managed your gear and training in such a way that the TD boost can push you just out of range of dangerous CS attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Very Magic-Heavy Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# &#039;&#039;(Serendipitous Hex)&#039;&#039; (rare 1 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Greater Arcane Intensity (rare 3 of 3)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# Arcane Intensity (common 5 of 7)&lt;br /&gt;
# Taste of Brutality (common 6 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
This has enough overlap that you might think they&#039;re the same picture, but the subtle differences add up to large ones. This Gemstone setup assumes a high CS monk, then Greater Arcane Intensity and Arcane Intensity push CS even higher. That means that Vertigo and Mindwipe land more consistently, which means that creatures are disabled more often, which means Force of Will shouldn&#039;t be as necessary. It also means that your MM will be higher, which means I wouldn&#039;t even think about Journeyman Tactician. Conversely, Taste of Brutality claims a solid place because its rare counterpart has been traded off to secure Greater Arcane Intensity and maybe Serendipitous Hex.&lt;br /&gt;
&lt;br /&gt;
Speaking of Serendipitous Hex, even though I ranked it highly, it gets the parenthetical italics treatment because I only recommend it if you&#039;re regularly casting Web! It doesn&#039;t trigger with Vertigo or Mindwipe, so if those are your go-tos, then bring in some other top end rare like Blood Boil, Tethered Strike, or Thirst for Brutality. (Unlike the traditional monk, the magic-heavy monk doesn&#039;t risk as much from the double DF hit of using Taste and Thirst simultaneously because their more consistent disablers will keep enemies contained. Still, just in case of the worst, &#039;&#039;definitely&#039;&#039; use Ephemera&#039;s Extension over Ether Flux if you go the double Brutality route!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we draw close to the end, I&#039;ll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Magic After Dark===&lt;br /&gt;
&lt;br /&gt;
...wait, I can&#039;t write about that on the wiki! Moving on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade Secrets of the Sneaky Monk Merchants===&lt;br /&gt;
&lt;br /&gt;
I&#039;m one of the bigger advocates of training [[Trading]] in the GS community if you can&#039;t hit loot cap without it, but even more so for monks than others!&lt;br /&gt;
&lt;br /&gt;
Monks have easier and more universal means to make more silvers per item sold than any other profession--and they can do it almost anywhere in Elanthia.&lt;br /&gt;
&lt;br /&gt;
Except for [[Mist Harbor]] and [[Kraken&#039;s Fall]], every town&#039;s NPC shops will pay +5% extra silver to at least one race when players sell. ([[Trading#Trading_chart|See the chart of favored races here!]])&lt;br /&gt;
&lt;br /&gt;
Monks have a &#039;&#039;&#039;secret weapon&#039;&#039;&#039; in the profit war: &#039;&#039;&#039;[[Shroud of Deception (1212)|Shroud of Deception]]&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Even monks who live in a geographic region where their race can&#039;t get a bonus can configure their Shroud profile to appear as another race and get the bonus anyway! It&#039;s that easy!&lt;br /&gt;
&lt;br /&gt;
But wait, it gets better! Monks also have &#039;&#039;[[Glamour (1205)|Glamour]]&#039;&#039;&#039;, which gives an enhancive boost of 20 Trading ranks or 50 Trading skill, whichever is lower. (50 Trading skill will be lower before you have 20 Trading ranks on your own.)&lt;br /&gt;
&lt;br /&gt;
What does Trading do, though?&lt;br /&gt;
&lt;br /&gt;
You get an extra 1% silver for every combined 12 bonus between Influence and Trading bonus. That&#039;s &#039;&#039;bonus&#039;&#039;, not ranks! So, for example, if you had 44 Trading ranks, which is 144 Trading bonus, you&#039;d make 12% more silver for selling items than if you had 0 Trading ranks. Shroud of Deception takes that 12% to 17%, then Glamour takes that 17% to 18%--and, actually, 8/12ths of the way to 19%. If you took my advice and set Influence high from the start, Influence will also get you to 19% if not 20%!&lt;br /&gt;
&lt;br /&gt;
This is a big part of how Sariara made 2,509,473 million silver within a week of existing. By the time she had existed for four weeks and a day, she was up to 23,108,060 silver, only 1,500,000 of which came from selling a Mystic Tattoo. That particular amount wouldn&#039;t be possible anymore after game-wide loot changes in early 2026, but it&#039;s still a good overall illustration.&lt;br /&gt;
&lt;br /&gt;
Some general tips on early silvers:&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t hunt overcrowded Landing areas, but find the rich lower level creatures. There are plenty of them because characters don&#039;t stay low level for long, so hunting pressure is low. (For more on hunting pressure, see the [[treasure system]] page and [[Treasure_system/saved_posts|saved posts subpage]].)&lt;br /&gt;
* Take advantage of Glamour and Shroud of Deception to get a percentage boost to these rich creatures&#039; already valuable loot. Reap the reward of being a monk!&lt;br /&gt;
* Between level 0 and 19, when skills migrate near instantly, max out Trading every time you&#039;re about to sell things.&lt;br /&gt;
* Between level 0 and 19, push First Aid and Survival up when you&#039;re out hunting so you can get value from skinning. Unlearn them afterward so you can...&lt;br /&gt;
* Between level 5 and 19, learn Glamour and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* Between level 12 and 19, learn Shroud of Deception and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* For your final level 19.9 build, as you&#039;re forced to commit to your skills, have at least 20 ranks of Trading and know at least your first 12 Minor Mental spells.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I did. I got to see delightful lines in my SKILL command like:&lt;br /&gt;
&lt;br /&gt;
 You started this migration period on Saturday, 5/25/2024 at 01:55:18 EDT.  You have 4 days, 20 hours, 8 minutes remaining in your current 30 day migration period.&lt;br /&gt;
 &lt;br /&gt;
 You&#039;re currently migrating at a rate of .001 skill points per pulse, and &#039;&#039;&#039;have converted 25580.00 training points this migration period.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t go to this extreme, though, monks are the game&#039;s best at selling to NPC merchants. At the low end, monks skyrocket toward high sales value. At the high end in the post-cap world, monks reach the maximum sale bonus in almost every town.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maximum sale bonus&amp;quot; is 28% from Trading and Influence plus another 5% from race bonus. To be clear, the max bonus is 33%, but only sort of; the two bonuses are treated separately. For example, if you&#039;re an elf monk selling in Solhaven (no bonus), you can&#039;t just pump your Trading and Influence so high that you&#039;d make 33% from that alone; it&#039;s capped at 28% and the other 5% &#039;&#039;has to&#039;&#039; come from Shroud of Deception.&lt;br /&gt;
&lt;br /&gt;
My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Max Loot Value: Trading, Skinning, and The Earthdiver Principle===&lt;br /&gt;
&lt;br /&gt;
The above section was available almost entirely as-is from the first iteration of this entire guide in 2024, but by now it&#039;s 2026 and I eventually went on to untrain Trading for both of my monks. Why? Well, prepare to get mathematical as I introduce what I call [[https://discord.com/channels/226045346399256576/1271943281613340775/1356736553157918892 The Earthdiver Principle]]! He introduced me to a new line of thinking:&lt;br /&gt;
&lt;br /&gt;
 Earthdiver — 4/1/2025 2:06 PM&lt;br /&gt;
 i don&#039;t know why anyone who can get close to loot cap even skins since it just takes away from enhancive loot&lt;br /&gt;
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This was in 2025, but back then there was a 16m soft loot cap with diminishing returns as you approached a 35m hard cap. So I considered his words, but ultimately didn&#039;t stop skinning because I almost never &#039;&#039;did&#039;&#039; get close to the old loot cap. However, in early 2026, things changed to a 10m soft cap with diminishing returns toward a 15m hard cap. (...more or less. You can still find loot at a 1% rate past 15m.) Around 12m or 13m is a mark I get to with relative ease.&lt;br /&gt;
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Let&#039;s back up and explore the point, though. Skinning counts toward loot cap, but skins go straight to the furrier for silver. The only way you could possibly get more silver out of a skin than what the game thinks they&#039;re worth (in other words, how much they count against loot cap) is if somebody else wants to buy them from you, but that&#039;s a very niche market with generally low demand. Earthdiver was pointing out that if you avoid creating potentially millions of silver worth of skins, then you can find that many millions of silver worth of other types of loot--and some of those other types of loot might be items like enhancives or reasonable starter items (sephwir longbows and the like) that the game only considers to be worth 25k at a pawnshop for loot cap purposes, but which you might value far more highly for your own use or to sell to other players.&lt;br /&gt;
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In other words: if you can get into soft cap without skinning, it&#039;s potentially better not to skin because that creates more opportunity (buys you more time before diminishing loot returns kick in) to find items more valuable than skins.&lt;br /&gt;
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Now let&#039;s extend The Earthdiver Principle to Trading!&lt;br /&gt;
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Trading counts against loot cap, so you&#039;ll reach loot cap faster, but whether that&#039;s a good thing or bad thing depends on playstyle and preferred hunting grounds. I&#039;ll use a slightly oversimplified example, but let&#039;s say there are two characters: Silverlover, who&#039;s maxed Trading, and Lootlover, who has no Trading. Other than that, they&#039;re identical. Silverlover sells all their loot to NPC shops for 12m whereas Lootlover would only have found and sold 9.375m of items. However, Silverlover is already 2m into diminishing returns, so they would have needed to hunt longer to generate the same number of items as Lootlover. Lootlover can continue to generate loot at full, unthrottled speed until 10m, then can generate another 2m of loot before they slow down to the same degree as Silverlover already did.&lt;br /&gt;
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Putting it another way: Silverlover needs to kill several times (possibly even many times) more creatures to find the same number of items as Lootlover. If you can get past soft cap at all, there&#039;s an argument that Lootlover&#039;s getting the better deal there. If Silverlover can actually reach hard cap, then it&#039;s more striking; Silverlover ends up with 15m for the month, but needs many thousands more kills to get there than Lootlover, who would end up with 11.72m for the month. Whether that&#039;s worth the time is up to you. Alternatively, if Lootlover &#039;&#039;does&#039;&#039; forge ahead and put in the same number of kills as Silverlover, the gap is probably much smaller than 3.28m in the first place!&lt;br /&gt;
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So far these comparisons have just assumed that all items are going straight to the NPC shops. Let&#039;s re-apply The Earthdiver Principle and go with that 15m vs. 11.72m example again. Silverlover is already hard capped and done for the month, but Lootlover can keep going and potentially find up to another 3.28m worth. &#039;&#039;Even if they don&#039;t,&#039;&#039; though--let&#039;s say they only get half that and find another 1.64m--that doesn&#039;t necessarily mean they&#039;ve come out worse than the Trading character. Silverlover is nominally 1.64m ahead, but Lootlover has found hundreds more total items, and among those items could be things that will sell to other people for millions, making Lootlover pull ahead of Silverlover anyway.&lt;br /&gt;
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In my case, I do find good items decently often and I&#039;m willing to take time to sell them. Probably every five or six months I find some especially crazy item that&#039;s worth two months of loot cap on its own. However, players who hate merchanting or who mostly play in heavily pressured hunting grounds that drop poor loot would be better off retaining Trading or continuing to skin.&lt;br /&gt;
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===When Robes Aren&#039;t Robes: Alterations===&lt;br /&gt;
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For simplicity, I&#039;ve been talking about &amp;quot;robes&amp;quot; throughout this guide because that&#039;s the conventional name for that [[armor]] type.&lt;br /&gt;
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However, robes don&#039;t have to remain robes at all; they have the same leeway for alterations as other chest-worn clothing! Here are examples of post-alteration &amp;quot;robes&amp;quot; that my various characters (monks or otherwise) have worn or that I plan to create:&lt;br /&gt;
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* An airy white starsilk sundress sporting an asymmetrical knee-length skirt&lt;br /&gt;
* A sleeveless lily white tunic with a jet black silk sash&lt;br /&gt;
* A knee-length midnight blue silk dress aglisten with a constellation of stars&lt;br /&gt;
* A sleeveless white tunic splashed with an autumn-hued music motif&lt;br /&gt;
* A sleeveless white starsilk tunic spangled with sunset orange musical notes&lt;br /&gt;
* A midnight black silk tunic marked with a silver eight-pointed star&lt;br /&gt;
* A sleeveless sunlight gold tunic accented by bright white edges&lt;br /&gt;
* A royal purple starsilk tunic featuring an embroidered silver rose&lt;br /&gt;
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits)&lt;br /&gt;
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola)&lt;br /&gt;
* A thigh-slit scarlet starsilk dress accented by ivory edges&lt;br /&gt;
* A sleeveless white kimono featuring golden star embroidery&lt;br /&gt;
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves&lt;br /&gt;
* A sleeveless gold feather-patterned tunic tied at the waist&lt;br /&gt;
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Mine are mostly feminine designs, but even for a masculine character, you can turn your robes into shirts, vests, jackets, and more. Get your creativity on!&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Likewise, unarmed combat footwear isn&#039;t limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!&lt;br /&gt;
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===Hunting Partner Tactics and Synergy===&lt;br /&gt;
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Who do monks team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
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* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer that&#039;s enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies&#039; UDF. In turn, warriors love monks&#039; Mind Over Body stamina cost reduction, the best group buff they can get other than bards&#039; [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day).&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don&#039;t necessarily mind being targeted more often since it offers more Spin Kick opportunities.&lt;br /&gt;
* &#039;&#039;&#039;A monk duo&#039;&#039;&#039; can keep up both Mind Over Body and Focus Barrier, but otherwise doesn&#039;t have any particular synergy. (Most other professions don&#039;t synergize with themselves either, so having any advantages at all is better than usual.)&lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don&#039;t have as much redux as warriors and rogues nor as much DS as them, so a boost can really help.&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don&#039;t offer much to rangers otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; can make a monk&#039;s attacks even faster, at least for now, since Song of Tonis is the game&#039;s best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they&#039;re already pretty durable as casters go. Monks simply being present as an additional target to split up enemies&#039; attacks is helpful to wizards and all casters.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks&#039; Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath&#039;s [[Mass Interference (217)|Mass Interference]] setting up a monk&#039;s Vertigo isn&#039;t the worst idea I&#039;ve ever had, but it&#039;s not an amazing one either. &lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it&#039;s still there when needed. Having a hunting partner&#039;s extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn&#039;t help monks as most other professions&#039; disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward.&lt;br /&gt;
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Nearly regardless of team composition, your monk training &#039;&#039;&#039;Coup de Grace&#039;&#039;&#039; and &#039;&#039;&#039;Side by Side&#039;&#039;&#039; (which also requires two ranks of &#039;&#039;&#039;Combat Movement&#039;&#039;&#039;) can be helpful to groups.&lt;br /&gt;
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===The Weapon-Wielding Melee Monk===&lt;br /&gt;
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Let&#039;s talk more about Martial Mastery, the level 0 feat. Although monks have access, it was primarily invented for warriors and rogues as an alternative to learning [[Elemental Targeting (425)|Elemental Targeting]], a Minor Elemental spell that increases AS.&lt;br /&gt;
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Far enough post-cap, magical warriors or magical rogues have the same AS ceiling as their non-magical counterparts. (Their non-magical counterparts do get there millions of experience points sooner while the magical ones have more DS and TD, but that&#039;s outside the scope of this guide...) Monks, on the other hand, don&#039;t have Elemental Targeting, so a monk maximizing Martial Mastery can have up to 50 more AS and UAF than a monk &#039;&#039;not&#039;&#039; maximizing it! Of course, UAF doesn&#039;t matter nearly as much as AS and the entire monk profession is built around unarmed combat. So I ask:&lt;br /&gt;
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Is there merit to a weapon-wielding, AS-based monk?&lt;br /&gt;
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Before I explore it, I&#039;ll repeat that I think people should make whatever kind of character they find fun and that I personally like wacky builds. However, I&#039;m not convinced that a melee monk even &#039;&#039;is&#039;&#039; a wacky build. When people consider making a melee-only character who isn&#039;t stealth-based, a warrior is probably their first thought, but let&#039;s seriously compare these options.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Training Cost Factor&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;ll use my (first) monk and warrior for the sake of illustration since they&#039;re both elves. At level 50, my warrior had a total pool of 2568 PTPs and 2242 MTPs while my monk had a total pool of 2319 PTPs and 2259 MTPs. You might think the warrior is hugely ahead, but no, not at all. I could show you paragraphs upon paragraphs of math I wrote, but let&#039;s just cut to the chase.&lt;br /&gt;
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Let&#039;s say my monk and warrior had both done dual katar builds that shared nearly identical core training. 2x Brawling, 2x Edged Weapons, 1x Thrown Weapons (to buff up Martial Mastery), 2x Two Weapon Combat, 2x Combat Maneuvers, 2x Physical Fitness, 50 Multi-Opponent Combat, and 1x Perception were all in common.&lt;br /&gt;
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From there, my warrior took 70 Armor Use to get metal breastplate, then trained as many Dodging ranks as possible with her remaining points. My monk learned Iron Skin, took 30 Transformation to buff up Iron Skin, and took 10 Harness Power, then trained as many Dodging ranks as possible with her remaining points. Their skills would be identical in most ways, but here&#039;s where they&#039;d differ:&lt;br /&gt;
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* Monk in robes that act like chain mail: 153 ranks of Dodging and 102 MTPs spare&lt;br /&gt;
* Warrior in metal breastplate: 109 ranks of Dodging and 21 MTPs spare&lt;br /&gt;
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I&#039;m not going to claim that my monk would basically just be better; there are too many factors to say that. Warriors have their guild skills. Monks have Perfect Self. Warriors have a higher parry chance because of [[Combat Mastery|their level 40 feat]]. Monks have a higher evade chance because of &#039;&#039;their&#039;&#039; level 40 feat. Warriors have [[Whirling Dervish]]. Monks have more DS, at least at this stage of the game. Warriors have [[Weapon Specialization]]. Monks have Burst of Swiftness. Warriors have [[Weapon Bonding]].&lt;br /&gt;
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My point is that a melee monk is even &#039;&#039;comparable&#039;&#039;--better in some ways and worse in others--to a warrior with the exact same build despite ignoring so much of what the monk skillset is tailored toward.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Mental Acuity Possibility&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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What if you learned Mental Acuity even without Kroderine Soul? My above training cost example illustrated my monk stopping at two Minor Mental spells for Iron Skin, but another alternative (though this would be during later levels) would be taking Mental Acuity to retain access to the first 20 Minor Mental spells and still even allowing room for Spirit Warding I and Spirit Defense. (If you were okay with Martial Mastery capping out at +45 AS instead of 50, you could even learn Spirit Warding II!)&lt;br /&gt;
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The hypothetical Martial Mastery and Mental Acuity monk has almost the same AS as a Martial Mastery warrior, but her spells would pull her far ahead in DS while keeping all the silver selling benefits of Glamour and Shroud of Deception, plus saving tons of stamina via Mind Over Body. The tradeoff is making spelling up more of a hassle, but that might be worth the payoff of having a light armored warrior-like character whose combat maneuvers and weapon techniques have 35% stamina cost reduction!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Doubly Perfect Self&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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As great as Perfect Self is for unarmed combat, it&#039;s arguably even better for a melee monk. For UC purposes, it&#039;s mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you&#039;re getting AS--more useful than UAF--and RT reduction for &#039;&#039;two&#039;&#039; types of assault techniques: Brawling&#039;s Fury and Edged Weapons&#039; Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don&#039;t sweat it as much due to Mind Over Body.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specializations and Katars&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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The Grapple, Kick, and Punch Specialization bonuses for their respective techniques &#039;&#039;do&#039;&#039; still apply even if you&#039;re using a brawling weapon instead of unarmed combat!&lt;br /&gt;
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Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.&lt;br /&gt;
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Ironically, if there&#039;s anywhere that I even sort of like Punch Specialization-powered Clash, it&#039;s on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash &#039;&#039;with&#039;&#039; Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you&#039;re regularly hunting things like bandits, pirates, warcamps, or areas that swarm.&lt;br /&gt;
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Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I&#039;d make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It&#039;s also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.&lt;br /&gt;
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If you&#039;re really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk&#039;s stamina cost reduction from Mind Over Body.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it&#039;s a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I&#039;d bring it up.&lt;br /&gt;
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Instead, after considering all the math and angles I did while writing this, it&#039;s made such a strong case for a bizarrely appealing build that I&#039;ve talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind&#039;s swirling and it seems clear that the melee monk is a very, very real idea that&#039;s gone unexplored because it&#039;s not an intuitive or obvious idea from a glance over the monk skillset.&lt;br /&gt;
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==Infrequently Asked (or Imagined) Questions==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-faq&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-faq&amp;quot;&amp;gt;&lt;br /&gt;
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This final section covers any random topics that people have asked me or that I can &#039;&#039;imagine&#039;&#039; them asking me if I feel that they&#039;re worth answering in this guide, but not worth a full tip or sidebar of their own.&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things actually asked are red.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Things I imagine people should ask are pink.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things that are both red and pink come from comments I got that&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;weren&#039;t originally questions, but I&#039;ve reframed them into questions because they&#039;re worth discussing.&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Does enchanting UC handwear and footwear help with DS?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Aren&#039;t half-krolvin monks super great?&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Flimbo&#039;s Guide and the [[Comprehensive Monk Guide]] really like them!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I do have a pretty high opinion of half-krolvin monks--not a top tier one, but pretty high! However, it&#039;s for very different reasons in a very different modern GS than the one those older guides were written for. What I actually like is their great carrying capacity without sacrificing speed the way giants, dwarves, or humans do. Let&#039;s go over these other factors, though.&lt;br /&gt;
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Flimbo&#039;s guide vouches for half-krolvin monks because Perfect Self normalizes their Logic penalty and they have &amp;quot;solid physical stats with which to punch things quite well.&amp;quot; I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even agree that if you&#039;re set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I&#039;d rather have a race without a Logic penalty to begin with! Exp-wise, that Logic penalty is less important than it used to be if you&#039;re paying for Temple of Lumnis donations or Fash&#039;lo&#039;nae&#039;s Tutelage, but it&#039;s still a penalty. The impact on Vertigo and Mindwipe also isn&#039;t negligible. (This is, after all, the Autumnwinds&#039; &#039;&#039;magical&#039;&#039; monk guide, not the Kroderine Soul monk guide.)&lt;br /&gt;
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Another point I agree with Flimbo on is that half-krolvin have solid physical stats with which to &#039;&#039;punch&#039;&#039; things quite well. However, I&#039;d rather have a faster Agidex race who has solid physical stats with which to also &#039;&#039;kick&#039;&#039; things quite well, meaning minimum RT for mstrike kick!&lt;br /&gt;
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The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn&#039;t matter! (Okay, fine, &#039;&#039;technically&#039;&#039; the math says UAF matters... fractionally. It&#039;s no big deal.)&lt;br /&gt;
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Cold damage protection has some appeal if you&#039;re specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that?&lt;br /&gt;
&lt;br /&gt;
The Hinterwilds &#039;&#039;are&#039;&#039; a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you&#039;ve exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you&#039;ll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk.&lt;br /&gt;
&lt;br /&gt;
All this said, half-krolvin do make for great monks. I just wouldn&#039;t even think to mention these really negligible perks or quirks as incentives; their sheer carrying capacity and excellent verbs are the draw!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Should I train Ambush?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The short answer is no. Now for the long, fun answer!&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but players had no visibility into the aiming formula at the time. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you &#039;&#039;did,&#039;&#039; it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.&lt;br /&gt;
&lt;br /&gt;
In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:&lt;br /&gt;
&lt;br /&gt;
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)&lt;br /&gt;
* Knocking creatures down helps (I don&#039;t remember if we&#039;d known this or not)&lt;br /&gt;
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but we underestimated how much)&lt;br /&gt;
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Intuition Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you&#039;ve tanked Intuition, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even &#039;&#039;standing&#039;&#039; foes. Of course, they need Acrobat&#039;s Leap for that.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let&#039;s use that in an example.&lt;br /&gt;
&lt;br /&gt;
With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you&#039;d have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let&#039;s say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.&lt;br /&gt;
&lt;br /&gt;
Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let&#039;s say everything had reached 91%, 86%, and 83%. Even that&#039;s not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you&#039;d need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that&#039;s +17 DS in offensive stance) at 3x costs!&lt;br /&gt;
&lt;br /&gt;
What if you eased back to the old 24 Ambush mark? Then you&#039;d need 148 Combat Maneuvers. Perfect Self has kicked in, so let&#039;s call it 144 Combat Maneuvers needed. Even that&#039;s already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)&lt;br /&gt;
&lt;br /&gt;
In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you &#039;&#039;can&#039;&#039; reach max or near-max success rates with some Ambush, but not &#039;&#039;so&#039;&#039; high that you reach max or near-max success rates even without Ambush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But even then,&#039;&#039; we&#039;re only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your &#039;&#039;unaimed&#039;&#039; attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head!&lt;br /&gt;
&lt;br /&gt;
Like PSM3&#039;s wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I&#039;ve made my choice: forget Ambush and play to my strengths.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The TL;DR Recap: Making Cookie Cutter Monks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-cookiecutter&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Low on time or thought processing power and just want a cookie cutter build you don&#039;t need to put much thought into? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-cookiecutter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(...by my wacky definition of &amp;quot;cookie cutter.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leafi, I love you and all, but I expanded every section, noticed my scroll bar is tiny, noticed your guide is crazy long, and ain&#039;t nobody got time for that. Please tl;dr this nonsense?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Okay, okay, I hear you.&lt;br /&gt;
&lt;br /&gt;
Some of you never wanted the Leafiara treatment where we seek to become real life monks with advanced spiritual and mental understanding by thoroughly exploring the unfathomable mysteries of reality and transcendent metareality (like math and logic).&lt;br /&gt;
&lt;br /&gt;
Some of you instead wanted the Saraphenia treatment where I tell you how to have a functional build that lets you have mechanical fun in an online text-based multiplayer video game and then you embark on your journey.&lt;br /&gt;
&lt;br /&gt;
So I included this section for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Race&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aelotoi, dark elves, dwarves, elves, half-elves, half-krolvin, halflings, and sylvankind are all basically the same power for monks. Faster is better, but more encumbrance is worse, so find your balance. Giantmen have a niche.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Stats&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See the table in the Placing Your Stats section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Society&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voln.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;How do I fight?&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Twinhammer&#039;&#039;&#039; as your opener once you learn it. (If you&#039;re Grapple Specialization, you can eventually consider skipping Twin Hamerfists and going straight to Fury once you have a few ranks of Specialization.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jab&#039;&#039;&#039; at decent position, &#039;&#039;&#039;punch&#039;&#039;&#039; at good position if you&#039;re not Grapple Specialization and &#039;&#039;&#039;grapple&#039;&#039;&#039; at good position if you are, &#039;&#039;&#039;kick&#039;&#039;&#039; at excellent position. Regardless of those general rules, &#039;&#039;&#039;follow prompts&#039;&#039;&#039; and do what it tells you when it tells you.&lt;br /&gt;
&lt;br /&gt;
Against single targets, &#039;&#039;&#039;Weapon Fury&#039;&#039;&#039; until whenever you have enough Agidex for a 5-6 second &#039;&#039;&#039;mstrike kick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Against multiple targets, &#039;&#039;&#039;mstrike grapple&#039;&#039;&#039; if you&#039;re Grapple Specialization or &#039;&#039;&#039;mstrike kick&#039;&#039;&#039; if you&#039;re Kick Specialization. In either case, not until they&#039;re 7 seconds or less. If mstrike grapple is 7 seconds or less, but you&#039;re Kick Specialization and mstrike kick is 8 seconds or more, &#039;&#039;&#039;mstrike punch&#039;&#039;&#039; for now until mstrike kick doesn&#039;t take so long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Core skills to train every level&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2x &#039;&#039;&#039;Brawling&#039;&#039;&#039;, 2x &#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; (eventually 3x), 2x &#039;&#039;&#039;Dodging&#039;&#039;&#039; (eventually 3x), 1x &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Skills with breakpoints&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;. 50 ranks eventually much further down the road.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; in bursts for various breakpoints to pick up specific maneuvers. (For which ones and when, see the &amp;quot;combat maneuvers and feats&amp;quot; section below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; in bursts to 5, 10, 24, 30, 35, 50, 55, 60, 90, and 100 ranks.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Harness Power&#039;&#039;&#039; early, 20-30 mid-game, then eventually 40. You probably don&#039;t need more unless you&#039;re very frequently casting spells in combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental&#039;&#039;&#039; to 16 so you have both focus spells (1213 and 1216) as options, then slack off with spells until the midgame. Grab 1220 if you feel the DS need, especially if using 1213 instead of 1216.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathy&#039;&#039;&#039; lore in bursts to 6, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transformation lore&#039;&#039;&#039; in bursts to 5, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Climbing and Swimming&#039;&#039;&#039; until the midgame or as needs arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Tertiary skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiritual/Mental Mana Control&#039;&#039;&#039; only if sharing mana with friends and alts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid and Survival&#039;&#039;&#039; only if you want skinning.&lt;br /&gt;
&lt;br /&gt;
20 &#039;&#039;&#039;Trading&#039;&#039;&#039; by level 20 because monks make silver via Glamour (1205) and Shroud of Deception (1212). Get to 40 or the nearest multiple of 12 Trading+Influence bonus over time. If you can get deep into soft loot cap even without Trading, then eventually abandon Trading, but that probably won&#039;t be until later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Midgame skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; to 2, 3, or 7 ranks, but only after 3x Dodging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Combat maneuvers and feats&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; for your level 30 feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1 of Combat Maneuvers, making the super early game not painful:&lt;br /&gt;
&lt;br /&gt;
Get 3 CM ranks ASAP for your first rank of &#039;&#039;&#039;Rolling Krynch Stance&#039;&#039;&#039;, then another 6 CM ranks (so 9 total) for your second rank ASAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2 of Combat Maneuvers, improving the early game:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up the last rank of Krynch and first three ranks of &#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039; or &#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it&#039;s not necessarily an early game priority since you don&#039;t get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3 of Combat Maneuvers, fleshing out skills and diversifying your abilities through the midgame:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up three or more ranks of &#039;&#039;&#039;Bearhug&#039;&#039;&#039;, two or more ranks of &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;, all three ranks of &#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;, three or more ranks of &#039;&#039;&#039;Feint&#039;&#039;&#039;, and the remaining ranks of Grapple or Kick Specialization. If you went Kick Specialization, add &#039;&#039;&#039;Combat Mobility&#039;&#039;&#039; to the list sooner than later. If you picked a halfling or gnome, add Acrobat&#039;s Leap, but otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 of Combat Maneuvers, putting the last pieces in place:&lt;br /&gt;
&lt;br /&gt;
Pick up Combat Mobility (if you didn&#039;t already have it) and all three ranks of &#039;&#039;&#039;Ki Focus&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5 of Combat Maneuvers, player&#039;s choice:&lt;br /&gt;
&lt;br /&gt;
Whatever you want. Finish Bearhug, Bull Rush, and Feint or don&#039;t, depending how you like them. You can veer off in different directions with more niche maneuver options or not. Up to you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Armor upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy TD-boosting armor of +7 or more from a playershop. It&#039;ll cost 1-5 million silver and serve you fantastically. Add services of Enchant, Sanctify, and Ensorcell over time in roughly that order while adding padding via the WPS wagons. (Enchant and Sanctify can switch places easily enough, but Ensorcell is definitely last.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spending almost nothing (~1 million silver): Buy basic lightning flaring handwear and footwear.&lt;br /&gt;
* Spending moderately (~35k pay event currency (equivalent of 35 million silver)): Buy off-the-shelf Animalistic Spirit from Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.&lt;br /&gt;
* Spending a ton (~150k pay event currency): Buy Phytomorphic handwear from Duskruin. Add Phytomorphic upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Phytomorphic upgrades and unlocks.&lt;br /&gt;
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Phytomorphic upgrades and unlocks for your footwear.&lt;br /&gt;
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.&lt;br /&gt;
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.&lt;br /&gt;
&lt;br /&gt;
And if you&#039;re the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you&#039;re probably not reading this guide. &#039;&#039;But just in case&#039;&#039;, for fun, and to entertain the other 99.5%...&lt;br /&gt;
&lt;br /&gt;
* Whaling out beyond most people&#039;s imagination just because you can (~4.24 million pay event currency):  Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Phytomorphic script at Duskruin. Add a slew of Phytomorphic upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
&lt;br /&gt;
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They&#039;ve never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it&#039;s still around. I&#039;m guessing they learned the hard way that top end flares are so astonishingly powerful with UC&#039;s low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Other upgrades when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can&#039;t afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually. Possibly buy some Energy Wings if you like aiming at heads of very huge creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks are easy! Go have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Denouement: An Unexpected Journey==&lt;br /&gt;
&lt;br /&gt;
First, thank you for reading The Autumnwinds&#039; Magical Monk Guide.&lt;br /&gt;
&lt;br /&gt;
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I&#039;m thankful for every reader.&lt;br /&gt;
&lt;br /&gt;
Sometimes I write a &amp;quot;guide&amp;quot; partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I&#039;d take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally &#039;&#039;was&#039;&#039; a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters&#039; skills when they want a template of where to take their post-cap training.&lt;br /&gt;
&lt;br /&gt;
This one was for you guys, though. I hope it&#039;s been helpful, I hope it&#039;s gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.&lt;br /&gt;
&lt;br /&gt;
That said, if you were here only for mechanical informational purposes, I&#039;m pretty much done with those. There&#039;s one more at the very end for people with multiple character slots (not multiple accounts, but &#039;&#039;character slots&#039;&#039;), but otherwise, you can head out! I wish you a good day or good night and hopefully I&#039;ll see you around the lands.&lt;br /&gt;
&lt;br /&gt;
Thank you again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-denouement&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious on the backstory of why this guide exists and why now? Click here and we&#039;ll close out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-denouement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the rest of you, if you&#039;ll indulge my rambling a bit longer...&lt;br /&gt;
&lt;br /&gt;
The Magical Monk Guide existing is an emergent happy accident.&lt;br /&gt;
&lt;br /&gt;
The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK&#039;s strongest.&lt;br /&gt;
&lt;br /&gt;
I thought, but didn&#039;t have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don&#039;t have the history, nostalgia, momentum, or player population of other professions.&lt;br /&gt;
&lt;br /&gt;
To be honest, even if I had said it was impossible, that wouldn&#039;t have stopped Phenia. Even as I type this, I can picture how I&#039;d try to temper her expectations and she&#039;d come back with &amp;quot;Well, I&#039;m going to try anyway!&amp;quot; Phenia aimed high, never mind the odds.&lt;br /&gt;
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When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia&#039;s name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia.&lt;br /&gt;
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I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a &amp;quot;Monk tip!&amp;quot;--plus a &amp;quot;Bonus tip!&amp;quot; about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide!&lt;br /&gt;
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By coincidence, I&#039;d also been answering a few people&#039;s questions in the main GS Discord server&#039;s monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia&#039;s spot as the monk division lead, I agreed. I don&#039;t think I &#039;&#039;could&#039;&#039; have declined. Over that string of seven weeks, I was basically doing what she needed already.&lt;br /&gt;
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That morning, I decided I should write a new guide to replace Flimbo&#039;s old one.&lt;br /&gt;
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I don&#039;t know what I expected would come out of it, but it wasn&#039;t this. With a motive like honoring my departed friend, I &#039;&#039;knew&#039;&#039; I&#039;d put my all into it--but I didn&#039;t expect to write this much or this in-depth, I didn&#039;t expect to cover the topics I did, and, most of all, I didn&#039;t expect that I&#039;d be learning myself, not just passing along what I knew beforehand.&lt;br /&gt;
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I&#039;d never thought about a non-Kroderine Soul monk without Mental Acuity. I&#039;d barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I&#039;d barely thought about synergy between monks and other professions. I&#039;d never investigated how one rank of Sanctify interacted with Kai&#039;s Strike. I&#039;d never investigated how or if Stance of the Mongoose worked with unarmed combat. I&#039;d never even investigated how or if Clash worked with a specified UC attack type.&lt;br /&gt;
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But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you&#039;ve learned too.&lt;br /&gt;
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When Phenia said she wanted the monk division to be RYSK&#039;s strongest, I assumed she was talking about numbers. Maybe she was; I don&#039;t know either way. I &#039;&#039;do&#039;&#039; know that we want you monk players to be &#039;&#039;your&#039;&#039; strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you&#039;ll be your strongest. Any part I might have played in helping you get there is an honor.&lt;br /&gt;
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Now, for fun and because I can, here&#039;s one last obscure mechanical interaction for the road.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I have a couple character slots where, even though I don&#039;t play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they&#039;d have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.)&lt;br /&gt;
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What&#039;s probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one&#039;s login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character &#039;&#039;had&#039;&#039; gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn&#039;t even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains.&lt;br /&gt;
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Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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Farewell, have fun, and be good to one another!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=254235</id>
		<title>Leafiara (prime)/Mechanical Musings/The Autumnwinds&#039; Magical Monk Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=254235"/>
		<updated>2026-02-26T22:14:23Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: New (technically old) information on Trading and loot cap. Half-krolvin commentary update.&lt;/p&gt;
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&lt;div&gt;{{player-guide&lt;br /&gt;
|title = The Autumnwinds&#039; Magical Monk Guide&lt;br /&gt;
|topic = Combat, Monks, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-06-19&lt;br /&gt;
|updated = 2026-02-24&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind, in loving memory of &#039;&#039;&#039;[[Saraphenia (prime)/Memorial|Saraphenia]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
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Last updated February 26, 2026.&lt;br /&gt;
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Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
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==Introduction: How to Use This Guide==&lt;br /&gt;
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This guide is for all magical monks from 0 exp to 55,000,000! (What do I mean by a magical monk? One not using [[Kroderine Soul]]. Somebody else will have to write that guide!) I&#039;ll go over monks&#039; strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
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&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, or at least it can be.&lt;br /&gt;
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* If you want an exhaustive guide, read through it in order.&lt;br /&gt;
* If you want the opposite of an exhaustive guide, jump to the &amp;quot;tl;dr Recap: Cookie Cutter&amp;quot; section at the end.&lt;br /&gt;
* If you&#039;re not sure whether you want an exhaustive guide, read the &amp;quot;Why Play a Monk&amp;quot; section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you&#039;re intrigued afterward. The Cookie Cutter section provides an overview of &#039;&#039;what&#039;&#039; to do and gives a small window into what the rest of the guide covers, which is &#039;&#039;why&#039;&#039; to do it.&lt;br /&gt;
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I&#039;ve made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
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Speaking of experience, what&#039;s mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I&#039;m now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.&lt;br /&gt;
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Speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn&#039;t have had the passion or interest--at least on my own. When I say I&#039;ve written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I&#039;ll call it a job well done!&lt;br /&gt;
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No further ado. Let&#039;s get on with it!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Monk or Why Not Play a Monk?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a monk at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Unarmed Combat===&lt;br /&gt;
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Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:&lt;br /&gt;
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# &amp;quot;Tiering up,&amp;quot; AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.&lt;br /&gt;
# Improving your [[multiplier modifier]] primarily through things like forcing a creature&#039;s stance down or inflicting status conditions.&lt;br /&gt;
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Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC&#039;s equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! &lt;br /&gt;
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I&#039;ll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still &#039;&#039;miss&#039;&#039; via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you&#039;ve played other physical characters and can&#039;t stand seeing a creature avoid an attack before it even gets to the roll, try a monk!&lt;br /&gt;
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===Gear Indifference===&lt;br /&gt;
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Monks have extremely low dependence on good gear.&lt;br /&gt;
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While GSIV is technically balanced around vanilla +20 gear, most people would agree there&#039;s a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I&#039;d put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!&lt;br /&gt;
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Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you&#039;re unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game&#039;s most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I&#039;d say monks are &#039;&#039;the best&#039;&#039; at not depending on gear nor even exp! Much more on that in the Ascension section.&lt;br /&gt;
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===Simplicity===&lt;br /&gt;
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Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it&#039;s difficult to get wrong. If you stick to unarmed combat, I&#039;d go so far as &#039;&#039;extremely&#039;&#039; difficult to get wrong.&lt;br /&gt;
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(If you want to do unusual things that don&#039;t involve UC, then read on in Odds and Ends!)&lt;br /&gt;
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===Fun Factor===&lt;br /&gt;
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Once monks hit their stride by level 40--maybe even level 30--they&#039;re great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!&lt;br /&gt;
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Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game&#039;s coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!&lt;br /&gt;
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===Might and Magic===&lt;br /&gt;
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If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!&lt;br /&gt;
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===Downsides or Lack Thereof===&lt;br /&gt;
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Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks &#039;&#039;can&#039;&#039;, if they want, operate like warriors who have more DS (until very far post-cap) but don&#039;t wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don&#039;t have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there&#039;s a very real case that a monk can be a better choice than a warrior.&lt;br /&gt;
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[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo&#039;s Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks&#039; offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.&lt;br /&gt;
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The best I can muster for legitimate monk downsides are that they can&#039;t obliterate an entire swarm of creatures in six seconds or less (that&#039;s the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your monk? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-creation&amp;quot;&amp;gt;&lt;br /&gt;
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If making a monk sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it&#039;s more a question of which ones are slightly better at any given thing. I don&#039;t think you can go wrong, which I don&#039;t say about other professions, so my honest suggestion is to pick whatever sounds interesting.&lt;br /&gt;
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If you&#039;re not sure what&#039;s interesting or are torn between options, my &#039;&#039;next&#039;&#039; suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk &#039;&#039;appear&#039;&#039; like other races, they can&#039;t perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!&lt;br /&gt;
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If verbs don&#039;t sound compelling either, then here&#039;s how I&#039;d rank monk races mechanically if I really had to:&lt;br /&gt;
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# &#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;: What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means faster mstrikes and assault techniques--the most key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they&#039;re slightly below average on encumbrance.&lt;br /&gt;
# &#039;&#039;&#039;[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]&#039;&#039;&#039;: All of these races tie for third place Agidex and second place in my overall rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...&lt;br /&gt;
#* Aelotoi have a [[Logic]] bonus, so they gain exp slightly faster (1 per pulse) and [[Vertigo (1219)|Vertigo]] and [[Mindwipe (1225)|Mindwipe]] are slightly more reliable.&lt;br /&gt;
#* Dark elves&#039; [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.&lt;br /&gt;
#* Half-elves have the best carrying capacity of my top five picks. The dwarves and halflings bullet points have more to say about encumbrance.&lt;br /&gt;
#* Sylvans&#039; Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.&lt;br /&gt;
# &#039;&#039;&#039;[[Dwarf|Dwarves]] and [[Halfling]]s&#039;&#039;&#039;: Unlike the above grouping of races that play roughly identically, dwarves and halflings have substantial differences alongside some similarities. The most eye-catching similarity is excellent defense against elemental warding spells, which monks would normally be weak against; dwarves have +30 TD and halflings have +40 TD. Dwarves and halflings do have -10 and -5 Aura bonuses respectively, which also defends against elemental spells, so the real numbers could be considered more like +20 and +35. (Enemy elemental warding spells &#039;&#039;are&#039;&#039; sort of rare, but you might be glad for the benefit when you do run into them.) Their heights require keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat&#039;s Leap]] to target heads as a finisher if you&#039;re trying to aim, though not all monks do. Dwarves and halflings have Logic bonuses for exp, Vertigo, and Mindwipe purposes. As for the differences...&lt;br /&gt;
#* Dwarves are the only race that&#039;s both short and slow, ranking second to last in Agidex. Still, if you&#039;re okay with slower attacks, then elemental TD remains a rare and valuable selling point. More importantly, dwarves can carry a surprising amount due to huge [[Strength]] and [[Constitution]] bonuses along with identical body weight to dark elves. I rank dwarven monks the best of the slower races. Dwarves also have a slew of amazing verbs!&lt;br /&gt;
#* Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults while being about as close as invulnerable to enemy maneuvers as it gets. This alone (never mind also having the elemental TD bonus) is important enough that older versions of this guide used to rank halflings as the second best monk race. However, 2026 changes to average box sizes and drop rates exacerbate halflings&#039; severe [[encumbrance]] issues. The question is your tolerance level for either A) frequently pulling back from hunts to [[locksmith pool|drop off boxes]] or B) buying encumbrance-reducing items like silvery blue potions and [[Blue_feather-shaped_charm|blue feather-shaped charms]]. If you don&#039;t mind, then halflings remain a very powerful option. If you do mind, you might want to look elsewhere.&lt;br /&gt;
# &#039;&#039;&#039;[[Half-krolvin]]&#039;&#039;&#039;: The fourth best race for Agidex, though there&#039;s as much of a speed gap between third best and fourth best as between best and third best. Like dwarves, half-krolvin have a slew of amazing verbs. In pre-2026 versions of this guide, I didn&#039;t see much purely mechanical reason to choose a half-krolvin over the previous seven races or gnomes, but things have changed. Their second best carrying capacity helps much more than before. On the flip side, their Logic penalty hurts less in a world with new options in silver or Simucoins for vastly accelerated exp. If you want carrying capacity without sacrificing anything, but also not specializing in anything else, half-krolvin monks are a perfectly good place to be.&lt;br /&gt;
# &#039;&#039;&#039;[[Forest Gnome]]s and [[Burghal Gnome]]s&#039;&#039;&#039;: These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are minor enough that I don&#039;t think anyone should sweat it. It just comes down to the same question of whether you can live with the encumbrance issues. If you can, have at it.&lt;br /&gt;
# &#039;&#039;&#039;[[Giantmen]]&#039;&#039;&#039;: Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance &#039;&#039;doesn&#039;t&#039;&#039; slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. However, giants are the worst at mstrikes via natural stats. Agidex-boosting enhancives can fix that, but maintaining charges on numerous enhancives can get even more expensive than the small race path of maintaining encumbrance potions, so I personally wouldn&#039;t take the trade. Still, there&#039;s a reason that some players choose giants near exclusively. If returning to town sounds aggravating or if you want to maximize the amount of time you spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.&lt;br /&gt;
# &#039;&#039;&#039;[[Erithian]]s and [[Human]]s&#039;&#039;&#039;: These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!&lt;br /&gt;
&lt;br /&gt;
Races from half-krolvin up are close enough that I wouldn&#039;t quibble about any of them being seriously better than the others. I understand people&#039;s case for giants too, even though they&#039;re not my style (I&#039;m okay with returning to town every two or three boxes!), and gnomes are similar enough to halflings. I find erithians and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can&#039;t go wrong, exactly, but Perfect Self also makes the rich richer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to playing a halfling or gnome warrior who wears full plate, don&#039;t expect your encumbrance life to be similar on a halfling or gnome monk in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let&#039;s talk about GS&#039; encumbrance paradox!&lt;br /&gt;
&lt;br /&gt;
[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes.&lt;br /&gt;
&lt;br /&gt;
Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly &#039;&#039;that&#039;&#039; much of the gap, so be warned!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar 2, 2026 Edition!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t want to bog down the bullet points above by talking too much about encumbrance, which could have taken over the entire race section. In short, as of mid-January 2026, boxes drop a third as often as they used to, so encumbrance kicks in less often, but boxes also contain roughly three times as much as they used to, so once encumbrance does kick in, it kicks in much harder than it used to. You might jump from unencumbered to moderately encumbered in a single box.&lt;br /&gt;
&lt;br /&gt;
It might not be immediately apparent why I consider the loot changes to be impactful enough to move halflings down, half-krolvin up, and gnomes down, but not impactful enough to move giants or humans up. The answer is that the 2026 loot changes are a double-edged sword. While giants and (to a lesser extent) humans can handle the bigger boxes, that doesn&#039;t mean their containers can. For example, if you have a conventional &amp;quot;max deep&amp;quot; backpack (no epic deepening that can cost millions of silver) that holds 140 pounds and you find a 45 pound, 55 pound, and 65 pound box, you can&#039;t fit all of that inside even if your character can hold it no problem.&lt;br /&gt;
&lt;br /&gt;
Putting it another way, there&#039;s a point at which a character&#039;s max carrying capacity gets &amp;quot;wasted&amp;quot; because it exceeds the containers&#039; practical limits. I think giants are certainly over that. Humans aren&#039;t, necessarily, but carrying capacity can also be &amp;quot;wasted&amp;quot; in a different sense because the boxes themselves are less common. You have to be exactly on a threshold of weight at which you&#039;re saving encumbrance, which is a narrow margin in a world where encumbrance increases less incrementally before. In other words, the hit to the small races outweighs the gain to the large races as rankings go.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placing Your Stats===&lt;br /&gt;
&lt;br /&gt;
At level 0, set Strength, Dexterity, and Agility high so you&#039;re at your best in combat and setting Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That&#039;s your cue to check in and decide your &amp;quot;real&amp;quot; stat placement!&lt;br /&gt;
&lt;br /&gt;
Here are my recommendations for each race. If you&#039;ve read Flimbo&#039;s older monk guide, a major difference between us is that he was on the side of tanking Influence while I&#039;m on the side of tanking Discipline or Intuition, which I&#039;ll explain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Level 20 Stat Placement Tables!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Discipline Version &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;(Recommended!)&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||31||82||73||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||43||85||64||62||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||41||82||75||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||31||82||70||70||77||92&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||50||70||73||70||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||20||82||70||69||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||33||82||73||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||23||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||35||82||75||70||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||37||85||79||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||53||82||70||70||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||25||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||43||77||73||70||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Intuition Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||59||82||73||41||82||92&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||70||85||62||37||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||68||82||73||44||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||58||82||70||44||77||91&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||70||70||73||50||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||58||82||71||29||83||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||59||82||73||44||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||62||82||70||32||83||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||68||82||73||39||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||62||85||77||46||83||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||68||82||70||56||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||62||82||70||35||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||70||77||73||43||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline or Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, Influence, or occasionally Logic.&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wondering what relevant things each stat does, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). +1 TD against mental spells for every 1 bonus. Increased resistance to enemy warcries. Improves tattooing ability.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[Mana#Base_Mana|starting mana]] for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #1!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there&#039;s endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don&#039;t require good Agidex like hard-hitting melee weapons.&lt;br /&gt;
&lt;br /&gt;
Once mstrikes and weapon techniques are a regular part of your monk&#039;s arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren&#039;t the majority of commands in combat.&lt;br /&gt;
&lt;br /&gt;
Overall, in my example, there&#039;s a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #2!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s also endless debate across most professions on which stat to tank out of Discipline, Intuition, and Influence. The short answer is Discipline. The long answer requires more detail.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside; monks&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition ultimately provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but it&#039;s once again more trivia than useful information. Warcry defense is at least potentially relevant, but many monks will rarely, if ever, interact with it. SSR bonus is a reasonable perk because Voln is the mechanically strongest society (a point that I &#039;&#039;do&#039;&#039; concur with the majority on) and SSR bonus improves the success rate of Symbol of Sleep, arguably Voln&#039;s strongest ability, along with a couple of its others. (More on Voln in the next section!) However, Influence also grants SSR bonus.&lt;br /&gt;
&lt;br /&gt;
The main reason that few players of any profession used to tank Discipline was experience. Instant Mind Clearers from login rewards can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the Wisdom of the Ages perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between that, the Ascension system introduced in 2020 (though that&#039;s more aimed at capped characters), and of course Perfect Self, it&#039;s far easier than ever to retain the all-important 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
One aspect of Discipline that &#039;&#039;has&#039;&#039; become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. If the trend keeps up, I can reevaluate Discipline in the future. However, for now, monks--at least magical monks using Dragonscale Skin (explained in the Feats section)--have better natural defenses against mental CS spells than any build of any other profession except for a warrior or rogue who has maxed or near-maxed spells, wears full plate, and uses a shield. Even that&#039;s debatable since it&#039;s assuming the warrior or rogue has infinite exp. Either way, the point is that magical monks have so much less to worry about from enemy mental spells than almost anyone else that tanking Discipline still leaves them ahead.&lt;br /&gt;
&lt;br /&gt;
Still, what if someone is set on maxing Discipline? Maybe they really do want the mental TD, or maybe they don&#039;t stay subscribed and don&#039;t do bounties. In that case, the question goes to whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. As already mentioned, Influence improves Symbol of Sleep and other Voln symbols. It also helps a little bit with Trading bonuses and making extra silver if you can&#039;t loot cap without the help of Influence and Trading! (More on that in the Monk Merchants section toward the end.) As a monk, thank to Glamour, you can admittedly max Trading benefit in the end even if you do tank Influence, but that&#039;s a post-cap thing and this guide is aimed at everyone.&lt;br /&gt;
&lt;br /&gt;
The main argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it&#039;s much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter).&lt;br /&gt;
&lt;br /&gt;
To put it into perspective, my capped monk Tarine, who tanked Intuition (because Wisdom of the Ages didn&#039;t exist yet), has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive a difference!&lt;br /&gt;
&lt;br /&gt;
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn&#039;t maxed her stats yet, didn&#039;t have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn&#039;t sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn&#039;t appeal to me like improving the success of the absurdly powerful Symbol of Sleep.&lt;br /&gt;
&lt;br /&gt;
Even assuming that you &#039;&#039;do&#039;&#039; want improved defense, remember that having extra silver from higher Influence lets you pay for better gear and items, which are also their &#039;&#039;own&#039;&#039; paths to improved defense--and often simultaneously to improved offense as well. Ultimately, the Intuition benefit is more narrow than the Influence benefit. That said, the Discipline benefit is even more narrow still. That&#039;s my true choice for tank stat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Also, like I said in stats, Voln makes Influence very relevant, so it&#039;s worth considering right away. Which society is right for your monk?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)&lt;br /&gt;
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This society has a bit more mechanical appeal for monks.&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist&#039;s powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.&lt;br /&gt;
&lt;br /&gt;
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.&lt;br /&gt;
&lt;br /&gt;
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most or possibly all professions.&lt;br /&gt;
&lt;br /&gt;
Like all professions, monks get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat. There&#039;s also an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits. Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.&lt;br /&gt;
&lt;br /&gt;
Voln also features two UC-specific abilities in [[Kai&#039;s Strike]] and [[Kai&#039;s Smite]]. Kai&#039;s Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don&#039;t have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.&lt;br /&gt;
&lt;br /&gt;
Kai&#039;s Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn&#039;t. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren&#039;t those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.&lt;br /&gt;
&lt;br /&gt;
The idea of Kai&#039;s Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you&#039;re not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don&#039;t benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I&#039;d say it&#039;s a net loss for anyone with at least two flares.&lt;br /&gt;
&lt;br /&gt;
The inability to turn off Kai&#039;s Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai&#039;s Strike. Sanctify takes off 5% resistance per tier, so you&#039;d get 20% resistance while keeping your flares between blesses. While Kai&#039;s Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it&#039;s not a dealbreaker.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat Primer==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-unarmedcombat&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Still figuring out how unarmed combat works? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-unarmedcombat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s go over the unarmed combat system in more detail! If you&#039;re familiar with more conventional melee combat, put that knowledge aside--a great deal of it won&#039;t apply and might even interfere with understanding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beginner Basics===&lt;br /&gt;
&lt;br /&gt;
JAB, GRAPPLE, KICK, and PUNCH are your tools of the trade. What&#039;s the difference? Have a look at this table from the unarmed combat system page.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Attack Type&lt;br /&gt;
![[Armor|AG]]&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Scale&lt;br /&gt;
!Chain&lt;br /&gt;
!Plate&lt;br /&gt;
!Base [[Roundtime|RT]]&lt;br /&gt;
!Min [[Roundtime|RT]]&lt;br /&gt;
![[Critical table|Damage Type]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Jab]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.100&lt;br /&gt;
|.075&lt;br /&gt;
|.060&lt;br /&gt;
|.050&lt;br /&gt;
|.040&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[Jab critical table (UCS)|Jab]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Punch]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.275&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.170&lt;br /&gt;
|.140&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Punch critical table (UCS)|Punch]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[GRAPPLE (verb)|Grapple]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.160&lt;br /&gt;
|.120&lt;br /&gt;
|.100&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Grapple critical table (UCS)|Grapple]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Kick]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.400&lt;br /&gt;
|.350&lt;br /&gt;
|.300&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Kick critical table (UCS)|Kick]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Weak, but fast.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power, but less of the latter than punches.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Powerful, but slow (at least by UC standards).&lt;br /&gt;
&lt;br /&gt;
The use case for punches and kicks seems clear, but why jab when it&#039;s so weak and why grapple if punches are the same speed with more strength?&lt;br /&gt;
&lt;br /&gt;
One answer that applies to both jabs and grapples is the defining component of unarmed combat: &#039;&#039;&#039;positioning&#039;&#039;&#039;. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk&#039;s position, follow the combat prompts as they appear. Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
 You attempt to jab a mezic!&lt;br /&gt;
 As you strike, a deep golden light surrounds your hands!&lt;br /&gt;
 You have &#039;&#039;&#039;decent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137&lt;br /&gt;
  ... and hit for 4 points of damage!&lt;br /&gt;
  Fast slap only reddens the cheek.&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the cue to grapple:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
As you can see, the followup was significantly more powerful. That&#039;s partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here&#039;s one more example, this time going from good to excellent:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;jab&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You exploit the momentum of your previous strike to make a stronger attack against a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146&lt;br /&gt;
  ... and hit for 15 points of damage!&lt;br /&gt;
  Blow to kidney!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
 &lt;br /&gt;
 [2 seconds later...]&lt;br /&gt;
 &lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;excellent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158&lt;br /&gt;
  ... and hit for 48 points of damage!&lt;br /&gt;
  Powerful tug pulls right hip, and leg, free of the socket!&lt;br /&gt;
   A mezic falls to the ground grasping her mangled right leg!&lt;br /&gt;
 Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
This time the jab started at good positioning because of Rolling Krynch Stance (more on that in the Martial Stances section), but the followup grapple was still far more powerful. Tiering up is crucial!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting highlights can help! Since the text prompt is...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...you can either create four highlights for each individual message or create a highlight for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup&amp;lt;/font&amp;gt;, then four more highlights for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;jab attack!&amp;lt;/font&amp;gt; and the others.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, in unarmed combat&#039;s &#039;&#039;&#039;most basic form&#039;&#039;&#039; at the lowest levels, the use cases for each attack type are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning. &lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Only when needed to tier up.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Deliver a finishing blow during excellent positioning.&lt;br /&gt;
&lt;br /&gt;
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples. We&#039;ll get into that later, but first let&#039;s keep exploring the basics to lay the foundation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UAF, UDF, and MM===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to GemStone&#039;s AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a mezic!&lt;br /&gt;
 You have good positioning against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s look at an even more extreme example that doesn&#039;t go as well:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a spectral shade!&lt;br /&gt;
 You have good positioning against a spectral shade.&lt;br /&gt;
  UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102&lt;br /&gt;
  ... and hit for 1 point of damage!&lt;br /&gt;
  The spectral shade shakes off a weak arm grab.&lt;br /&gt;
&lt;br /&gt;
This is why I say you have to ignore what you know about AS-based combat.&lt;br /&gt;
&lt;br /&gt;
UAF isn&#039;t completely irrelevant, but the more important numbers are UDF and the &#039;&#039;&#039;multiplier modifier&#039;&#039;&#039; (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.&lt;br /&gt;
&lt;br /&gt;
What does that mean in practice? Higher lows and lower highs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rare that a monk outright &#039;&#039;couldn&#039;t possibly&#039;&#039; hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.&lt;br /&gt;
&lt;br /&gt;
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes&#039; stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is the number that drops so low in defensive that it can even become negative! This used to occasionally trip up Saraphenia&#039;s player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it&#039;s often easier to figure out that you&#039;re in the wrong stance because everything&#039;s failing to hit; that was how I&#039;d take notice and Leafi would tell Phenia to fix up her stance.&lt;br /&gt;
&lt;br /&gt;
Also unlike AS-based melee attacks, lying down not only doesn&#039;t reduce your UAF, but also doesn&#039;t even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you&#039;re not paying attention, you could be fighting from your back and not even know it! You&#039;d find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. Those can&#039;t be done from the ground.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release &#039;&#039;enemy creatures&#039;&#039; who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mstrikes===&lt;br /&gt;
&lt;br /&gt;
As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you&#039;ll eventually be able to use mstrikes or weapon techniques. (I&#039;ll refer to these as &amp;quot;techniques&amp;quot; from here on. Despite the name, the brawling &amp;quot;weapon techniques&amp;quot; don&#039;t require weapons--unless you&#039;re thinking of your monk&#039;s hands and feet as weapons!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are your means to fit more attacks into less time.&lt;br /&gt;
&lt;br /&gt;
Covering mstrikes first!&lt;br /&gt;
&lt;br /&gt;
Mstrikes with no target specified, AKA &#039;&#039;&#039;unfocused mstrikes&#039;&#039;&#039;, can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA &#039;&#039;&#039;focused mstrikes&#039;&#039;&#039;, can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.&lt;br /&gt;
&lt;br /&gt;
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you&#039;re at decent positioning against them and attacking them for the first time. Once you&#039;re into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.&lt;br /&gt;
&lt;br /&gt;
Mstrikes &#039;&#039;sort of&#039;&#039; have a cooldown after use, which is 15-20 seconds or so (depending on training). When on &amp;quot;cooldown,&amp;quot; you &#039;&#039;can&#039;&#039; still mstrike, but they&#039;ll consume a good chunk of stamina. (I can&#039;t give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.&lt;br /&gt;
&lt;br /&gt;
Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it&#039;ll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk&#039;s life, especially if you&#039;re a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn&#039;t increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fury and Clash===&lt;br /&gt;
&lt;br /&gt;
The unarmed combat assault technique is &#039;&#039;&#039;[[Fury]]&#039;&#039;&#039;, which you learn with 25 ranks of Brawling (level 11). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There&#039;s no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it&#039;s not a major selling point.&lt;br /&gt;
&lt;br /&gt;
The AoE unarmed combat technique is &#039;&#039;&#039;[[Clash]]&#039;&#039;&#039;, which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn&#039;t include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist &#039;&#039;before&#039;&#039; Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities &#039;&#039;and&#039;&#039; seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.&lt;br /&gt;
&lt;br /&gt;
Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can&#039;t be used while they&#039;re on cooldown. They do have separate cooldown timers, so you can alternate between them.&lt;br /&gt;
&lt;br /&gt;
However, you can&#039;t alternate mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you &#039;&#039;can&#039;&#039; use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it&#039;ll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn&#039;t intend for players to insert mstrikes into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)&lt;br /&gt;
&lt;br /&gt;
RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it&#039;ll execute them as 2 RT, 2 RT, and 1 RT.&lt;br /&gt;
&lt;br /&gt;
Compared to focused mstrikes, Fury&#039;s structure has upsides and downsides. One upside is that you&#039;ll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can &#039;&#039;also&#039;&#039; interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It&#039;s also less likely that your target will be dead as soon your command gets sent to the server since attacks don&#039;t happen all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Twin Hammerfists and Spin Kick===&lt;br /&gt;
&lt;br /&gt;
The other two UC techniques are &#039;&#039;&#039;[[Twin Hammerfists]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Spin Kick]]&#039;&#039;&#039;, respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won&#039;t lock you out of them.&lt;br /&gt;
&lt;br /&gt;
Twin Hammerfists is an [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! At only 2 RT and 7 stamina, it&#039;s a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.&lt;br /&gt;
&lt;br /&gt;
Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it&#039;s an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn&#039;t a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If highlighting tier up opportunities goes well for you, then &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;You could use this opportunity to Spin Kick!&amp;lt;/font&amp;gt; is another message to consider highlighting from level 35-36 on!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beyond Basics: Synchronizing Everything===&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.&lt;br /&gt;
&lt;br /&gt;
However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let&#039;s put everything together into a cohesive whole.&lt;br /&gt;
&lt;br /&gt;
Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot (&amp;quot;flare slot&amp;quot;), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of a Twin Hammerfists firing off three flares:&lt;br /&gt;
&lt;br /&gt;
 Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist&lt;br /&gt;
 [SMR result: 316 (Open d100: 89, Bonus: 107)]&lt;br /&gt;
 Perfectly executed strike to the crimson angargeist&#039;s back!  It staggers!&lt;br /&gt;
 The attack exposes a vulnerability in a roiling crimson angargeist&#039;s defenses!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps emit a searing bolt of lightning! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Hard shot to the crimson angargeist&#039;s back sends it drifting forward!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps spray forth a shower of pure water! **&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Incredible strike to the crimson angargeist&#039;s back smashes through the chest!&lt;br /&gt;
   Too bad it melts back together.&lt;br /&gt;
 Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.&lt;br /&gt;
 &lt;br /&gt;
 ** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **&lt;br /&gt;
 &lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Strong strike splits the belly open, revealing ghostly organs.&lt;br /&gt;
   Haggis anyone?&lt;br /&gt;
&lt;br /&gt;
The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it&#039;s a great illustration because of the particulars.&lt;br /&gt;
&lt;br /&gt;
First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk&#039;s entire life. That&#039;s the least interesting thing to say here, though.&lt;br /&gt;
&lt;br /&gt;
The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water.&lt;br /&gt;
&lt;br /&gt;
Angargeists are non-corporeal undead. Normally Kai&#039;s Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn&#039;t allow for one-shotting it; you have to take out its entire health pool.&lt;br /&gt;
&lt;br /&gt;
2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you&#039;re fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.&lt;br /&gt;
&lt;br /&gt;
Speaking of uncrittable creatures or creatures you&#039;re otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a more nuanced look at the unarmed combat core attack types than before:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can&#039;t hit a foe who&#039;s already downed, so it&#039;s not repeatable.)&lt;br /&gt;
* The fastest means of tiering up with single strikes.&lt;br /&gt;
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.&lt;br /&gt;
* Poor as the specified command of a Fury or mstrike since they have little or (usually) no speed advantage over the other commands in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.&lt;br /&gt;
* The best aimed attack at excellent positioning. I&#039;m not particularly a fan of aimed UC attacks for reasons we&#039;ll delve into later, but it is there.&lt;br /&gt;
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.&lt;br /&gt;
* Poor as the specified command of an unfocused mstrike or Clash since it&#039;s unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but can&#039;t help tier up.)&lt;br /&gt;
* Good against individual threatening creatures that need to be slowed down.&lt;br /&gt;
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.&lt;br /&gt;
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The best finishing blow at excellent positioning per hit.&lt;br /&gt;
* The highest damage output per hit.&lt;br /&gt;
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or exactly as fast as the other commands.)&lt;br /&gt;
* Poor at tiering up with single strikes. (Same as above.)&lt;br /&gt;
&lt;br /&gt;
In short, pick the right tool for the right job. They can all be the right tool at times!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Macros and Aliases===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Grapple&lt;br /&gt;
* Punch&lt;br /&gt;
* Kick&lt;br /&gt;
* Weapon Twinhammer&lt;br /&gt;
* Weapon Fury [Grapple/Punch/Kick (depending on your level, training, specialization, and preference)]&lt;br /&gt;
* Weapon Spinkick&lt;br /&gt;
* Mstrike Grapple&lt;br /&gt;
* Mstrike Punch&lt;br /&gt;
* Mstrike Kick&lt;br /&gt;
* Mstrike Grapple Target&lt;br /&gt;
* Mstrike Punch Target&lt;br /&gt;
* Mstrike Kick Target&lt;br /&gt;
&lt;br /&gt;
For macros, this just means tying each one you care about to a single key press. You can configure them in Options -&amp;gt; Macros if using [[Wrayth]].&lt;br /&gt;
&lt;br /&gt;
For Lich aliases, I&#039;ve set mine as jj for jab, gg for grapple, pp for punch, kk for kick, twin for Twin Hammerfists, utf for Fury Grapple (stands for &amp;quot;unarmed technique Fury&amp;quot;), uts for Spin Kick, mg for mstrike grapple, mp for mstrike punch, and mk for mstrike kick. I could create things like an mkt alias for mstrike kick target if I wanted, but in that case I just type out &amp;quot;mk target&amp;quot; or &amp;quot;mk [target noun].&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your monk&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
&lt;br /&gt;
These are skills you consistently train with little to no deviation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Brawling]]&#039;&#039;&#039;: Max every level.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more stamina early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more DS early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Combat Maneuvers as Core Skills?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I&#039;d say &#039;&#039;roughly&#039;&#039; 1x minimum is mandatory and you&#039;ll almost certainly want far more than that early on. However, philosophically, I don&#039;t consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That&#039;s why it&#039;s in the Breakpoint Skills section below!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Breakpoint Skills===&lt;br /&gt;
&lt;br /&gt;
Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]]&#039;&#039;&#039;: One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn&#039;t that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it&#039;s also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you&#039;re going self-spelled. Up to you!&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and &#039;&#039;possibly&#039;&#039; 90 or 100. The good technique breakpoints are 10, 24, 50, and &#039;&#039;possibly&#039;&#039; 100. If you&#039;re using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Mental]] up to 13 or 16 ranks&#039;&#039;&#039;: The major early benchmarks are [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I&#039;m not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body&#039;s stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.&lt;br /&gt;
* &#039;&#039;&#039;[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore&#039;&#039;&#039;: To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why anyone would train to account for the mstrike MOC thresholds &#039;&#039;and&#039;&#039; the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.&lt;br /&gt;
&lt;br /&gt;
My monk, Sariara, preferred Fury in most hunts while leveling, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don&#039;t even get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I&#039;ll discuss in the Offensive Specialization section.&lt;br /&gt;
&lt;br /&gt;
However, Clash is a very weak AoE technique compared to unfocused mstrikes. Mstrikes&#039; bonus jab allows double the number of attacks for the first engagement with the enemy, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she would use focused mstrikes for single targets, even though they&#039;re slightly weaker than Fury because of her Grapple Specialization, since that left the unfocused mstrike option open for battling hordes.&lt;br /&gt;
 &lt;br /&gt;
Your MOC training plan doesn&#039;t need to assume that mstrikes or techniques are either/or!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Niche Skills===&lt;br /&gt;
&lt;br /&gt;
Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]] and [[Mental Mana Control]]&#039;&#039;&#039;: Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game &#039;&#039;unless&#039;&#039; you&#039;re surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Monks get immense value out of at least the first 20 ranks, especially in the early game, assuming you can&#039;t hit loot cap without it. See the Trade Secrets section!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s more expensive than First Aid. Slightly reduces duration of stuns, but monks don&#039;t get stunned very often. Like First Aid, I recommend it during the first 19 levels. Afterward, train it only if you want to excel at skinning bounties &#039;&#039;and&#039;&#039; have already trained First Aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk mana sharing breakpoints!&lt;br /&gt;
&lt;br /&gt;
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.&lt;br /&gt;
&lt;br /&gt;
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.&lt;br /&gt;
&lt;br /&gt;
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.&lt;br /&gt;
&lt;br /&gt;
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.&lt;br /&gt;
&lt;br /&gt;
Just remember: 5, 7, 10, 24!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at 24 mana control, consider going to 25! This unlocks [[Multicast|multicasting]], the ability to cast a buff spell twice in one cast. For self-cast spells, that&#039;ll take you to full duration in 3 RT instead of 6, which is nice quality of life!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
&lt;br /&gt;
Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
&lt;br /&gt;
Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midgame and Later Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]] at half your level&#039;&#039;&#039;: After you&#039;re finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you&#039;re still not feeling hardy enough.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Spiritual]] up to 2 or 7 ranks&#039;&#039;&#039;: I&#039;d ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It&#039;s very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you&#039;re a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that&#039;s all the way at 20 ranks.) If you don&#039;t want to rely on the invoker or others, I&#039;d say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.&lt;br /&gt;
* &#039;&#039;&#039;Minor Mental up to 20 or 25 ranks&#039;&#039;&#039;: [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #4: The Spirit Barrier Irony!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! &#039;&#039;Lowering&#039;&#039; your UAF in exchange for increasing your DS via Spirit Barrier isn&#039;t nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren&#039;t like (weapon-using) rangers who would find trading &#039;&#039;AS&#039;&#039; for DS completely untenable. This spell can be worth a second look!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Post-Cap Skills===&lt;br /&gt;
&lt;br /&gt;
Eventually you can train everything if you play long enough, but here are some considerations for what to prioritize if or when you reach post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Edged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that&#039;s not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can&#039;t be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]]. If you want to do this, I highly recommend also maxing Two Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery is another possibility for diversifying. Unlike with katars, AS-based &#039;&#039;ranged&#039;&#039; attacks don&#039;t necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren&#039;t exactly &#039;&#039;poor&#039;&#039; at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Item Use]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Supplementing DS with [[small statue]]s is eventually a good idea for every profession and MIU bolsters their duration. (As a historical note, MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta&#039;Faendryl, the Ruined Temple, or the Sanctum of Scales. However, that&#039;s largely immaterial these days. [[Spell sever]] has supplanted spellburst in newer capped hunting grounds like the Hinterwilds, Moonsedge Castle, and the Hive--and, although these are technically Ascension grounds aimed at far post-cap characters, monks are able to do well in them long before other professions, including even at fresh cap, due to the unique qualities of unarmed combat.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual up to 20 or 40 ranks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It&#039;ll become apparent enough when that&#039;s the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I&#039;m fairly certain that my second monk Sariara never will. Voln already offers a fine substitute for fogging, Wall of Force isn&#039;t what it used to be when it had no cooldown, and having fewer spell ranks means more redux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental up to 48 or 50 ranks (or beyond)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they&#039;re more for hunting things like bandits and pirates or just messing around than for casting in &amp;quot;real&amp;quot; hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I&#039;ll elaborate further there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secret Sauce of Lores===&lt;br /&gt;
&lt;br /&gt;
This section contains tables to visualize lore thresholds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Telepathy Ranks&#039;&#039;&#039;||0||6||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039;&amp;lt;/font&amp;gt;||80||150&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mind Over Body Stamina Reduction&#039;&#039;&#039;||20%||25%||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;35%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Green&amp;lt;/font&amp;gt;&#039;&#039;&#039;: The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.&lt;br /&gt;
&lt;br /&gt;
Aside from Mind Over Body, a couple of Telepathy&#039;s more minor claims to fame for monks include:&lt;br /&gt;
&lt;br /&gt;
* 25 ranks allow [[Soothing Word (1201)|Soothing Word]] to remove sheer fear and grant 30 seconds of immunity to it&lt;br /&gt;
* 15, 45, and 90 ranks improve the spawn rate of [[Provoke (1235)|Provoke]]&lt;br /&gt;
&lt;br /&gt;
You can work around sheer fear in other ways by being in Voln or getting your robes sanctified, but the Soothing Word option exists.&lt;br /&gt;
&lt;br /&gt;
Provoke is an interesting niche, but not a major selling point in my eyes. Training 35 Minor Mental ranks asks a ton pre-cap and Provoke becomes less effective the more people are hunting in an area. Most capped hunting grounds are either very crowded, so Provoke does little, or they&#039;re not crowded because they&#039;re extremely dangerous, which makes Provoke a bad idea.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 2&#039;&#039;&#039;||&#039;&#039;&#039;Level 5&#039;&#039;&#039;||&#039;&#039;&#039;Level 15&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Full leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforced leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Double leather||Leather breastplate||Cuirbouilli leather||Studded leather&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||||Double leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Leather breastplate&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Cuirbouilli leather||Studded leather||Brigandine&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||||||Cuirbouilli leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Studded leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Brigandine&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||||||||Brigandine||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Double chain&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||||||||Double chain||Augmented chain&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||||||||Chain hauberk&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;105 Transformation&amp;lt;/font&amp;gt;|||||||||||||Metal breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;140 Transformation&amp;lt;/font&amp;gt;|||||||||||||Augmented breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;180 Transformation&amp;lt;/font&amp;gt;|||||||||||||Half plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You&#039;ll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it &#039;&#039;is&#039;&#039; amazing and I recommend it highly for a magical monk--I&#039;d consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won&#039;t be the majority of my readers.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Pink&#039;&#039;&#039;&amp;lt;/font&amp;gt;: My recommendations for which levels to meet which Iron Skin thresholds if you&#039;re undecided. You have more leeway at level 50 on to push lores higher, so I&#039;ve highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.&lt;br /&gt;
&lt;br /&gt;
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell&#039;s effect has improved over the previous breakpoint.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||&#039;&#039;&#039;Dragonclaw UAF Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Brace Disarm Rate&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0||10||25%&lt;br /&gt;
|-&lt;br /&gt;
||1||11||&lt;br /&gt;
|-&lt;br /&gt;
||3||12||27%&lt;br /&gt;
|-&lt;br /&gt;
||6||13||&lt;br /&gt;
|-&lt;br /&gt;
||7||||29%&lt;br /&gt;
|-&lt;br /&gt;
||10||14||&lt;br /&gt;
|-&lt;br /&gt;
||12||||31%&lt;br /&gt;
|-&lt;br /&gt;
||15||15||&lt;br /&gt;
|-&lt;br /&gt;
||18||||33%&lt;br /&gt;
|-&lt;br /&gt;
||21||16||&lt;br /&gt;
|-&lt;br /&gt;
||25||||35%&lt;br /&gt;
|-&lt;br /&gt;
||28||17||&lt;br /&gt;
|-&lt;br /&gt;
||33||||37%&lt;br /&gt;
|-&lt;br /&gt;
||36||18||&lt;br /&gt;
|-&lt;br /&gt;
||42||||39%&lt;br /&gt;
|-&lt;br /&gt;
||45||19||&lt;br /&gt;
|-&lt;br /&gt;
||52||||41%&lt;br /&gt;
|-&lt;br /&gt;
||55||20||&lt;br /&gt;
|-&lt;br /&gt;
||63||||43%&lt;br /&gt;
|-&lt;br /&gt;
||66||21||&lt;br /&gt;
|-&lt;br /&gt;
||75||||45%&lt;br /&gt;
|-&lt;br /&gt;
||78||22||&lt;br /&gt;
|-&lt;br /&gt;
||88||||47%&lt;br /&gt;
|-&lt;br /&gt;
||91||23||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn&#039;t make a huge difference. Brace, on the other hand, can be impactful &#039;&#039;if&#039;&#039; you&#039;re getting hit by physical attacks. I wouldn&#039;t go out of my way to push Transformation for Brace alone, but if you&#039;re already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we&#039;ll look at in the Meditation Resistance section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Training Snapshots===&lt;br /&gt;
&lt;br /&gt;
For illustration and discussion purposes, here&#039;s what my most recent monk Sariara has looked like at &#039;&#039;&#039;various level thresholds&#039;&#039;&#039;--or, in the case of level 30, what she &#039;&#039;should&#039;&#039; have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Level 20&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 40&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 60&#039;&#039;&#039;||&#039;&#039;&#039;Level 70&#039;&#039;&#039;||&#039;&#039;&#039;Level 80&#039;&#039;&#039;||&#039;&#039;&#039;Level 90&#039;&#039;&#039;||&#039;&#039;&#039;Level 100 (fresh)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||0||0||0||0||0||0||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||24||48||74||100||114||134||134||144||144&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||44||65||85||105||125||149||165||187||207&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||24||35||55||55||55||55||55||60||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||44||64||84||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||44||64||125||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||10||10||10||10||20||20||38||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||5||5||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||15||15||15||15||15||15||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||20||30||40||50||60||72||82||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||10||10||10||20||20||40||40||60||60&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||10||10||10||10||10||10||40||0||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||20||30||20||25||30||35||40||42||42&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||40||43||42||48||60||72||83||95||167&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039;||0||0||0||0||3||3||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Mental&#039;&#039;&#039;||12||13||14||16||20||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;(spare TPs)&#039;&#039;&#039;||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s break down some of the more unusual things you might notice!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I could have done the one rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039; much sooner, but didn&#039;t particularly feel the need for the quick DS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.&lt;br /&gt;
&lt;br /&gt;
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she&#039;d maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM &#039;&#039;is&#039;&#039; her second post-cap goal, finally; it&#039;s currently at 190 as she approaches 8.6m experience.)&lt;br /&gt;
&lt;br /&gt;
Max &#039;&#039;&#039;Brawling&#039;&#039;&#039;, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Fitness and Dodging&#039;&#039;&#039; are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks&#039; training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
I took a little bit of early &#039;&#039;&#039;Harness Power&#039;&#039;&#039;, then slacked off for a while, then finally only began pushing it in the late game as an efficient way to wear more spells in &#039;&#039;spellburst&#039;&#039; hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90). This table only shows up to fresh cap, but later in the guide, in the Ascension section, I&#039;ll show a &amp;quot;final build&amp;quot; where she drops Harness Power to 40; as she moved out of spellburst areas and into spell sever areas, the extra mana became frivolous.&lt;br /&gt;
&lt;br /&gt;
I started &#039;&#039;&#039;First Aid&#039;&#039;&#039; relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She eventually picked it back up post-cap, but the table only shows up to fresh 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swimming and Climbing&#039;&#039;&#039; are skills that you might not need at fresh cap if you intend to stick to a specific hunting ground for a long time. I dropped Swimming since the Sanctum doesn&#039;t have any water and the only swimming in the Hinterwilds can be bypassed with Water Walking or Symbol of Return (among other options), but hunters of the Atoll, Ruined Temple, or Sailor&#039;s Grief would want it. Conversely, I kept Climbing because the Sanctum has a pretty tough check, but various other hunting grounds don&#039;t. For where Saria&#039;s currently at long after the initial publication of this guide, she could actually skip both Swimming and Climbing, but I keep them just in case.&lt;br /&gt;
&lt;br /&gt;
Saria heavily pushed &#039;&#039;&#039;Trading&#039;&#039;&#039; early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated. And later game changes in early 2026 made me untrain Trading entirely, but more on that later in this guide in the Ascension section.) Similar story for &#039;&#039;&#039;Minor Mental&#039;&#039;&#039;, which came out of the gate fast, then inched to 20 at level 60 and stayed there.&lt;br /&gt;
&lt;br /&gt;
Level 30 and 100 spare TPs are there because I was hoarding for the next &#039;&#039;&#039;Multi Opponent Combat&#039;&#039;&#039; thresholds while level 70 spare TPs are there because I was hoarding for the 20 &#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn&#039;t care about any of the in-between spells, so might as well preserve higher redux until then.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re interested in a training snapshot far post-cap, see further below in the Ascension section!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Exclusive Choices==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meditation Resistance===&lt;br /&gt;
&lt;br /&gt;
One neat monk perk I haven&#039;t mentioned yet is that their [[Verb:MEDITATE#Damage_Resistance|MEDITATE verb]] allows them to gain resistance to one selected damage type! It offers 10% resistance to start, then improves at these thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||0||1||3||6||10||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;15&amp;lt;/font&amp;gt;&#039;&#039;&#039;||21||28||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;36&amp;lt;/font&amp;gt;&#039;&#039;&#039;||45||55||66||78||91&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||10%||12%||14%||16%||18%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;20%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||22%||24%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;26%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||28%||30%||32%||34%||36%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And if you decide to go ham post-cap with Ascension and enhancives:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||38%||40%||42%||44%||46%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted 15 and 36 Transformation because 20% and 26% (translation: &amp;quot;25% or more&amp;quot;) are extremely notable benchmarks. I &#039;&#039;could&#039;&#039; fully elaborate, but people who aren&#039;t Whirlin and me would probably get bored to tears by the rows and charts I&#039;d need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV&#039;s crit system, and how it relates to order of operations with redux and crit padding.&lt;br /&gt;
&lt;br /&gt;
Suffice it to say this:&lt;br /&gt;
&lt;br /&gt;
Because of rounding and the nature of GSIV crits, it wouldn&#039;t be merely &#039;&#039;underestimating&#039;&#039; 20% and 25% resistance to say that they&#039;re twice as effective or two and a half times as effective as 10% resistance, but &#039;&#039;completely off base&#039;&#039; by orders of magnitude. The upgrade is huge.&lt;br /&gt;
&lt;br /&gt;
That said, which damage type should you resist? You can change your type any time, but these jump out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold&#039;&#039;&#039;: Useful for Icemule-based hunting at various levels.&lt;br /&gt;
* &#039;&#039;&#039;Crush&#039;&#039;&#039;: A very common damage type, like all physical damage types. Particularly helpful for gigantic creatures that fall on you as they die.&lt;br /&gt;
* &#039;&#039;&#039;Electrical&#039;&#039;&#039;: The most lethal damage type, albeit somewhat rare. If you&#039;re hunting creatures that use it, though, protect yourself!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;: Useful for Teras Isle, among other specific areas.&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Great against various rock-themed creatures or shield-using creatures, among some others.&lt;br /&gt;
* &#039;&#039;&#039;Puncture&#039;&#039;&#039;: Another common physical damage type. Very deadly if it hits the eyes even on a fairly tame enemy attack, so 20% or 25% resistance will help immensely.&lt;br /&gt;
* &#039;&#039;&#039;Slash&#039;&#039;&#039;: The last of the common physical damage types. Probably the least impressive in a vacuum, but it &#039;&#039;is&#039;&#039; very common.&lt;br /&gt;
&lt;br /&gt;
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!&lt;br /&gt;
&lt;br /&gt;
The only damage types I&#039;d generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn&#039;t stop that aspect. Still, if you&#039;re in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything&#039;s worth considering in the right context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Grapple Specialization]], [[Kick Specialization]], and [[Punch Specialization]], which each improve their respective attacks, but which is right for you? I&#039;ll write about each one as if it&#039;s maxed, but during the earliest levels, these ramp up by gaining 20% of their max effectiveness per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. &amp;quot;Before&amp;quot; is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists.&lt;br /&gt;
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone.&lt;br /&gt;
* If you love Fury or hate setups, this could be the specialization for you!&lt;br /&gt;
* In a vacuum, grapples aren&#039;t ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.&lt;br /&gt;
* Grapple Specialization has little to offer if you exclusively use mstrikes. &amp;quot;Exclusively&amp;quot; is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Turns your [[Spin Kick]] into two Spin Kicks!&lt;br /&gt;
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It&#039;s great fun and can save you in situations where the other two specializations couldn&#039;t.&lt;br /&gt;
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it&#039;s flat out the best mstrike option.&lt;br /&gt;
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven&#039;t become as fast as they&#039;ll eventually be and Spin Kick might not even be an option yet (pre-level 35-36).&lt;br /&gt;
* While Spin Kick performs exceptionally well against like-level foes, it&#039;s not nearly as good against overleveled ones for two reasons: it&#039;s less likely to succeed and you&#039;re much more incentivized to disable those foes immediately. If they don&#039;t attack, you don&#039;t evade, so you don&#039;t Spin Kick.&lt;br /&gt;
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Punch Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.&lt;br /&gt;
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn&#039;t a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.&lt;br /&gt;
* Despite the above, the buff to Clash being minor doesn&#039;t matter if the monk isn&#039;t using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can&#039;t bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specialization Sidebar: Mstrikes with Specified Attack Types!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In case it isn&#039;t clear or in case going into math would be helpful...&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mstrike kick&#039;&#039;&#039; becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike punch&#039;&#039;&#039; can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they&#039;re slower because your Agidex isn&#039;t up to par, punches can still win overall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike grapple&#039;&#039;&#039; is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.&lt;br /&gt;
&lt;br /&gt;
In short...&lt;br /&gt;
&lt;br /&gt;
Use mstrike kick if you&#039;re a high Agidex race who&#039;s at or close to the peak of your Agidex growth.&lt;br /&gt;
&lt;br /&gt;
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you&#039;re a moderate Agidex race or a high Agidex race not yet near your peak, you&#039;re against foes in armor lighter than chain, and you trained Grapple Specialization, but you&#039;re in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)&lt;br /&gt;
&lt;br /&gt;
Use mstrike punch if neither of the above applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I&#039;ve been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).&lt;br /&gt;
&lt;br /&gt;
As for Punch Specialization, I wouldn&#039;t honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn&#039;t necessarily wrong either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Defensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one&#039;s a lot easier than the last!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Block Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they&#039;re expensive to train, monks can&#039;t learn shield skills, and shields significantly decrease their MM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Parry Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to parry melee or ranged attacks--assuming you have [[Brace (1214)|Brace]] active. After parrying, it gives a 25% chance of gaining the [[Counter]] effect, which means your next attack has 1 less RT and costs 25% less stamina (if applicable). This might sound neat until it&#039;s compared to...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say &amp;quot;Brawling&amp;quot; because I&#039;m not even limiting this to unarmed combat. Even if you&#039;re using brawling &#039;&#039;weapons&#039;&#039; like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Martial Stances===&lt;br /&gt;
&lt;br /&gt;
Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let&#039;s review them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Duck and Weave]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most flavorful martial stance.&lt;br /&gt;
&lt;br /&gt;
Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.&lt;br /&gt;
&lt;br /&gt;
This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker&#039;s AS and weapon type have to be good enough compared to the defending creature&#039;s DS and armor type to do meaningful damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Delightful, but bad. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Flurry of Blows]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The screen scrolliest martial stance.&lt;br /&gt;
&lt;br /&gt;
Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.&lt;br /&gt;
&lt;br /&gt;
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren&#039;t good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn&#039;t say it comes close to being worthwhile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Again, great fun, but bad. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Inner Harmony]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most wasted potential of martial stances.&lt;br /&gt;
&lt;br /&gt;
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you&#039;d most want to remove are exactly the ones you can&#039;t because you can&#039;t use Inner Harmony while bound or RT-locked. [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]] this definitely isn&#039;t!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I appreciate the idea behind this stance, but it has little to no appeal in practice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Rolling Krynch Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Almost surely the best martial stance for UC monks.&lt;br /&gt;
&lt;br /&gt;
This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won&#039;t kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least &#039;&#039;might&#039;&#039; kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap.&lt;br /&gt;
&lt;br /&gt;
When I wrote that monks rarely one-shot creatures, that&#039;s true in a vacuum, but Rolling Krynch can at least open that door for them.&lt;br /&gt;
&lt;br /&gt;
Bottom line: the less time you spend in decent positioning, the better off you are, and that&#039;s what Rolling Krynch offers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Slippery Mind]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most defensive martial stance.&lt;br /&gt;
&lt;br /&gt;
When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you&#039;re in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don&#039;t avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
This stance is simple, but really good, offering two lines of defense against a monk&#039;s biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I&#039;d say it&#039;s the very best for a weapon-wielding monk in robes!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Stance of the Mongoose]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most &amp;quot;almost got there&amp;quot; martial stance.&lt;br /&gt;
&lt;br /&gt;
This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you&#039;re running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you&#039;re doing that, thank you for making it this far into the guide for reasons I don&#039;t understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a more typical unarmed combat monk, the good news is that Stance of the Mongoose&#039;s retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it&#039;s always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it&#039;ll pick the tier up type.&lt;br /&gt;
&lt;br /&gt;
That last bit might sound good--and, truthfully, it &#039;&#039;is&#039;&#039; good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it&#039;s not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That&#039;s not necessarily saying much; I&#039;d put it distantly behind Rolling Krynch Stance and Slippery Mind. If you&#039;re running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m not knocking wildly niche monks. Many of my characters who &#039;&#039;aren&#039;t&#039;&#039; monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I&#039;m torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and &#039;&#039;can&#039;&#039; have immense defensive gain!)&lt;br /&gt;
&lt;br /&gt;
This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you&#039;re doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the &#039;&#039;creatures&#039;&#039; do--things you&#039;re actively trying to prevent them from doing, no less!--and, for that matter, only &#039;&#039;some&#039;&#039; of them do it and only &#039;&#039;some&#039;&#039; of the time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Striking Asp Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The best... uh... PvP martial stance?&lt;br /&gt;
&lt;br /&gt;
[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.&lt;br /&gt;
&lt;br /&gt;
Whoever this stance might be good for--if anyone, because I&#039;m not convinced it&#039;s worthwhile in any context other than PvP duels--it&#039;s not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp&#039;s own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs&#039; worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp&#039;s reduced stamina cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
No.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Combat Maneuvers===&lt;br /&gt;
&lt;br /&gt;
I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Acrobat&#039;s Leap]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Useful for short races to make up the height gap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Bearhug]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that &#039;&#039;are&#039;&#039; so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don&#039;t necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. It&#039;s also a bit worse for small races, but, since it&#039;s an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first.&lt;br /&gt;
&lt;br /&gt;
Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you&#039;re already using them!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a need of controlling the enemy hordes so you can systematically pick them off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Burst of Swiftness]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don&#039;t recommend using it until you have at least four ranks since the cooldown is very long before then.&lt;br /&gt;
&lt;br /&gt;
If your monk is a fast race, there&#039;s still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar &#039;&#039;mstrikes&#039;&#039;&#039; don&#039;t get faster than 5 seconds regardless of Agidex.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Cheapshots]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I love this suite of disabling skills on rogues and bards, but I don&#039;t think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can&#039;t, Cheapshots won&#039;t either since they&#039;re all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I&#039;d rather get Bearhug or Coup de Grace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I like two or three ranks to slightly shore up TD weaknesses if you can spare the points, but it&#039;s not mandatory by any means.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Combat Mobility]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points &#039;&#039;are&#039;&#039; a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Coup de Grace]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF buff isn&#039;t what matters (at least for solo UC-oriented monks; it&#039;s amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can&#039;t be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup&#039;s insta-kill, so it&#039;s another helpful option in your toolbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Even though UAF attacks &#039;&#039;can&#039;&#039; power through turtled creatures, turning that &amp;quot;can&amp;quot; into &amp;quot;most likely&amp;quot; is ideal. Feint is the premier combat maneuver for lowering enemies&#039; stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hamstring]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I mention this for the katar builds. Hamstring can only be used with an edged weapon, but it&#039;s a devastatingly powerful setup-and-damage maneuver all in one. Two Weapon Combat characters will find it even more exceptional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ki Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver&#039;s wiki page recommends it if you aren&#039;t using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.&lt;br /&gt;
&lt;br /&gt;
That said, the stamina cost to use it too often &#039;&#039;is&#039;&#039; real, even with Mind Over Body, so you&#039;ll need heavy Physical Fitness training. It&#039;s more of a midgame or late game skill to me.&lt;br /&gt;
&lt;br /&gt;
Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don&#039;t cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
I&#039;d consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge&#039;s cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you&#039;re willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Character Progression==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats, meditating, or upgrading your monk&#039;s gear later? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
Monks gain new abilities called Feats at various levels, which are as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 0 Monk Feat - [[Kroderine Soul]]====&lt;br /&gt;
&lt;br /&gt;
Kroderine Soul is an opt-in feat that I won&#039;t cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.&lt;br /&gt;
&lt;br /&gt;
In exchange, before level 30, you can&#039;t learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I&#039;ll explain in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
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====Level 0 Monk Feat - [[Martial Mastery]]====&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two &#039;&#039;additional&#039;&#039; weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I&#039;ll explain that too in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
While Martial Mastery is technically learned automatically from level 0, most monks won&#039;t make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I&#039;ll speak more about that in the Odds and Ends section discussing builds off the beaten path.&lt;br /&gt;
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====Level 20 Monk Feat - [[Mystic Tattoo]]====&lt;br /&gt;
&lt;br /&gt;
Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from &#039;&#039;[[Stock_tattoo|nearly 1000 different options]]&#039;&#039; from a stock tattoo list! These are called mundane tattoos.&lt;br /&gt;
&lt;br /&gt;
From level 20 on, monks can upgrade a character&#039;s existing tattoo--including one for which the monk wasn&#039;t the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!&lt;br /&gt;
&lt;br /&gt;
For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer&#039;s choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)&lt;br /&gt;
&lt;br /&gt;
As profession services go--so I&#039;m comparing Mystic Tattoos to Battle Standards, [[Bloodsmith (1135)|Bloodstone Jewelry]], [[Covert Arts]], enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this &#039;&#039;can&#039;&#039; be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.&lt;br /&gt;
&lt;br /&gt;
Mystic Tattoos are in the midrange of profession service value overall; don&#039;t create a monk expecting to start rolling in silver like a cleric, sorcerer, or wizard eventually can (...at least not via tattooing, but more on the silver-making secrets of monks later!), but they&#039;ll likely make more from tattooing than non-capped bards, paladins, or rangers, or any level rogues or warriors do from their services. At the time of this writing, empaths make more than monks with their service, but they also have the newest service, so that might be a temporary situation. Either way, GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Advanced Tattooing Tips!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mystic Tattoos were designed with the intent that a typically trained monk should be able to do a tier 1 at level 20, a tier 2 at level 40, a tier 3 at level 60, a tier 4 at level 80, and a tier 5 at level 100. In practice, I find that many monks are anywhere from 5-15 levels ahead of that schedule--&#039;&#039;and&#039;&#039; that&#039;s even assuming that you want a 100% success rate unboosted! Here are some options to jump ahead of the curve:&lt;br /&gt;
&lt;br /&gt;
* Use BOOST ENHANCIVE STATS (from [[Login_Rewards|daily login rewards]]) for +10 tattooing skill. (However, since this temporarily increases your max health and max spirit and your tattooing ability gets reduced when those two stats aren&#039;t full, you&#039;ll need to wait until health and spirit recover after using the boost. Voln members can do this most easily since Symbol of Renewal is one of the game&#039;s very few tools to instantly recover spirit.)&lt;br /&gt;
* Use BOOST GIFT EONAK (also from daily login rewards) to take the best of two rolls when determining your success. To put that in perspective, a 50% success rate would become 75% with Gift of Eonak active, a 60% success rate would become 84%, a 70% success rate would become 91%, an 80% success rate would become 96%, and a 90% success rate would become 99%.&lt;br /&gt;
* Suffusion allows converting your Motes of Tranquility to extra skill bonus on a single tattoo upgrade at a rate of 2000 motes to 1 skill bonus. Since it&#039;s a one-off boost and yet requires trading potentially weeks of resource gain, I don&#039;t recommend using suffusion for tattooing characters other than your own monk. Even with your own monk, I&#039;d usually just advise patience--but if patience isn&#039;t your thing, then trading off a week of resources for five levels or so of skill might appeal to you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
====Level 25 Monk Feat - [[Mystic Strike]]====&lt;br /&gt;
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A weird one, to say the least. FEAT MYSTICSTRIKE allows a monk to use a small amount of stamina to infuse their next physical UC or melee attack with an effect that debuffs a foe&#039;s defense against warding spells after it lands. While monks do have a few warding spells like Thought Lash, Vertigo, and Mindwipe, those spells are normally better off as setups--if they&#039;re even used at all--than something to set up &#039;&#039;toward&#039;&#039;.&lt;br /&gt;
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====Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]====&lt;br /&gt;
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At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; is a straightforward buff that improves monks&#039; Iron Skin spell.&lt;br /&gt;
&lt;br /&gt;
Reviewing the basics of Iron Skin first, it improves a monk&#039;s robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA &#039;&#039;without&#039;&#039; Dragonscale Skin.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Dragonscale Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||Double chain||Augmented chain (23 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||Chain hauberk (24 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||105 Transformation|||||||Metal breastplate (33 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||140 Transformation|||||||Augmented breastplate (34 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||180 Transformation|||||||Half plate (35 benefit)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For illustration&#039;s sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she&#039;ll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.&lt;br /&gt;
&lt;br /&gt;
To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.&lt;br /&gt;
&lt;br /&gt;
The alternative to Dragonscale Skin, &#039;&#039;&#039;Mental Acuity&#039;&#039;&#039;, is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk&#039;s first 20 learned Minor Mental spells don&#039;t count. However, instead of a monk&#039;s first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won&#039;t necessarily be exactly twice.)&lt;br /&gt;
&lt;br /&gt;
The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it&#039;s not a route I&#039;m interested in.&lt;br /&gt;
&lt;br /&gt;
In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There &#039;&#039;are&#039;&#039; still reasons to do it. Saving 20 spell ranks&#039; worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks&#039; worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.&lt;br /&gt;
&lt;br /&gt;
Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I&#039;ll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can&#039;t cast Iron Skin &#039;&#039;unless&#039;&#039; they have Mental Acuity.&lt;br /&gt;
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&lt;br /&gt;
====Level 40 Monk Feat - [[Martial Arts Mastery]]====&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).&lt;br /&gt;
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If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.&lt;br /&gt;
&lt;br /&gt;
Level 40 draws a line in the sand, though, to establish that unarmed combat &#039;&#039;is&#039;&#039; the monk&#039;s wheelhouse because Martial Arts Mastery &#039;&#039;is&#039;&#039; the monk&#039;s premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you&#039;ll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like &#039;&#039;double-maxing&#039;&#039; it.&lt;br /&gt;
&lt;br /&gt;
Unleash the power and never look back.&lt;br /&gt;
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====Level 50 Monk Feat - [[Perfect Self]]====&lt;br /&gt;
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Perfect Self raises all your stats by +10 (or +5 bonus). That&#039;s it! Your monk hits level 50 and great power drops on their head.&lt;br /&gt;
&lt;br /&gt;
Like I&#039;ve said, there&#039;s pretty much no bad monk stat split from level 50 on because of this feat. It&#039;s also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you&#039;re using mstrikes and weapon techniques at all, you&#039;ll notice the improvement!&lt;br /&gt;
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===Gear Upgrades: Armor===&lt;br /&gt;
&lt;br /&gt;
Even though fancy gear is more a luxury than a necessity for monks, you might as well upgrade your monk&#039;s gear eventually if you enjoy them! But how and in what way?&lt;br /&gt;
&lt;br /&gt;
For armor, I think the answer is to keep it really simple. Most of the expensive armor you can pick up doesn&#039;t do all that much for monks. (...at least not magical non-Kroderine Soul monks, the subject of this guide. I assume expensive armor does way more for KS monks who are tanking more hits.)&lt;br /&gt;
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&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Rusalkan: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts UAF and CS for 10 seconds if it does knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, but the expenses  are enormous. Some contact-based combat maneuvers like Bull Rush can also trigger rusalkan flares.&lt;br /&gt;
* Zelnorn: Uses half of what would be the DS from its enchant as AS (or in monks&#039; case UAF) instead, but doesn&#039;t allow flares or a TD boost to go in the ability slot (AKA category B). Players hit creatures more than creatures hit players, so zelnorn can be fantastic for AS-based professions--but most monks aren&#039;t AS-based. Improving UAF is fairly irrelevant, not justifying the base cost of 50k bloodscrip in the case of monks. Either flares or increased TD would more greatly benefit monks, making use of the ability slot.&lt;br /&gt;
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&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you&#039;re a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.&lt;br /&gt;
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn&#039;t screaming for more DS and a flare chance for crit padding.&lt;br /&gt;
* [[Forest Armor]]? Monks don&#039;t need a tiny boost to UAF and CS.&lt;br /&gt;
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.&lt;br /&gt;
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk&#039;s seeking.&lt;br /&gt;
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip. Pass.&lt;br /&gt;
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!&lt;br /&gt;
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.&lt;br /&gt;
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You&#039;d have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So my actual answer to the armor question is:&lt;br /&gt;
&lt;br /&gt;
* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I&#039;ll come back and update the guide at that point!&lt;br /&gt;
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===Gear Upgrades: Weapons===&lt;br /&gt;
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I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I&#039;ll go over the few that I think are worth looking into depending on your budget--plus flourishes, flares, and one material!&lt;br /&gt;
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&#039;&#039;&#039;No script or flourish, just basic elemental flares (especially lightning)&#039;&#039;&#039;:&lt;br /&gt;
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This is where I think you should begin if you&#039;re uncertain or just dipping your toe in the water.&lt;br /&gt;
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You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares &#039;&#039;on top&#039;&#039; of it, but that means even heavier investment.&lt;br /&gt;
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Nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later!&lt;br /&gt;
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&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; (price range: 30k to 210k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.&lt;br /&gt;
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You might sometimes hear dispel flares cited as even better than lightning flares in a weapon&#039;s ability slot, but these days it depends on your exact budget range. If you&#039;re using Flare Affinity for 400k bloodscrip or purified zorchar for (at most) 70k bloodscrip, lightning flares come roaring back. Below that mark, dispel makes more of a case for itself because of a few factors:&lt;br /&gt;
&lt;br /&gt;
# High volume of attacks goes very well with pre-resolution flares&lt;br /&gt;
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount&lt;br /&gt;
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature&lt;br /&gt;
&lt;br /&gt;
There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don&#039;t affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong. All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. At most price ranges, alternatives like purified zorchar or Greater Elemental Flares (GEF) are either more bang for your buck or just outright more bang period. I think I&#039;d only recommend dispel flares if you were going for at least three dispels while also stacking greater somnis, which is the current strongest UC material, but also much more expensive than the purified elemental materials or eonake.&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn&#039;t the best since it&#039;s mainly good for knockdowns and monks are very adept at that on their own. My higher exp monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that&#039;s an extra expense.&lt;br /&gt;
&lt;br /&gt;
The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (As a caveat, though, I highly recommend against the Savage Power unlock, which isn&#039;t particularly good for any build of any profession, and the Wild Backlash unlock, which is excellent for some professions but not all that useful for monks. Animalistic Fury upgrades can be worth it &#039;&#039;if&#039;&#039; you first change the damage type.)&lt;br /&gt;
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Overall, this script has been monks&#039; top pick for years for very good reason on the strength of Revenge Flares, messaging, and being one of the only games in town. However, it&#039;s been five years since Animalistic Spirit and the creator of Animalistic Spirit, GM Avaluka, has debuted a new script called Phytomorphic Weapons that I think is even better for monks! More on that further below.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
For unarmed combat, Energy Weapons are only available in the form of &#039;&#039;held&#039;&#039; weapons like a [[cestus]], not handwear and footwear. That&#039;s immediately anathema to some people. I&#039;d agree with them when talking about a -10 or -15 MM weapon, but I&#039;m actually not down on the -5 MM held UC weapons like others.&lt;br /&gt;
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Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.&lt;br /&gt;
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That &#039;&#039;is&#039;&#039; an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don&#039;t use it. Easy enough.&lt;br /&gt;
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The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren&#039;t very useful to monks, so I called mine a one and done.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Obscure Trivia Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you&#039;re wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon&#039;s flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?&lt;br /&gt;
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Well, let&#039;s say my Animalistic Spirit gloves still had their default grapple flares, which I don&#039;t value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.&lt;br /&gt;
&lt;br /&gt;
This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren&#039;t as favorable or you&#039;re spending currency to upgrade gloves &#039;&#039;and&#039;&#039; a cestus. Still, I stand behind it as at least an &#039;&#039;option&#039;&#039; if your stopping point is a flare and a script flare.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Greater elemental flare|Greater Elemental Flares]] script&#039;&#039;&#039; (price: 40k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
These are a gold standard of midrange weapon scripts, at least if you&#039;d consider 40k bloodscrip per item &amp;quot;midrange.&amp;quot; Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.&lt;br /&gt;
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GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I&#039;ve used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the &amp;quot;You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!&amp;quot; messaging.&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than other options such as Animalistic Spirit or Phytomorphic Weapons. Some people pick Knockout for for their handwear or footwear and a different script for the others.&lt;br /&gt;
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As for Skullcrusher, see everything I just said about Knockout, because Skullcrusher costs the same and is mechanically identical except that it goes into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; Animalistic Spirit or Phytomorphic if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic Weapon Shield|Phytomorphic Weapon]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Another highly customizable instant hit of a script in the vein of Animalistic Spirit and from the same creator! This one is plant-themed instead of animal-themed and you can customize it yourself via foraging plants. Arboreal Agony is the big selling point of unlockable features here, which makes creatures Disoriented so they&#039;ll have difficulty casting spells--which are one of a monk&#039;s weak points. The default damage type is disintegrate, which is also broadly useful and can have killing power.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (Like with Animalistic Spirit&#039;s Wild Backlash, I&#039;ll give the caveat that Phytomorphic&#039;s Deciduous Decay is far more useful for AS-based professions than UAF-based professions like most monks. Phytomorphic Putrescence upgrades, on the other hand, don&#039;t need you to change the damage type first to get full value, which makes them either better or cheaper than Animalistic Spirit&#039;s Animalistic Fury counterpart depending on how you look at it.)&lt;br /&gt;
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RP-wise, I think there&#039;s a very real chance that people will continue to favor Animalistic Spirit going forward. Mechanically, though, I&#039;d say that Arboreal Agony not allowing enemy casters to cast is even better than Animalistic Spirit&#039;s Revenge Flares firing off when dodging physical attacks--and not needing to change the base damage type is also a big win.&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Telepathy or Transformation&#039;&#039;&#039; (price: 400k bloodcsrip):&lt;br /&gt;
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At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training &#039;&#039;and&#039;&#039; great enhancives, but hey, I did say this guide was for 0 exp to 55,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that&#039;s mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.&lt;br /&gt;
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You probably aren&#039;t even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can&#039;t stack on a single creature, so it&#039;s more valuable to have a stronger initial hit since you&#039;d be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that&#039;s a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, &#039;&#039;focused&#039;&#039; mstrikes still favor Transformation due to DoTs not stacking.&lt;br /&gt;
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&#039;&#039;&#039;Purified [[drakar]], [[gornar]], [[rhimar]], or [[zorchar]] material&#039;&#039;&#039; (price range: 65k-70k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Basically the GEF of materials! These have material-based flares of, respectively, fire, impact (earth), ice, or lightning that are slightly stronger on average than the normal ability slot flares of their unpurified counterparts (and they still have those too), then a 25% chance to fire off a second noticeably stronger flare if the first flare had landed. In short, just like GEF, it&#039;s an extra two flare chances.&lt;br /&gt;
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To my knowledge, handwear and footwear of drakar, gornar, rhimar, and zorchar has never been offered off the shelf, so to get the purified materials, you need to get the unpurified version first by either paying 15k bloodscrip for a lesser transmutation (only available if your handwear and footwear already has the applicable flare type) or 20k bloodscrip for an intermediate transmutation, then an additional 50k bloodscrip to purify.&lt;br /&gt;
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Like always, more flares are an excellent thing when firing from UC&#039;s flurry of free jabs or otherwise quick attacks. An incredible power upgrade if it&#039;s within your budget!&lt;br /&gt;
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&#039;&#039;&#039;Purified [[eonake]] material&#039;&#039;&#039; (price range: 65k-70k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Purified eonake has a material flare against undead only, dealing fire damage slightly stronger than normal fire flares while also reducing the enemy&#039;s AS by 25 and slowing it down (adding more RT to its combat actions). Reasonable crowd control option if you hunt undead a ton, since your free mstrike jabs will be tossing slow effects all over the place. The purified elemental materials above will generally be stronger than purified eonake for monks, but there are scenarios where that&#039;s not always the case. For example, if you&#039;re set on dispel flares or just happen to have them from buying someone else&#039;s abandoned project weapon, then purified eonake would preserve the dispel flares while a purified elemental metal would require erasing them.&lt;br /&gt;
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Purified eonake is certainly a cheaper option than somnis or starsong (described below), but shouldn&#039;t typically be a default consideration for monks. Everything always depends on the specifics, though, so just double check what you&#039;re doing.&lt;br /&gt;
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&#039;&#039;&#039;[[Somnis]] material&#039;&#039;&#039; (price range: 100k or 250k bloodscrip bought as-is, or 300k bloodscrip transmuted into when available):&lt;br /&gt;
&lt;br /&gt;
Lesser somnis is a 100k bloodscrip material that flares to put a creature to sleep after it hits while greater somnis is a 250k bloodscrip material that flares to put a creature to sleep &#039;&#039;before&#039;&#039; it hits. Alternatively, instead of starting with somnis items as the base, you could wait for greater somnis transmutation to re-enter the Duskruin rotation every so often for 300k bloodscrip.&lt;br /&gt;
&lt;br /&gt;
This powerful effect significantly increases MM for the next hit (or current hit) in most cases! In terms of bang for your buck, somnis is far behind flares, scripts, the Skullcrusher flourish (less so that than the previous two), and purified materials, so there are typically two demographics who should be considering somnis. Both of them should basically treat as no object, but the demographics are either 1) those who can buy greater somnis as the starting point because it could be years before the ability to convert existing weapons to it returns to Duskruin, or 2) those who can wait for years for transmutation to be available and have picked up everything else or almost everything else already, making greater somnis a great final touch to add after exhausting other avenues.&lt;br /&gt;
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&#039;&#039;&#039;[[Vethinye|Starsong, AKA vethinye]] material&#039;&#039;&#039; (price range: 100k, 250k, or 400k raikhen bought as-is, or 450k bloodscrip transmuted into when available):&lt;br /&gt;
&lt;br /&gt;
A 100k raikhen base cost material that flares disruption. Starsong can be upgraded up to twice for 150k raikhen per upgrade, which can make it flare disruption up to one extra time per upgrade. Fully upgraded, it flares disruption 1 to 3 times; if there&#039;s only one creature against the room, all three flares would hit the same creature, but if there&#039;s more than one, then additional flares would hit other creatures. Alternatively, instead of starting with starsong items as the base, you could wait for maxed starsong transmutation to re-enter the Duskruin rotation every so often for 450k bloodscrip.&lt;br /&gt;
&lt;br /&gt;
Overall, starsong is a bit of an outdated material as newer options are simultaneously stronger and cheaper. Neat for extra screen scroll if that&#039;s your thing and the AoE is somewhat unique, but being AoE isn&#039;t even guaranteed and the price is extremely high for what it is.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you eventually want it all, you can get it, but there can be a correct order. For example, buying Phytomorphic gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Phytomorphic to it later. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf, so it should be done later. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
&lt;br /&gt;
Buying a base material like somnis or starsong and fully unlocking it costs 50k bloodscrip less than transmuting later, but if you want a script--which you should since a script is stronger than the material--then you break even because it&#039;ll cost 50k bloodscrip later to add a script to it. However, transmutation prices assume you want the highest tier of the material at all; if you don&#039;t, then starting with the base material is by far superior.&lt;br /&gt;
&lt;br /&gt;
All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.&lt;br /&gt;
&lt;br /&gt;
(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Gear Upgrades: Items===&lt;br /&gt;
&lt;br /&gt;
Some types of gear aren&#039;t conventional weapons or armor, so let&#039;s review a few of those that monks might think about!&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Wings|Energy Wings]]]&#039;&#039;&#039; (price range: 10k to 40k bloodscrip):&lt;br /&gt;
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When these got released, they made players (including me) freak out thinking they got priced too inexpensively on accident or something. I think it actually just might be a case of power creep, though--and since I&#039;m listing items in this section in alphabetical order, you&#039;ll see why when I talk about other items that were released years earlier!&lt;br /&gt;
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These wings come in light or dark flavor. Both share a lot in common, namely having some single-target SMR attacks, AoE SMR attacks, evasion buffs (good for Spin Kick), and Evasiveness buffs (outright avoiding the next incoming attack), but the primary differences are that the light wings can ignore height restrictions for 30 seconds every 90 seconds (so 33% of the time) while the dark wings have additional poison or disease effects on their attacks. If you regularly hunt in groups, the light wings also have a big group buff of DS, TD, and crit padding for 30 seconds every 30 minutes while the dark wings have a smaller scale but longer duration and shorter cooldown group buff of damage padding, health regen, and max health for 60 seconds every 15 minutes.&lt;br /&gt;
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The general player consensus seems to be that the light wings are much better, which I can agree with if and only if you&#039;re regularly aiming for the heads of large creatures you couldn&#039;t otherwise hit. Energy Wings are a mere fraction of the price of what it used to cost to be able to hit heads, which was a huge part of the sticker shock. Monks are already really talented at knocking creatures down, but the light wings could save you some setup time if your playstyle is more about targeted single strikes than a flurry of attacks via mstrikes or Fury. &lt;br /&gt;
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If you&#039;re &#039;&#039;not&#039;&#039; regularly aiming at large creatures, then I&#039;d say it&#039;s closer than people believe. I&#039;d side with the light wings on T1 and T2 attacks, but with the dark wings for the T3 attack. It&#039;s pretty close on all fronts, though, so picking a wing type based on roleplay makes perfect sense! And having new AoE attacks at all is an excellent thing for monks, who are somewhat lacking in that department from their own toolkit.&lt;br /&gt;
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I also don&#039;t want to undersell the evasion buffs. If you&#039;re a Kick Specialization monk, that&#039;s an especially killer benefit for you, but even if not, +15% evasion (or even +10% on T2 or +5% on T1) is a serious upgrade against incoming physical attacks! I don&#039;t know which is the icing and which is the cake, but the evasion benefit and new AoE attacks combine to make either version of Energy Wings a tremendous pickup for monks. Just don&#039;t neglect more fundamental things like scripts on your handwear and footwear, but once you&#039;re done establishing a fine gear baseline, look into these wings!&lt;br /&gt;
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&#039;&#039;&#039;[[Essence_Belt|Essence belts]]&#039;&#039;&#039; (price range: 25k to 100k bloodscrip):&lt;br /&gt;
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Magical belts that you charge up with essences (found from either looting elemental creatures or buying from the tables of alchemy shops that get stocked up by other people looting and selling them) for various effects depending on exactly which essence. I&#039;m not covering most of those effects because they&#039;re more or less immaterial to monks due to short duration, long cooldown, or both. What&#039;s not immaterial is that essence belts also add reactive flares that can go off whenever creatures hit you (with no cooldown), stacking additional protection against battles going south. It&#039;s a good benefit if you absolutely can&#039;t stand dying and have a lot of bloodscrip to spare! For everyone else, improving your armor with padding or flares (if not going the +TD armor route in flares&#039; case) is certainly a cheaper option to start with.&lt;br /&gt;
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&#039;&#039;&#039;[[Hand-held_Pylon|Hand pylons]]&#039;&#039;&#039; (price range: 10k to 40k bloodscrip):&lt;br /&gt;
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Basically an arm--mounted Mega Man energy cannon! Like essence belts, you charge this up with essences and it blasts away with magical power on a 2-minute cooldown. If you upgrade to at least tier 3 (30k bloodscrip), this will one-shot just about anything in the game... but that&#039;s &#039;&#039;if&#039;&#039; you have at least 1x Magic Item Use or have disabled something. The trouble is that if you&#039;re already disabled a creature, then you can generally just kill it with your own attacks, so hand pylons are much better with someone who already has MIU and doesn&#039;t need to set up first. If you don&#039;t have MIU--and, on a monk, you probably don&#039;t--then this might not be the item for you. That said, when Duskruin&#039;s open in the live game, it&#039;s frequently also open on the test server and allows buying things for free to test with. So give hand pylons a try when you can and see if you like them!&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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If there&#039;s only one service I&#039;d recommend for a monk, it&#039;s Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)&lt;br /&gt;
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As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you&#039;re only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won&#039;t, but even a lighter hit might stun a creature--and stunning increases UC&#039;s most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Battle Standards have a few other perks, but these are the main ones making them so good for monks.&lt;br /&gt;
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Battle Standards have charges and periodically need recharging, which will cost you. I don&#039;t believe we have hard confirmation on how the charges drain, but &#039;&#039;if&#039;&#039; (if!) it&#039;s identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith (1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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The temporary healing is difficult to advise on because its value heavily depends on how much risk you take in hunting. That benefit is about knowing yourself well enough to know if you&#039;ll like it or not. Same goes for more max health; I see the value for small races roughly doubling their health, but otherwise don&#039;t consider it particularly valuable. However, opinions vary widely. As for max stamina, monks already have Mind Over Body--but, even if they didn&#039;t, you can shore up stamina far more cheaply with conventional regen enhancives than with Bloodstone Jewelry.&lt;br /&gt;
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As for everything else, the value for a monk--at least a magical monk--is like a mishmash of weaker Battle Standards and weaker Ensorcell. Bloodstone Jewelry and Ensorcell both offer stamina regeneration, which is a great in a vacuum, but Ensorcell&#039;s version of stamina regeneration is a flare chance (which is effective with frequent UC attacks) instead of a per minute effect and never requires paying again for recharging. There is something to be said for having both Bloodstone Jewelry and Ensorcell since Ensorcell usually won&#039;t restore stamina unless your health is full and Bloodstone Jewelry helps keep your health full--but, then again, just having herbs or using society abilities could also keep your health full.&lt;br /&gt;
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Extra health damage, on the other hand, is a reasonable selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it does affect every attack instead of 20% of attacks--and 1-5 damage might not sound like a lot, but when it&#039;s every attack, it does matter. On average, you&#039;ll get the Major Bleed effect after every 16.67 attacks, which is decently powerful in its own right. All that said, Bloodstone Jewelry doesn&#039;t add extra damage until its fifth and final tier, so you&#039;d probably be paying a premium to get it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Either go all the way with this service or pass on it unless someone&#039;s offering a steal. I wouldn&#039;t call this a particularly monk-oriented service unless you&#039;re a Kroderine Soul build or a small race.&lt;br /&gt;
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(Since this is alphabetically the first service I&#039;m recommending against, I&#039;ll clarify that that doesn&#039;t mean it&#039;s a bad service; even Enchant isn&#039;t particularly great for monks, as we&#039;ll see later, and that&#039;s a classic service. I&#039;m simply saying that, when you&#039;re reading a monk guide because you&#039;re making a monk, don&#039;t view this service through the lens of playing your warrior, your semi, or your Sunfist pure, who would all make better use of more of the Bloodstone Jewelry perks.)&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like most other non-gear-based profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they&#039;re already amazing at. (By contrast, casters see good benefit from things like FOF defense and the myriad bonuses to maneuver defense unless already far post-cap.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat by preventing kicks.&lt;br /&gt;
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Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. The biggest is that, unlike with Battle Standards, jabs don&#039;t flare with Poisoncraft. Poisons don&#039;t affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren&#039;t lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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It&#039;s worth learning at least Poisoncraft even though the other Covert Arts don&#039;t do much for monks. Recharging Poisoncraft isn&#039;t much cheaper--if any cheaper--than learning more Arts and learning them &#039;&#039;also&#039;&#039; recharges, so once you&#039;re in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves UAF (or AS if you&#039;re using a weapon) while enchanting armor improves DS.&lt;br /&gt;
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UAF offers minimal help for all the reasons described in the Unarmed Combat Primer. DS is more compelling, especially once you&#039;re hunting areas with the [[spell sever]] mechanic. Monks have the game&#039;s cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they &#039;&#039;are&#039;&#039; regularly in offensive stance. I don&#039;t go hard on improving monk DS, but it can&#039;t hurt either.&lt;br /&gt;
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Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but improving it doesn&#039;t matter much otherwise.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling armor improves CvA and enemy spells are a weak point, so I&#039;d say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling adds much more gear difficulty than sanctifying. (For much more on the intricacies of gear difficulty and order of operations for upgrading gear, see [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|my service guide]]! For our purposes here, though, basically just know that tiers 2-5 of Ensorcell should usually be done after finishing the enchanting and sanctifying you want. The order of enchanting and sanctifying doesn&#039;t matter much, though.)&lt;br /&gt;
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For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.&lt;br /&gt;
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I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy. You already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul, but only after finished with enchanting and sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible for almost everybody. They improve virtually every offensive and defensive aspect of combat, which is like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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...but monks aren&#039;t most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.&lt;br /&gt;
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Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you&#039;re probably firing off a lot of those. On the bright side, since Lucky Items&#039; charges drain depending on the amount of time spent in combat, that aspect does pair well with monks&#039; high volume of attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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If this were any other profession, I&#039;d be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they&#039;re tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you&#039;re a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I&#039;d recommend your silvers go elsewhere first--but only &amp;quot;first.&amp;quot; Luck is powerful and you should get it eventually, just not as a high priority. I&#039;d take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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Despite Mystic Tattooing being a monk&#039;s own ability, it&#039;s not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won&#039;t consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include:&lt;br /&gt;
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* Strength to decrease encumbrance, especially for small races&lt;br /&gt;
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to slightly improve defense against spiritual magic&lt;br /&gt;
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Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can&#039;t go further than &amp;quot;arguably&amp;quot; since the others will have more impact when they &#039;&#039;do&#039;&#039; have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would.&lt;br /&gt;
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Mystic Tattoos are slated for a future upgrade. The current proposal includes adding a skill bonus up to +10, flares to double the stat and skill bonuses for a short duration, an activated ability with a cooldown to double the stat and skill bonuses for a short duration, and ignoring enhancive limits.&lt;br /&gt;
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Until the future update, I&#039;d only tattoo yourself in your spare time when you can&#039;t find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins&#039; Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there&#039;s &#039;&#039;some&#039;&#039; merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you&#039;d have to know you&#039;ll be running into that damage type consistently for a while.&lt;br /&gt;
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On an obscure note, nature resistance is unique to ranger trinkets. Monks can&#039;t meditate against it and even the Ascension system can&#039;t train to defend against it. However, an extremely small number of creatures use nature damage.&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.&lt;br /&gt;
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The first five tiers of Sanctify have dubious value for UC gear (unless you&#039;re buying the first tier specifically because of the Kai&#039;s Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you&#039;re willing to pay for the first five tiers&#039; minimal value just to get to holy fire.&lt;br /&gt;
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Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it&#039;ll only trigger for certain combat maneuvers or when the undead hit you.&lt;br /&gt;
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Get the first five tiers on your robes unless you&#039;re absolutely certain you&#039;ll never have interest in hunting high-level undead. Holy fire isn&#039;t a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don&#039;t bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify).&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
&lt;br /&gt;
Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It&#039;s still marginally useful for good positioning (very specifically good positioning). Crit padding is more broadly useful. Either way, neither is useful enough to justify paying warriors unless they&#039;re charging less than the automated WPS smithy that comes around every couple of months. (They probably aren&#039;t!) Use that instead to bring your robes up to speed.&lt;br /&gt;
&lt;br /&gt;
Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn&#039;t terribly desirable for most players, monks or otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I&#039;d say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
* Battle Standard up to P3 as soon as possible&lt;br /&gt;
* Enchant armor up to +30 relatively quickly&lt;br /&gt;
* Ensorcell UC gear to T1 relatively quickly&lt;br /&gt;
* Battle Standard up to P5 relatively quickly&lt;br /&gt;
* Either Sanctify UC gear all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Sanctify armor unless very rarely hunting undead&lt;br /&gt;
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Slowly enchant UC gear over time&lt;br /&gt;
* Padding to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Slowly Ensorcell armor over time&lt;br /&gt;
* Weighting to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge&lt;br /&gt;
* Bloodstone Jewelry if you want it&lt;br /&gt;
* Slowly enchant armor past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell UC gear past T1 over time, if ever&lt;br /&gt;
* Mystic Tattoo only if you can&#039;t sell yours, but selling it is preferable to fund all of the above&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Post-Cap Advancement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Congratulations, you&#039;ve got a cap and a half worth of exp--or more! ...now what?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ascending Even Further Beyond===&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s not relevant to the large majority of players, I&#039;ve only vaguely talked about monks&#039; advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they&#039;re &amp;quot;done enough&amp;quot; with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements.&lt;br /&gt;
&lt;br /&gt;
Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.&lt;br /&gt;
&lt;br /&gt;
I did say this guide was for magical monks from 0 to 55,000,000 experience, so what should you do with Ascension Training Points (ATPs)?&lt;br /&gt;
&lt;br /&gt;
The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
&lt;br /&gt;
So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race.&lt;br /&gt;
* &#039;&#039;&#039;Brawling&#039;&#039;&#039;: +2 UAF per rank. I&#039;m not going to knock UAF this time because, once we&#039;re talking Ascension, we&#039;re talking marginal gains almost no matter what you do. Get it if you like numbers going up!&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Increased maneuver defense every two ranks, but half as much increase as Agility. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race. For the weapon route, specifically, Dexterity also adds crit weighting.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: +0.75 DS (in offensive) per rank and a tiny extra chance of outright evading for more Spin Kicks.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction by 2 pounds per rank. &#039;&#039;Now&#039;&#039; I&#039;ll knock UAF again! If we&#039;re in the realm of diminishing returns from exp anyway, then Porter is a reasonable low-hanging fruit option for races with lower carrying capacity.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: If you&#039;re firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body and Ensorcell no longer enough. If that&#039;s you, you&#039;ll know when to train this--or just buy stamina regen enhancives and Bloodstone Jewelry.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks.&lt;br /&gt;
&lt;br /&gt;
During earlier versions of this guide, I was also open to Aura, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let&#039;s finally delve into the Elite skill!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is Monks&#039; Everything&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones potentially relevant to (magical) monks in green:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Automatic Success of Certain Spells&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;UC - Tier Up Probability&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I&#039;d argue that usually it&#039;s at or near the top end of value &#039;&#039;in&#039;&#039; that application:&lt;br /&gt;
&lt;br /&gt;
* Improving UC tier ups is, naturally, at its best for the profession most built around UC.&lt;br /&gt;
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy&#039;s EBP means improving MM, which is a UC monk&#039;s most important offensive combat number.&lt;br /&gt;
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don&#039;t use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here.&lt;br /&gt;
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn&#039;t go so far to say it&#039;s at its best here, which I think goes to pures who become capable of warding off spells from (some) &#039;&#039;pure&#039;&#039;-style Ascension creatures, but it&#039;s a pretty narrow win.&lt;br /&gt;
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln.&lt;br /&gt;
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks.&lt;br /&gt;
* Improving ambush defense is a benefit I place almost no value on for any profession and build &#039;&#039;except&#039;&#039; magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don&#039;t have 105 or more Transformation lore, so defense is valuable.&lt;br /&gt;
&lt;br /&gt;
(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do &#039;&#039;have&#039;&#039; the occasional spots of value. The auto-success spell benefits don&#039;t do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.)&lt;br /&gt;
&lt;br /&gt;
Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can!&lt;br /&gt;
&lt;br /&gt;
Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I&#039;d also argue that there&#039;s less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds.&lt;br /&gt;
&lt;br /&gt;
As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they&#039;re both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn&#039;t have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more &#039;&#039;total&#039;&#039; Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she&#039;s only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn&#039;t need to work for at all because monks have Perfect Self and Burst of Swiftness.&lt;br /&gt;
&lt;br /&gt;
Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They&#039;re simply the most exp-efficient profession in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Post-Cap Snapshots===&lt;br /&gt;
&lt;br /&gt;
Like the earlier snapshots for normal skills, here are illustrations of both of my monks &#039;&#039;&#039;far post-cap&#039;&#039;&#039; at points where they are or will eventually be. The second column is where I&#039;ve planned for Saria to end up at the time she never touches normal skills again. This time the table more clearly delineates normal skills and Ascension.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Sariara, 19.88m exp (10.77+9.11)&#039;&#039;&#039;||&#039;&#039;&#039;Sariara, post-Trading&#039;&#039;&#039;||&#039;&#039;&#039;Sariara, final plan&#039;&#039;&#039;||&#039;&#039;&#039;Tarine, 55.22m exp (23.79+31.43)&#039;&#039;&#039;||&#039;&#039;&#039;Tarine, post-Trading&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||1||50||50||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||202||202||202||202+10||202+10&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Edged Weapons&#039;&#039;&#039;||0||0||0||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||202+10||202+10||202+10||202+10||202+10&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||100||100||190||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||303||303||303||303||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||303+15||303+15||303+15||303+19||303+19&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Magic Item Use&#039;&#039;&#039;||0||0||0||101||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||40||40||40||101||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Mana Control&#039;&#039;&#039;||0||10||10||25||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||10||10||25||25&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||0||0||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Transformation&#039;&#039;&#039;||15||101+4||101+4||86+19||86+19&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Survival&#039;&#039;&#039;||202||202||202||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||101||101||202||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||60||60||101||101||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||0||40||101||101||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||202||101||101||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||191||0||0||202||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Ascension Transcend Destiny&#039;&#039;&#039;||2||2||4||10||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are some divergences here, which are mostly down to Tarine having leveled in a different era of GemStone IV. The reason for Trading going to 0 and First Aid going down to 101 for Sariara requires its own entire deep dive that I cover in the Odds and Ends section, but let&#039;s talk about the rest here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TWC edged weapons&#039;&#039;&#039; were for Tarine to blast through Duskruin Arena, where overleveled creatures hindered UC tier up chances and slowed her down. However, in the modern day, Transcend Destiny exists to also &amp;quot;overlevel&amp;quot; yourself and all of the Duskruin activities pay out about as well as the arena does, so there&#039;s no particular reason for Saria to pick up Edged Weapons. At most, I can imagine Saria going to 100 Two Weapon Combat for 5 extra DS over the 50 benchmark. However, barring some extreme changes to overall gameplay mechanics, 200 TWC simply won&#039;t happen--and if that won&#039;t, then neither will Edged Weapons.&lt;br /&gt;
&lt;br /&gt;
You might notice that, despite Tarine having over 35 million more exp than Saria--and over 22m in Ascension alone--their &#039;&#039;&#039;Brawling&#039;&#039;&#039; skill is exactly the same. Like I&#039;ve said, UAF simply isn&#039;t important enough to think about too much! Tarine&#039;s advantages are mainly Transcend Destiny (10 ranks vs. 2) and spells (with a 64 CS advantage between spell ranks and Transcend Destiny, Tarine can land Mindwipe or even Vertigo on just about anything while Saria doesn&#039;t even know Mindwipe yet and would miss many Ascension creatures with it even if she did know it). Saria does have a redux advantage of 29.37% to 23.68% because of fewer spell ranks, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Item Use, Harness Power, and Spiritual Mana Control&#039;&#039;&#039; are more relics of Tarine coming from a different era. In this case, I&#039;m talking about the time before Transcend Destiny existed and before self-cast minimum spell durations were kicked up to two hours by default. Since I already had these skills trained, there&#039;s no point to untraining them, but they&#039;re a bit frivolous these days and I wouldn&#039;t push them that far on a new monk--like Sariara! Unlike Spiritual Mana Control, &#039;&#039;&#039;Mental Mana Control&#039;&#039;&#039; increases the number of targets for important spells like Mindwipe and Vertigo, so Tarine taking 100 ranks to hit up to seven creatures per cast makes perfect sense. You do need the CS for it too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; stopping at 190 or 200 (or 202 for completionism) comes down to whether you use mstrikes or techniques, respectively. Techniques are much better with weapons than they are with unarmed combat, so Tarine went to 200 because she has weapons trained and Saria won&#039;t because she doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
Regarding that &#039;&#039;&#039;Transcend Destiny&#039;&#039;&#039; line for clarity&#039;s sake... given enough time, Saria will eventually get to 10 Transcend Destiny. What I&#039;m saying is that she&#039;s working toward 4 Transcend Destiny now as a reasonable breakpoint, but after that&#039;s done, she&#039;ll go back and finish Multi-Opponent Combat, Perception, Climbing, and Swimming. &#039;&#039;That&#039;s&#039;&#039; the point where she&#039;ll be done with normal skills forever and commence the 10 Transcend Destiny push.&lt;br /&gt;
&lt;br /&gt;
And just a brief comment on Trading: Saria had stopped at 191 Trading because that&#039;s the mark where she could max selling ability with Glamour up. Tarine&#039;s an elf, so her Influence bonus would let her hang back even further at 176. However, back then, finishing a skill for completionism&#039;s sake made more sense since fewer alternatives were competing for your exp. Those are past-tense things and now I&#039;ve abandoned Trading, but I leave these examples here because not everybody should do so. For more on this, see the Max Loot Value section later in the guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gemstones: Diamonds in the Rough===&lt;br /&gt;
&lt;br /&gt;
[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
&lt;br /&gt;
The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and you want them to hit more reliably.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bold Brawler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
&lt;br /&gt;
A self-explanatory staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
&lt;br /&gt;
Pretty good reactive damage that comes at full power out of the gate. Needing an SMR check does slightly hinder its efficiency against overleveled creatures, but that&#039;s offset by the fact that it can go after multiple targets to hit at least one of them. Importantly, note that &amp;quot;a rank 2+ critical strike&amp;quot; refers to a rank 2 critical &#039;&#039;based on a crit table,&#039;&#039; not a rank 2 wound. Usually a rank 2 critical only creates a rank 1 wound; for example, rank 2 [[Slash_critical_table|slash crits]] are always rank 1 wounds unless they hit an eye. In other words, even very light hits can get this going, but just not the absolute lightest hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
&lt;br /&gt;
Reasonable if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to monks&#039; combination of inexpensive Harness Power costs, not much to spend that mana on, not being in full plate like warriors (and so valuing the DS more), and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don&#039;t know any of those other than my own).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ether Flux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
&lt;br /&gt;
(For clarity, it can occur once &#039;&#039;per creature&#039;&#039; per minute. You can basically consider it once per creature, period. For even more clarity, Ether Flux itself isn&#039;t a flare &#039;&#039;chance&#039;&#039;; it&#039;s described as a flare because it deals a random amount of disruption damage, but it always triggers once you meet the condition.)&lt;br /&gt;
&lt;br /&gt;
Ether Flux has no tiers and comes at full power immediately, which is definitely nice and it&#039;s a very good perk &#039;&#039;if&#039;&#039; you can get it going! ...but can you? Even though monks don&#039;t innately deal elemental damage, it still might be easier than you think.&lt;br /&gt;
&lt;br /&gt;
Some options for elemental flares include conventional ability slot flares, Battle Standards of applicable Arkati or spirits, certain Gemstone properties like Blood Boil or Infusion or Thorns, holy fire or holy water when hunting undead, or script flares of elemental types. That&#039;s already up to seven sources of elemental flares and I&#039;m not describing anything too wildly out of the way or anything that&#039;s very expensive by post-cap standards. The most expensive of those would be buying flare type changes for Animalistic Spirit or Phytomorphic Weapons.&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;re mstriking or using Fury, monks fire off a lot of attacks, so with a decent base of varied flare types, the odds can stack up to force a lot of Ether Flux triggers through! However, if you don&#039;t have that decent base, I wouldn&#039;t go out of my way working up to it just because you find an Ether Flux. This is a very solid B or maybe B+ common, but it&#039;s no Bold Brawler, Flare Resonance, Stamina Prism, or Storm of Rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flare Resonance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
&lt;br /&gt;
Assuming you have flares on your handwear and your footwear (and if you don&#039;t, then you should!), this is another staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries.&lt;br /&gt;
&lt;br /&gt;
[[Flare Affinity]] basically supercharges your flares to hit substantially harder--and, for that matter, more often! Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. (If you &#039;&#039;are&#039;&#039; someone who already has the Flare Affinity flourish, you wouldn&#039;t want this property since they don&#039;t stack.) The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk&#039;s handwear &#039;&#039;and&#039;&#039; footwear would cost 800k bloodscrip.&lt;br /&gt;
&lt;br /&gt;
In short, get more flares and make them spend less time poking and more time killing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
&lt;br /&gt;
This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! Alternatively, if you find it on a Gemstone with at least one other property that&#039;s good for somebody else but isn&#039;t good for you, you can try to sell it for a good chunk of silver since solo hunters of almost every profession like Force of Will for general purposes. (The exceptions are bards, who can already get rid of almost all of these conditions with their own [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]], and maybe clerics, who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
The UAF boost is fairly immaterial for all the reasons you know by now about UAF, but the maneuver boost makes for an acceptable placeholder for most monks to use while looking for better Gemstones in the long run. That said, I wouldn&#039;t recommend upgrading it except possibly on a monk who makes very heavy use of extremely endroll-dependent attacks like Spin Kick or Bearhug.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
&lt;br /&gt;
Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
&lt;br /&gt;
This might be the highest ceiling Gemstone property of all for monks. It&#039;s easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don&#039;t run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they&#039;re off cooldown and Ki Focus when the mstrikes &#039;&#039;are&#039;&#039; on cooldown, thus basically only using stamina for the latter. However, if you started stacking on enhancives, Ascension, and Stamina Prism to start recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and &#039;&#039;still&#039;&#039; not run out of stamina.&lt;br /&gt;
&lt;br /&gt;
In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits, but you can be even more of a whirlwind in battle if you build for it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ll battle just about any creature in your preferred hunting ground and it&#039;s a fairly swarmy place, this is an extraordinary property since you&#039;ll have the boost going constantly. UC monks or weapon monks will both love this property! Even if you&#039;re picky about which creatures you battle or if you hunt a slower area, it&#039;s still excellent. The only other thing is to consider is that it&#039;s a top tier common for virtually every build of virtually every profession--any weapon user, any UC build, any magical bolter--and so people are likely to pay very well for it if you&#039;d rather have the silvers!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Mini Storm of Rage, except you always have the boost even if you&#039;re in the slowest of areas or if you&#039;re selectively hunting a single creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you&#039;ll almost definitely have at least one of those.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
&lt;br /&gt;
Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death. Don&#039;t use this if you go the Kroderine Soul route.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
&lt;br /&gt;
A high quality Gemstone property for almost every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky; they can&#039;t outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened. A possibly bigger obstacle is that Blood Boil, of course, only works on creatures with blood! That won&#039;t be an obstacle in most hunting grounds, but if you try to exclusively hunt undead who have no blood (most undead by far don&#039;t; a few do), this wouldn&#039;t be the property for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
&lt;br /&gt;
Despite having some anti-synergy with Spin Kick, it&#039;s very hard to ignore the value of a universal 5% chance to avoid and (to an extent) counter AS attacks. All else being equal, it &#039;&#039;is&#039;&#039; better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
&lt;br /&gt;
Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you&#039;re one of the rare monks who uses CS spells in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
&lt;br /&gt;
Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that&#039;s exactly what I&#039;d recommend, but they&#039;re mutually exclusive.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
Journeyman Tactician, but twice as good. Like its common counterpart, the UAF boost isn&#039;t noteworthy for a UC monk (it is good for a weapon monk, though!), but if you make heavy use of SMR attacks, I think it can be a reasonable long-term property for you. If not, I&#039;d either sell it to someone willing to pay top silvers or reroll until you get a better rare property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That&#039;s an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you&#039;re looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I&#039;ll cover shortly, you might consider working your entire build around it...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
A reasonable option for lighter races. It&#039;s not necessarily going to help with the newer and bigger boxes of 2026 on, but can help with the lower end loot like solid moonstone cubes or wands that add up when you&#039;re tiny. Definitely not a flashy property, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS, and this is a solution to at least part of that!&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirst for Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Twice as strong as its already very powerful common counterpart, Taste of Brutality... or is it? The common version&#039;s 5% penalty when taking hits is negligible, but a 10% penalty isn&#039;t as easily dismissed. Still,  the increased DF is fantastic, so I&#039;d say you should consider your options with this one. If you have high redux &#039;&#039;and&#039;&#039; high Transformation lore, get it, love it, and upgrade it all the way. If you only have one of those, then you could simply treat it like Taste of Brutality by leaving it un-upgraded. 6% on both ends with no upgrades is comparable to the fully upgraded Taste of Brutality&#039;s 5%, after all, and nothing says you have to upgrade it at any point, never mind right away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It&#039;s actually difficult to even sell you on this because it&#039;s so straightforward that I shouldn&#039;t have to. It&#039;s a 10% double attack chance on every attack!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that&#039;s also solid for monks and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystic Impulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
&lt;br /&gt;
Hear me out. This is a very, very specific niche, but it&#039;s incredible within that niche, which is that you&#039;re a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise.&lt;br /&gt;
&lt;br /&gt;
If all of that&#039;s true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you&#039;ll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you &#039;&#039;aren&#039;t&#039;&#039; running the Serendipitous Hex build, then I&#039;d honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.&lt;br /&gt;
&lt;br /&gt;
Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power&#039;s effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that&#039;s with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Great general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF boost is, as always, borderline immaterial unless you&#039;re a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy that works well with the free jabs in your mstrikes! Unlike traditional dispel flares, these are post-resolution, so they&#039;re slightly less reliable. However, UC monks tend to have no trouble making their attacks land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here are some hypothetical ideal layouts!&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Traditional Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# &#039;&#039;(Blood Boil)&#039;&#039; (rare 2 of 3)&lt;br /&gt;
# &#039;&#039;(Thirst for Brutality)&#039;&#039; (rare 3 of 3)&lt;br /&gt;
# Force of Will (common 5 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 6 of 7)&lt;br /&gt;
# Journeyman Tactician if using Thirst for Brutality, otherwise Taste of Brutality (common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
Blood Boil and Thirst of Brutality are parenthetical and italicized because they&#039;re slightly conditional picks. For general purposes, that&#039;s what I&#039;d go with, but specific hunting ground choices or even gear can change everything. Blood Boil might be useless if you primarily hunt undead without blood. Tethered Strike, not listed, might be superior to either Blood Boil or Thirst of Brutality if you regularly hunt evasive creatures. Anointed Defender, also not listed, could be the way to go if you&#039;ve managed your gear and training in such a way that the TD boost can push you just out of range of dangerous CS attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Very Magic-Heavy Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# &#039;&#039;(Serendipitous Hex)&#039;&#039; (rare 1 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Greater Arcane Intensity (rare 3 of 3)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# Arcane Intensity (common 5 of 7)&lt;br /&gt;
# Taste of Brutality (common 6 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 7 of 7)&lt;br /&gt;
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This has enough overlap that you might think they&#039;re the same picture, but the subtle differences add up to large ones. This Gemstone setup assumes a high CS monk, then Greater Arcane Intensity and Arcane Intensity push CS even higher. That means that Vertigo and Mindwipe land more consistently, which means that creatures are disabled more often, which means Force of Will shouldn&#039;t be as necessary. It also means that your MM will be higher, which means I wouldn&#039;t even think about Journeyman Tactician. Conversely, Taste of Brutality claims a solid place because its rare counterpart has been traded off to secure Greater Arcane Intensity and maybe Serendipitous Hex.&lt;br /&gt;
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Speaking of Serendipitous Hex, even though I ranked it highly, it gets the parenthetical italics treatment because I only recommend it if you&#039;re regularly casting Web! It doesn&#039;t trigger with Vertigo or Mindwipe, so if those are your go-tos, then bring in some other top end rare like Blood Boil, Tethered Strike, or Thirst for Brutality. (Unlike the traditional monk, the magic-heavy monk doesn&#039;t risk as much from the double DF hit of using Taste and Thirst simultaneously because their more consistent disablers will keep enemies contained. Still, just in case of the worst, &#039;&#039;definitely&#039;&#039; use Ephemera&#039;s Extension over Ether Flux if you go the double Brutality route!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Odds and Ends==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
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As we draw close to the end, I&#039;ll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about.&lt;br /&gt;
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===Monk Magic After Dark===&lt;br /&gt;
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...wait, I can&#039;t write about that on the wiki! Moving on.&lt;br /&gt;
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===Trade Secrets of the Sneaky Monk Merchants===&lt;br /&gt;
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I&#039;m one of the bigger advocates of training [[Trading]] in the GS community if you can&#039;t hit loot cap without it, but even more so for monks than others!&lt;br /&gt;
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Monks have easier and more universal means to make more silvers per item sold than any other profession--and they can do it almost anywhere in Elanthia.&lt;br /&gt;
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Except for [[Mist Harbor]] and [[Kraken&#039;s Fall]], every town&#039;s NPC shops will pay +5% extra silver to at least one race when players sell. ([[Trading#Trading_chart|See the chart of favored races here!]])&lt;br /&gt;
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Monks have a &#039;&#039;&#039;secret weapon&#039;&#039;&#039; in the profit war: &#039;&#039;&#039;[[Shroud of Deception (1212)|Shroud of Deception]]&#039;&#039;&#039;!&lt;br /&gt;
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Even monks who live in a geographic region where their race can&#039;t get a bonus can configure their Shroud profile to appear as another race and get the bonus anyway! It&#039;s that easy!&lt;br /&gt;
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But wait, it gets better! Monks also have &#039;&#039;[[Glamour (1205)|Glamour]]&#039;&#039;&#039;, which gives an enhancive boost of 20 Trading ranks or 50 Trading skill, whichever is lower. (50 Trading skill will be lower before you have 20 Trading ranks on your own.)&lt;br /&gt;
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What does Trading do, though?&lt;br /&gt;
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You get an extra 1% silver for every combined 12 bonus between Influence and Trading bonus. That&#039;s &#039;&#039;bonus&#039;&#039;, not ranks! So, for example, if you had 44 Trading ranks, which is 144 Trading bonus, you&#039;d make 12% more silver for selling items than if you had 0 Trading ranks. Shroud of Deception takes that 12% to 17%, then Glamour takes that 17% to 18%--and, actually, 8/12ths of the way to 19%. If you took my advice and set Influence high from the start, Influence will also get you to 19% if not 20%!&lt;br /&gt;
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This is a big part of how Sariara made 2,509,473 million silver within a week of existing. By the time she had existed for four weeks and a day, she was up to 23,108,060 silver, only 1,500,000 of which came from selling a Mystic Tattoo. That particular amount wouldn&#039;t be possible anymore after game-wide loot changes in early 2026, but it&#039;s still a good overall illustration.&lt;br /&gt;
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Some general tips on early silvers:&lt;br /&gt;
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* Don&#039;t hunt overcrowded Landing areas, but find the rich lower level creatures. There are plenty of them because characters don&#039;t stay low level for long, so hunting pressure is low. (For more on hunting pressure, see the [[treasure system]] page and [[Treasure_system/saved_posts|saved posts subpage]].)&lt;br /&gt;
* Take advantage of Glamour and Shroud of Deception to get a percentage boost to these rich creatures&#039; already valuable loot. Reap the reward of being a monk!&lt;br /&gt;
* Between level 0 and 19, when skills migrate near instantly, max out Trading every time you&#039;re about to sell things.&lt;br /&gt;
* Between level 0 and 19, push First Aid and Survival up when you&#039;re out hunting so you can get value from skinning. Unlearn them afterward so you can...&lt;br /&gt;
* Between level 5 and 19, learn Glamour and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* Between level 12 and 19, learn Shroud of Deception and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* For your final level 19.9 build, as you&#039;re forced to commit to your skills, have at least 20 ranks of Trading and know at least your first 12 Minor Mental spells.&lt;br /&gt;
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Yes, this is what I did. I got to see delightful lines in my SKILL command like:&lt;br /&gt;
&lt;br /&gt;
 You started this migration period on Saturday, 5/25/2024 at 01:55:18 EDT.  You have 4 days, 20 hours, 8 minutes remaining in your current 30 day migration period.&lt;br /&gt;
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 You&#039;re currently migrating at a rate of .001 skill points per pulse, and &#039;&#039;&#039;have converted 25580.00 training points this migration period.&#039;&#039;&#039;&lt;br /&gt;
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Even if you don&#039;t go to this extreme, though, monks are the game&#039;s best at selling to NPC merchants. At the low end, monks skyrocket toward high sales value. At the high end in the post-cap world, monks reach the maximum sale bonus in almost every town.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;quot;Maximum sale bonus&amp;quot; is 28% from Trading and Influence plus another 5% from race bonus. To be clear, the max bonus is 33%, but only sort of; the two bonuses are treated separately. For example, if you&#039;re an elf monk selling in Solhaven (no bonus), you can&#039;t just pump your Trading and Influence so high that you&#039;d make 33% from that alone; it&#039;s capped at 28% and the other 5% &#039;&#039;has to&#039;&#039; come from Shroud of Deception.&lt;br /&gt;
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My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Max Loot Value: Trading, Skinning, and The Earthdiver Principle===&lt;br /&gt;
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The above section was available almost entirely as-is from the first iteration of this entire guide in 2024, but by now it&#039;s 2026 and I eventually went on to untrain Trading for both of my monks. Why? Well, prepare to get mathematical as I introduce what I call [[https://discord.com/channels/226045346399256576/1271943281613340775/1356736553157918892 The Earthdiver Principle]]! He introduced me to a new line of thinking:&lt;br /&gt;
&lt;br /&gt;
 Earthdiver — 4/1/2025 2:06 PM&lt;br /&gt;
 i don&#039;t know why anyone who can get close to loot cap even skins since it just takes away from enhancive loot&lt;br /&gt;
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This was in 2025, but back then there was a 16m soft loot cap with diminishing returns as you approached a 35m hard cap. So I considered his words, but ultimately didn&#039;t stop skinning because I almost never &#039;&#039;did&#039;&#039; get close to the old loot cap. However, in early 2026, things changed to a 10m soft cap with diminishing returns toward a 15m hard cap. (...more or less. You can still find loot at a 1% rate past 15m.) Around 12m or 13m is a mark I get to with relative ease.&lt;br /&gt;
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Let&#039;s back up and explore the point, though. Skinning counts toward loot cap, but skins go straight to the furrier for silver. The only way you could possibly get more silver out of a skin than what the game thinks they&#039;re worth (in other words, how much they count against loot cap) is if somebody else wants to buy them from you, but that&#039;s a very niche market with generally low demand. Earthdiver was pointing out that if you avoid creating potentially millions of silver worth of skins, then you can find that many millions of silver worth of other types of loot--and some of those other types of loot might be items like enhancives or reasonable starter items (sephwir longbows and the like) that the game only considers to be worth 25k at a pawnshop for loot cap purposes, but which you might value far more highly for your own use or to sell to other players.&lt;br /&gt;
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In other words: if you can get into soft cap without skinning, it&#039;s potentially better not to skin because that creates more opportunity (buys you more time before diminishing loot returns kick in) to find items more valuable than skins.&lt;br /&gt;
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Now let&#039;s extend The Earthdiver Principle to Trading!&lt;br /&gt;
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Trading counts against loot cap, so you&#039;ll reach loot cap faster, but whether that&#039;s a good thing or bad thing depends on playstyle and preferred hunting grounds. I&#039;ll use a slightly oversimplified example, but let&#039;s say there are two characters: Silverlover, who&#039;s maxed Trading, and Lootlover, who has no Trading. Other than that, they&#039;re identical. Silverlover sells all their loot to NPC shops for 12m whereas Lootlover would only have found and sold 9.375m of items. However, Silverlover is already 2m into diminishing returns, so they would have needed to hunt longer to generate the same number of items as Lootlover. Lootlover can continue to generate loot at full, unthrottled speed until 10m, then can generate another 2m of loot before they slow down to the same degree as Silverlover already did.&lt;br /&gt;
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Putting it another way: Silverlover needs to kill several times (possibly even many times) more creatures to find the same number of items as Lootlover. If you can get past soft cap at all, there&#039;s an argument that Lootlover&#039;s getting the better deal there. If Silverlover can actually reach hard cap, then it&#039;s more striking; Silverlover ends up with 15m for the month, but needs many thousands more kills to get there than Lootlover, who would end up with 11.72m for the month. Whether that&#039;s worth the time is up to you. Alternatively, if Lootlover &#039;&#039;does&#039;&#039; forge ahead and put in the same number of kills as Silverlover, the gap is probably much smaller than 3.28m in the first place!&lt;br /&gt;
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So far these comparisons have just assumed that all items are going straight to the NPC shops. Let&#039;s re-apply The Earthdiver Principle and go with that 15m vs. 11.72m example again. Silverlover is already hard capped and done for the month, but Lootlover can keep going and potentially find up to another 3.28m worth. &#039;&#039;Even if they don&#039;t,&#039;&#039; though--let&#039;s say they only get half that and find another 1.64m--that doesn&#039;t necessarily mean they&#039;ve come out worse than the Trading character. Silverlover is nominally 1.64m ahead, but Lootlover has found hundreds more total items, and among those items could be things that will sell to other people for millions, making Lootlover pull ahead of Silverlover anyway.&lt;br /&gt;
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In my case, I do find good items decently often and I&#039;m willing to take time to sell them. Probably every five or six months I find some especially crazy item that&#039;s worth two months of loot cap on its own. However, players who hate merchanting or who mostly play in heavily pressured hunting grounds that drop poor loot would be better off retaining Trading or continuing to skin.&lt;br /&gt;
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===When Robes Aren&#039;t Robes: Alterations===&lt;br /&gt;
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For simplicity, I&#039;ve been talking about &amp;quot;robes&amp;quot; throughout this guide because that&#039;s the conventional name for that [[armor]] type.&lt;br /&gt;
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However, robes don&#039;t have to remain robes at all; they have the same leeway for alterations as other chest-worn clothing! Here are examples of post-alteration &amp;quot;robes&amp;quot; that my various characters (monks or otherwise) have worn or that I plan to create:&lt;br /&gt;
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* An airy white starsilk sundress sporting an asymmetrical knee-length skirt&lt;br /&gt;
* A sleeveless lily white tunic with a jet black silk sash&lt;br /&gt;
* A knee-length midnight blue silk dress aglisten with a constellation of stars&lt;br /&gt;
* A sleeveless white tunic splashed with an autumn-hued music motif&lt;br /&gt;
* A sleeveless white starsilk tunic spangled with sunset orange musical notes&lt;br /&gt;
* A midnight black silk tunic marked with a silver eight-pointed star&lt;br /&gt;
* A sleeveless sunlight gold tunic accented by bright white edges&lt;br /&gt;
* A royal purple starsilk tunic featuring an embroidered silver rose&lt;br /&gt;
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits)&lt;br /&gt;
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola)&lt;br /&gt;
* A thigh-slit scarlet starsilk dress accented by ivory edges&lt;br /&gt;
* A sleeveless white kimono featuring golden star embroidery&lt;br /&gt;
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves&lt;br /&gt;
* A sleeveless gold feather-patterned tunic tied at the waist&lt;br /&gt;
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Mine are mostly feminine designs, but even for a masculine character, you can turn your robes into shirts, vests, jackets, and more. Get your creativity on!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Likewise, unarmed combat footwear isn&#039;t limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!&lt;br /&gt;
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===Hunting Partner Tactics and Synergy===&lt;br /&gt;
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Who do monks team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
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* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer that&#039;s enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies&#039; UDF. In turn, warriors love monks&#039; Mind Over Body stamina cost reduction, the best group buff they can get other than bards&#039; [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day).&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don&#039;t necessarily mind being targeted more often since it offers more Spin Kick opportunities.&lt;br /&gt;
* &#039;&#039;&#039;A monk duo&#039;&#039;&#039; can keep up both Mind Over Body and Focus Barrier, but otherwise doesn&#039;t have any particular synergy. (Most other professions don&#039;t synergize with themselves either, so having any advantages at all is better than usual.)&lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don&#039;t have as much redux as warriors and rogues nor as much DS as them, so a boost can really help.&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don&#039;t offer much to rangers otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; can make a monk&#039;s attacks even faster, at least for now, since Song of Tonis is the game&#039;s best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they&#039;re already pretty durable as casters go. Monks simply being present as an additional target to split up enemies&#039; attacks is helpful to wizards and all casters.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks&#039; Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath&#039;s [[Mass Interference (217)|Mass Interference]] setting up a monk&#039;s Vertigo isn&#039;t the worst idea I&#039;ve ever had, but it&#039;s not an amazing one either. &lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it&#039;s still there when needed. Having a hunting partner&#039;s extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn&#039;t help monks as most other professions&#039; disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward.&lt;br /&gt;
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Nearly regardless of team composition, your monk training &#039;&#039;&#039;Coup de Grace&#039;&#039;&#039; and &#039;&#039;&#039;Side by Side&#039;&#039;&#039; (which also requires two ranks of &#039;&#039;&#039;Combat Movement&#039;&#039;&#039;) can be helpful to groups.&lt;br /&gt;
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===The Weapon-Wielding Melee Monk===&lt;br /&gt;
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Let&#039;s talk more about Martial Mastery, the level 0 feat. Although monks have access, it was primarily invented for warriors and rogues as an alternative to learning [[Elemental Targeting (425)|Elemental Targeting]], a Minor Elemental spell that increases AS.&lt;br /&gt;
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Far enough post-cap, magical warriors or magical rogues have the same AS ceiling as their non-magical counterparts. (Their non-magical counterparts do get there millions of experience points sooner while the magical ones have more DS and TD, but that&#039;s outside the scope of this guide...) Monks, on the other hand, don&#039;t have Elemental Targeting, so a monk maximizing Martial Mastery can have up to 50 more AS and UAF than a monk &#039;&#039;not&#039;&#039; maximizing it! Of course, UAF doesn&#039;t matter nearly as much as AS and the entire monk profession is built around unarmed combat. So I ask:&lt;br /&gt;
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Is there merit to a weapon-wielding, AS-based monk?&lt;br /&gt;
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Before I explore it, I&#039;ll repeat that I think people should make whatever kind of character they find fun and that I personally like wacky builds. However, I&#039;m not convinced that a melee monk even &#039;&#039;is&#039;&#039; a wacky build. When people consider making a melee-only character who isn&#039;t stealth-based, a warrior is probably their first thought, but let&#039;s seriously compare these options.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Training Cost Factor&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;ll use my (first) monk and warrior for the sake of illustration since they&#039;re both elves. At level 50, my warrior had a total pool of 2568 PTPs and 2242 MTPs while my monk had a total pool of 2319 PTPs and 2259 MTPs. You might think the warrior is hugely ahead, but no, not at all. I could show you paragraphs upon paragraphs of math I wrote, but let&#039;s just cut to the chase.&lt;br /&gt;
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Let&#039;s say my monk and warrior had both done dual katar builds that shared nearly identical core training. 2x Brawling, 2x Edged Weapons, 1x Thrown Weapons (to buff up Martial Mastery), 2x Two Weapon Combat, 2x Combat Maneuvers, 2x Physical Fitness, 50 Multi-Opponent Combat, and 1x Perception were all in common.&lt;br /&gt;
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From there, my warrior took 70 Armor Use to get metal breastplate, then trained as many Dodging ranks as possible with her remaining points. My monk learned Iron Skin, took 30 Transformation to buff up Iron Skin, and took 10 Harness Power, then trained as many Dodging ranks as possible with her remaining points. Their skills would be identical in most ways, but here&#039;s where they&#039;d differ:&lt;br /&gt;
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* Monk in robes that act like chain mail: 153 ranks of Dodging and 102 MTPs spare&lt;br /&gt;
* Warrior in metal breastplate: 109 ranks of Dodging and 21 MTPs spare&lt;br /&gt;
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I&#039;m not going to claim that my monk would basically just be better; there are too many factors to say that. Warriors have their guild skills. Monks have Perfect Self. Warriors have a higher parry chance because of [[Combat Mastery|their level 40 feat]]. Monks have a higher evade chance because of &#039;&#039;their&#039;&#039; level 40 feat. Warriors have [[Whirling Dervish]]. Monks have more DS, at least at this stage of the game. Warriors have [[Weapon Specialization]]. Monks have Burst of Swiftness. Warriors have [[Weapon Bonding]].&lt;br /&gt;
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My point is that a melee monk is even &#039;&#039;comparable&#039;&#039;--better in some ways and worse in others--to a warrior with the exact same build despite ignoring so much of what the monk skillset is tailored toward.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Mental Acuity Possibility&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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What if you learned Mental Acuity even without Kroderine Soul? My above training cost example illustrated my monk stopping at two Minor Mental spells for Iron Skin, but another alternative (though this would be during later levels) would be taking Mental Acuity to retain access to the first 20 Minor Mental spells and still even allowing room for Spirit Warding I and Spirit Defense. (If you were okay with Martial Mastery capping out at +45 AS instead of 50, you could even learn Spirit Warding II!)&lt;br /&gt;
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The hypothetical Martial Mastery and Mental Acuity monk has almost the same AS as a Martial Mastery warrior, but her spells would pull her far ahead in DS while keeping all the silver selling benefits of Glamour and Shroud of Deception, plus saving tons of stamina via Mind Over Body. The tradeoff is making spelling up more of a hassle, but that might be worth the payoff of having a light armored warrior-like character whose combat maneuvers and weapon techniques have 35% stamina cost reduction!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Doubly Perfect Self&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
As great as Perfect Self is for unarmed combat, it&#039;s arguably even better for a melee monk. For UC purposes, it&#039;s mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you&#039;re getting AS--more useful than UAF--and RT reduction for &#039;&#039;two&#039;&#039; types of assault techniques: Brawling&#039;s Fury and Edged Weapons&#039; Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don&#039;t sweat it as much due to Mind Over Body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specializations and Katars&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
The Grapple, Kick, and Punch Specialization bonuses for their respective techniques &#039;&#039;do&#039;&#039; still apply even if you&#039;re using a brawling weapon instead of unarmed combat!&lt;br /&gt;
&lt;br /&gt;
Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.&lt;br /&gt;
&lt;br /&gt;
Ironically, if there&#039;s anywhere that I even sort of like Punch Specialization-powered Clash, it&#039;s on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash &#039;&#039;with&#039;&#039; Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you&#039;re regularly hunting things like bandits, pirates, warcamps, or areas that swarm.&lt;br /&gt;
&lt;br /&gt;
Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I&#039;d make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It&#039;s also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk&#039;s stamina cost reduction from Mind Over Body.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it&#039;s a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I&#039;d bring it up.&lt;br /&gt;
&lt;br /&gt;
Instead, after considering all the math and angles I did while writing this, it&#039;s made such a strong case for a bizarrely appealing build that I&#039;ve talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind&#039;s swirling and it seems clear that the melee monk is a very, very real idea that&#039;s gone unexplored because it&#039;s not an intuitive or obvious idea from a glance over the monk skillset.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infrequently Asked (or Imagined) Questions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-faq&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-faq&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This final section covers any random topics that people have asked me or that I can &#039;&#039;imagine&#039;&#039; them asking me if I feel that they&#039;re worth answering in this guide, but not worth a full tip or sidebar of their own.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things actually asked are red.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Things I imagine people should ask are pink.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things that are both red and pink come from comments I got that&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;weren&#039;t originally questions, but I&#039;ve reframed them into questions because they&#039;re worth discussing.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Does enchanting UC handwear and footwear help with DS?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Aren&#039;t half-krolvin monks super great?&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Flimbo&#039;s Guide and the [[Comprehensive Monk Guide]] really like them!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I do have a pretty high opinion of half-krolvin monks--not a top tier one, but pretty high! However, it&#039;s for very different reasons in a very different modern GS than the one those older guides were written for. What I actually like is their great carrying capacity without sacrificing speed the way giants, dwarves, or humans do. Let&#039;s go over these other factors, though.&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s guide vouches for half-krolvin monks because Perfect Self normalizes their Logic penalty and they have &amp;quot;solid physical stats with which to punch things quite well.&amp;quot; I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even agree that if you&#039;re set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I&#039;d rather have a race without a Logic penalty to begin with! Exp-wise, that Logic penalty is less important than it used to be if you&#039;re paying for Temple of Lumnis donations or Fash&#039;lo&#039;nae&#039;s Tutelage, but it&#039;s still a penalty. The impact on Vertigo and Mindwipe also isn&#039;t negligible. (This is, after all, the Autumnwinds&#039; &#039;&#039;magical&#039;&#039; monk guide, not the Kroderine Soul monk guide.)&lt;br /&gt;
&lt;br /&gt;
Another point I agree with Flimbo on is that half-krolvin have solid physical stats with which to &#039;&#039;punch&#039;&#039; things quite well. However, I&#039;d rather have a faster Agidex race who has solid physical stats with which to also &#039;&#039;kick&#039;&#039; things quite well, meaning minimum RT for mstrike kick!&lt;br /&gt;
&lt;br /&gt;
The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn&#039;t matter! (Okay, fine, &#039;&#039;technically&#039;&#039; the math says UAF matters... fractionally. It&#039;s no big deal.)&lt;br /&gt;
&lt;br /&gt;
Cold damage protection has some appeal if you&#039;re specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that?&lt;br /&gt;
&lt;br /&gt;
The Hinterwilds &#039;&#039;are&#039;&#039; a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you&#039;ve exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you&#039;ll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk.&lt;br /&gt;
&lt;br /&gt;
All this said, half-krolvin do make for great monks. I just wouldn&#039;t even think to mention these really negligible perks or quirks as incentives; their sheer carrying capacity and excellent verbs are the draw!&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Should I train Ambush?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The short answer is no. Now for the long, fun answer!&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but players had no visibility into the aiming formula at the time. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you &#039;&#039;did,&#039;&#039; it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.&lt;br /&gt;
&lt;br /&gt;
In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:&lt;br /&gt;
&lt;br /&gt;
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)&lt;br /&gt;
* Knocking creatures down helps (I don&#039;t remember if we&#039;d known this or not)&lt;br /&gt;
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but we underestimated how much)&lt;br /&gt;
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Intuition Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you&#039;ve tanked Intuition, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even &#039;&#039;standing&#039;&#039; foes. Of course, they need Acrobat&#039;s Leap for that.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let&#039;s use that in an example.&lt;br /&gt;
&lt;br /&gt;
With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you&#039;d have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let&#039;s say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.&lt;br /&gt;
&lt;br /&gt;
Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let&#039;s say everything had reached 91%, 86%, and 83%. Even that&#039;s not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you&#039;d need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that&#039;s +17 DS in offensive stance) at 3x costs!&lt;br /&gt;
&lt;br /&gt;
What if you eased back to the old 24 Ambush mark? Then you&#039;d need 148 Combat Maneuvers. Perfect Self has kicked in, so let&#039;s call it 144 Combat Maneuvers needed. Even that&#039;s already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)&lt;br /&gt;
&lt;br /&gt;
In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you &#039;&#039;can&#039;&#039; reach max or near-max success rates with some Ambush, but not &#039;&#039;so&#039;&#039; high that you reach max or near-max success rates even without Ambush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But even then,&#039;&#039; we&#039;re only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your &#039;&#039;unaimed&#039;&#039; attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head!&lt;br /&gt;
&lt;br /&gt;
Like PSM3&#039;s wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I&#039;ve made my choice: forget Ambush and play to my strengths.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==The TL;DR Recap: Making Cookie Cutter Monks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-cookiecutter&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Low on time or thought processing power and just want a cookie cutter build you don&#039;t need to put much thought into? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-cookiecutter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(...by my wacky definition of &amp;quot;cookie cutter.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leafi, I love you and all, but I expanded every section, noticed my scroll bar is tiny, noticed your guide is crazy long, and ain&#039;t nobody got time for that. Please tl;dr this nonsense?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Okay, okay, I hear you.&lt;br /&gt;
&lt;br /&gt;
Some of you never wanted the Leafiara treatment where we seek to become real life monks with advanced spiritual and mental understanding by thoroughly exploring the unfathomable mysteries of reality and transcendent metareality (like math and logic).&lt;br /&gt;
&lt;br /&gt;
Some of you instead wanted the Saraphenia treatment where I tell you how to have a functional build that lets you have mechanical fun in an online text-based multiplayer video game and then you embark on your journey.&lt;br /&gt;
&lt;br /&gt;
So I included this section for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Race&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aelotoi, dark elves, dwarves, elves, half-elves, half-krolvin, halflings, and sylvankind are all basically the same power for monks. Faster is better, but more encumbrance is worse, so find your balance. Giantmen have a niche.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Stats&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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See the table in the Placing Your Stats section.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Society&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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Voln.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;How do I fight?&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Twinhammer&#039;&#039;&#039; as your opener once you learn it. (If you&#039;re Grapple Specialization, you can eventually consider skipping Twin Hamerfists and going straight to Fury once you have a few ranks of Specialization.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jab&#039;&#039;&#039; at decent position, &#039;&#039;&#039;punch&#039;&#039;&#039; at good position if you&#039;re not Grapple Specialization and &#039;&#039;&#039;grapple&#039;&#039;&#039; at good position if you are, &#039;&#039;&#039;kick&#039;&#039;&#039; at excellent position. Regardless of those general rules, &#039;&#039;&#039;follow prompts&#039;&#039;&#039; and do what it tells you when it tells you.&lt;br /&gt;
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Against single targets, &#039;&#039;&#039;Weapon Fury&#039;&#039;&#039; until whenever you have enough Agidex for a 5-6 second &#039;&#039;&#039;mstrike kick&#039;&#039;&#039;.&lt;br /&gt;
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Against multiple targets, &#039;&#039;&#039;mstrike grapple&#039;&#039;&#039; if you&#039;re Grapple Specialization or &#039;&#039;&#039;mstrike kick&#039;&#039;&#039; if you&#039;re Kick Specialization. In either case, not until they&#039;re 7 seconds or less. If mstrike grapple is 7 seconds or less, but you&#039;re Kick Specialization and mstrike kick is 8 seconds or more, &#039;&#039;&#039;mstrike punch&#039;&#039;&#039; for now until mstrike kick doesn&#039;t take so long.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Core skills to train every level&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2x &#039;&#039;&#039;Brawling&#039;&#039;&#039;, 2x &#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; (eventually 3x), 2x &#039;&#039;&#039;Dodging&#039;&#039;&#039; (eventually 3x), 1x &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Skills with breakpoints&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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1 rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;. 50 ranks eventually much further down the road.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; in bursts for various breakpoints to pick up specific maneuvers. (For which ones and when, see the &amp;quot;combat maneuvers and feats&amp;quot; section below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; in bursts to 5, 10, 24, 30, 35, 50, 55, 60, 90, and 100 ranks.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Harness Power&#039;&#039;&#039; early, 20-30 mid-game, then eventually 40. You probably don&#039;t need more unless you&#039;re very frequently casting spells in combat.&lt;br /&gt;
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&#039;&#039;&#039;Minor Mental&#039;&#039;&#039; to 16 so you have both focus spells (1213 and 1216) as options, then slack off with spells until the midgame. Grab 1220 if you feel the DS need, especially if using 1213 instead of 1216.&lt;br /&gt;
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&#039;&#039;&#039;Telepathy&#039;&#039;&#039; lore in bursts to 6, 15, and 30.&lt;br /&gt;
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&#039;&#039;&#039;Transformation lore&#039;&#039;&#039; in bursts to 5, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Climbing and Swimming&#039;&#039;&#039; until the midgame or as needs arise.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Tertiary skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Spiritual/Mental Mana Control&#039;&#039;&#039; only if sharing mana with friends and alts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid and Survival&#039;&#039;&#039; only if you want skinning.&lt;br /&gt;
&lt;br /&gt;
20 &#039;&#039;&#039;Trading&#039;&#039;&#039; by level 20 because monks make silver via Glamour (1205) and Shroud of Deception (1212). Get to 40 or the nearest multiple of 12 Trading+Influence bonus over time. If you can get deep into soft loot cap even without Trading, then eventually abandon Trading, but that probably won&#039;t be until later.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Midgame skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; to 2, 3, or 7 ranks, but only after 3x Dodging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Combat maneuvers and feats&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; for your level 30 feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1 of Combat Maneuvers, making the super early game not painful:&lt;br /&gt;
&lt;br /&gt;
Get 3 CM ranks ASAP for your first rank of &#039;&#039;&#039;Rolling Krynch Stance&#039;&#039;&#039;, then another 6 CM ranks (so 9 total) for your second rank ASAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2 of Combat Maneuvers, improving the early game:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up the last rank of Krynch and first three ranks of &#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039; or &#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it&#039;s not necessarily an early game priority since you don&#039;t get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3 of Combat Maneuvers, fleshing out skills and diversifying your abilities through the midgame:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up three or more ranks of &#039;&#039;&#039;Bearhug&#039;&#039;&#039;, two or more ranks of &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;, all three ranks of &#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;, three or more ranks of &#039;&#039;&#039;Feint&#039;&#039;&#039;, and the remaining ranks of Grapple or Kick Specialization. If you went Kick Specialization, add &#039;&#039;&#039;Combat Mobility&#039;&#039;&#039; to the list sooner than later. If you picked a halfling or gnome, add Acrobat&#039;s Leap, but otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 of Combat Maneuvers, putting the last pieces in place:&lt;br /&gt;
&lt;br /&gt;
Pick up Combat Mobility (if you didn&#039;t already have it) and all three ranks of &#039;&#039;&#039;Ki Focus&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5 of Combat Maneuvers, player&#039;s choice:&lt;br /&gt;
&lt;br /&gt;
Whatever you want. Finish Bearhug, Bull Rush, and Feint or don&#039;t, depending how you like them. You can veer off in different directions with more niche maneuver options or not. Up to you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Armor upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy TD-boosting armor of +7 or more from a playershop. It&#039;ll cost 1-5 million silver and serve you fantastically. Add services of Enchant, Sanctify, and Ensorcell over time in roughly that order while adding padding via the WPS wagons. (Enchant and Sanctify can switch places easily enough, but Ensorcell is definitely last.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spending almost nothing (~1 million silver): Buy basic lightning flaring handwear and footwear.&lt;br /&gt;
* Spending moderately (~35k pay event currency (equivalent of 35 million silver)): Buy off-the-shelf Animalistic Spirit from Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.&lt;br /&gt;
* Spending a ton (~150k pay event currency): Buy Phytomorphic handwear from Duskruin. Add Phytomorphic upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Phytomorphic upgrades and unlocks.&lt;br /&gt;
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Phytomorphic upgrades and unlocks for your footwear.&lt;br /&gt;
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.&lt;br /&gt;
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.&lt;br /&gt;
&lt;br /&gt;
And if you&#039;re the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you&#039;re probably not reading this guide. &#039;&#039;But just in case&#039;&#039;, for fun, and to entertain the other 99.5%...&lt;br /&gt;
&lt;br /&gt;
* Whaling out beyond most people&#039;s imagination just because you can (~4.24 million pay event currency):  Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Phytomorphic script at Duskruin. Add a slew of Phytomorphic upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
&lt;br /&gt;
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They&#039;ve never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it&#039;s still around. I&#039;m guessing they learned the hard way that top end flares are so astonishingly powerful with UC&#039;s low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Other upgrades when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can&#039;t afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually. Possibly buy some Energy Wings if you like aiming at heads of very huge creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks are easy! Go have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Denouement: An Unexpected Journey==&lt;br /&gt;
&lt;br /&gt;
First, thank you for reading The Autumnwinds&#039; Magical Monk Guide.&lt;br /&gt;
&lt;br /&gt;
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I&#039;m thankful for every reader.&lt;br /&gt;
&lt;br /&gt;
Sometimes I write a &amp;quot;guide&amp;quot; partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I&#039;d take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally &#039;&#039;was&#039;&#039; a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters&#039; skills when they want a template of where to take their post-cap training.&lt;br /&gt;
&lt;br /&gt;
This one was for you guys, though. I hope it&#039;s been helpful, I hope it&#039;s gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.&lt;br /&gt;
&lt;br /&gt;
That said, if you were here only for mechanical informational purposes, I&#039;m pretty much done with those. There&#039;s one more at the very end for people with multiple character slots (not multiple accounts, but &#039;&#039;character slots&#039;&#039;), but otherwise, you can head out! I wish you a good day or good night and hopefully I&#039;ll see you around the lands.&lt;br /&gt;
&lt;br /&gt;
Thank you again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-denouement&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious on the backstory of why this guide exists and why now? Click here and we&#039;ll close out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-denouement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the rest of you, if you&#039;ll indulge my rambling a bit longer...&lt;br /&gt;
&lt;br /&gt;
The Magical Monk Guide existing is an emergent happy accident.&lt;br /&gt;
&lt;br /&gt;
The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK&#039;s strongest.&lt;br /&gt;
&lt;br /&gt;
I thought, but didn&#039;t have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don&#039;t have the history, nostalgia, momentum, or player population of other professions.&lt;br /&gt;
&lt;br /&gt;
To be honest, even if I had said it was impossible, that wouldn&#039;t have stopped Phenia. Even as I type this, I can picture how I&#039;d try to temper her expectations and she&#039;d come back with &amp;quot;Well, I&#039;m going to try anyway!&amp;quot; Phenia aimed high, never mind the odds.&lt;br /&gt;
&lt;br /&gt;
When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia&#039;s name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia.&lt;br /&gt;
&lt;br /&gt;
I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a &amp;quot;Monk tip!&amp;quot;--plus a &amp;quot;Bonus tip!&amp;quot; about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide!&lt;br /&gt;
&lt;br /&gt;
By coincidence, I&#039;d also been answering a few people&#039;s questions in the main GS Discord server&#039;s monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia&#039;s spot as the monk division lead, I agreed. I don&#039;t think I &#039;&#039;could&#039;&#039; have declined. Over that string of seven weeks, I was basically doing what she needed already.&lt;br /&gt;
&lt;br /&gt;
That morning, I decided I should write a new guide to replace Flimbo&#039;s old one.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know what I expected would come out of it, but it wasn&#039;t this. With a motive like honoring my departed friend, I &#039;&#039;knew&#039;&#039; I&#039;d put my all into it--but I didn&#039;t expect to write this much or this in-depth, I didn&#039;t expect to cover the topics I did, and, most of all, I didn&#039;t expect that I&#039;d be learning myself, not just passing along what I knew beforehand.&lt;br /&gt;
&lt;br /&gt;
I&#039;d never thought about a non-Kroderine Soul monk without Mental Acuity. I&#039;d barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I&#039;d barely thought about synergy between monks and other professions. I&#039;d never investigated how one rank of Sanctify interacted with Kai&#039;s Strike. I&#039;d never investigated how or if Stance of the Mongoose worked with unarmed combat. I&#039;d never even investigated how or if Clash worked with a specified UC attack type.&lt;br /&gt;
&lt;br /&gt;
But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you&#039;ve learned too.&lt;br /&gt;
&lt;br /&gt;
When Phenia said she wanted the monk division to be RYSK&#039;s strongest, I assumed she was talking about numbers. Maybe she was; I don&#039;t know either way. I &#039;&#039;do&#039;&#039; know that we want you monk players to be &#039;&#039;your&#039;&#039; strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you&#039;ll be your strongest. Any part I might have played in helping you get there is an honor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, for fun and because I can, here&#039;s one last obscure mechanical interaction for the road.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have a couple character slots where, even though I don&#039;t play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they&#039;d have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.)&lt;br /&gt;
&lt;br /&gt;
What&#039;s probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one&#039;s login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character &#039;&#039;had&#039;&#039; gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn&#039;t even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains.&lt;br /&gt;
&lt;br /&gt;
Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Farewell, have fun, and be good to one another!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Rags_to_Riches:_The_Rings_of_Lumnis_Story&amp;diff=254169</id>
		<title>Leafiara (prime)/Mechanical Musings/Rags to Riches: The Rings of Lumnis Story</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Rags_to_Riches:_The_Rings_of_Lumnis_Story&amp;diff=254169"/>
		<updated>2026-02-25T22:20:18Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = Rags to Riches: The Rings of Lumnis Story&lt;br /&gt;
|topic = Experience, Rings of Lumnis&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-05-02&lt;br /&gt;
|updated = 2026-02-08&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2026 Disclaimer and Update==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;The below is preserved as a legacy guide that I don&#039;t want to rewrite from the ground up, but suffice it to say that, at this point in time, I recommend that the average player buy Fash&#039;lo&#039;nae&#039;s Tutelage items and forego Rings of Lumnis brooches beyond 100 or maybe 300 runs.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The exception&#039;&#039;&#039; is if either or both of the following are true:&lt;br /&gt;
* You have enough spending money that using all possible means of exp acceleration regardless of bang for your buck is exactly what you wish to do&lt;br /&gt;
* You play little enough so as to not absorb at least 39,600 base exp per week (if not donating to the Temple of Lumnis) or 54,200 base exp per week (if donating to the Temple of Lumnis), nor even get close, and yet you &#039;&#039;do&#039;&#039; play enough that getting through the Spiritual runs of your Rings of Lumnis brooch wouldn&#039;t be difficult&lt;br /&gt;
&lt;br /&gt;
For everyone else, the new Fash&#039;lo&#039;nae&#039;s Tutelage item costs 3,500 Simucoins and provides up to 100,000 bonus exp per week for a 90-day period by playing for an additional 25,000 normal exp absorption above and beyond the amount needed for your Gift of Lumnis absorption. (That amount will be 14,600 + 25,000 exp by default or 29,200 + 25,000 exp if you&#039;re paying for the Temple of Lumnis bonuses.)&lt;br /&gt;
&lt;br /&gt;
Depending on how easily you can finish your Gift of Lumnis and where you time the Tutelage to start, those 90 days encompass a minimum of 12 weeks (84 days by starting Tutelage on the same day as a Gift of Lumnis, so the 13th week has only 1 day to finish grinding) and a maximum of 14 weeks (bookending the middle 84 days with two partial weeks between Gifts of Lumnis). That&#039;s 1,200,000 to 1,400,000 exp. For the sake of illustration, I&#039;ll meet in the middle and call it 1,300,000 since not everybody can necessarily finish a Gift of Lumnis, especially a Temple-boosted one, in a partial week.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, 100 Rings of Lumnis runs cost 10,000 Simucoins--2.857 times as much--while providing 284,700 exp per year. Measuring exp per dollar, that brooch will only surpass Fash&#039;lo&#039;nae&#039;s Tutelage after ~13 years of play. It only swings further in favor of Tutelage at higher tiers that are less cost-effective. For example, 300 Rings of Lumnis cost 30,000 Simucoins--8.57 times as much--while providing 651,525 exp per year. In this case, the brooch will take ~17 years of play to surpass Tutelage.&lt;br /&gt;
&lt;br /&gt;
So far this has assumed that you play enough to earn the full Tutelage benefit of 100k bonus exp per week. However, even if you don&#039;t play for the full amount, you still get proportional benefit to whatever you do play. For example, if you play for 12,500 exp beyond your Gift of Lumnis each week, then the benefit would still be 50k bonus exp per week, equaling (in our middle ground example) 650k exp over a 90-day period. 100 Rings of Lumnis brooch runs would still only win after ~6.52 years of play and 300 runs would still only win after ~8.54 years of play.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t want to minimize the extra playtime factor of Tutelage, so I&#039;ll acknowledge that asking people to play for 25,000 more exp per week is possibly up to 12.5 more hours playing per week assuming a baseline of ~2k exp per hour (which is achievable by most characters). However, the downside of having little playtime works not only against Tutelage, but also potentially against Brooches of Lumnis.&lt;br /&gt;
&lt;br /&gt;
The lower end brooch examples that I&#039;ve been mentioning so far--100 or 300 runs--can be knocked out fairly quickly since they only require commitments of hunting for 780 extra exp and 1,785 extra exp per day, which probably respectively require 4-10 minutes or less per day. Those are, certainly, much easier than maximizing Tutelage for 12.5 hours per week. However, a higher end brooch example like 1,850 runs would require hunting for 5,664 extra exp per day. Some characters in swarmy areas with strong AoE abilities can get that in relatively no time, but others might need half an hour or more per day. Still easier than 12.5 hours per week, but not negligible.&lt;br /&gt;
&lt;br /&gt;
In short, unless money is no object and/or you have little time to play (while also being able to fry quickly in the time you do play), buy Fash&#039;lo&#039;nae&#039;s Tutelage as a far better deal than Rings of Lumnis brooches. Buying both does, of course, remain an option if money truly is no object! And if that&#039;s you, read on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
&lt;br /&gt;
Since 5118, Elanthian adventurers have traveled each year to the Needle of Pentas on the Isle of Ornath to participate in the Trials of Lumnis, a series of puzzles and trivia to test their logic and knowledge. Likewise, since 2018, the Rings of Lumnis event has presented GemStone IV players each years with tests of their own thoughts, raising questions such as &amp;quot;&#039;&#039;&#039;Is this for me?&#039;&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;&#039;What do I stand to gain?&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The short answer for most people is &amp;quot;extra experience at accelerated rates,&amp;quot; but fully explaining just how much so--and the other alternatives--is another matter. These are reasonably complex mechanical questions, which is one reason that the Rings of Lumnis event struggled in its earliest days. Wyrom recounted the following history on Discord:&lt;br /&gt;
&lt;br /&gt;
 Wyrom — 03/20/2021&lt;br /&gt;
 RoL took a pretty heavy time investment for its debut run.  Probably more so than most events.  A good chunk of live events is planning and scheduling.  For RoL, it required lots of coding, more so than Duskruin.  It also had heavy QC, more so than EG.  &#039;&#039;&#039;The initial run was a flop, so much that it came off the official Simu event list for the next year.  But because players were asking for it, we just turned it on.&#039;&#039;&#039;  There were tweaks that happened, but I don&#039;t really see us doing anything major with RoL again.  We want to add more puzzles, but I&#039;m fairly certain the unknown factors like solving puzzles led to its initial flop.&lt;br /&gt;
&lt;br /&gt;
However, as the title of this article implies, Rings of Lumnis would go on to perform as a stellar event by any measure. Wyrom would later state the following:&lt;br /&gt;
&lt;br /&gt;
 Wyrom — 06/14/2021&lt;br /&gt;
 Major events being Duskruin, RW, and EG.  Though &#039;&#039;&#039;RoL outperformed everything this year&#039;&#039;&#039;, so we probably should reconsider that event.&lt;br /&gt;
 &lt;br /&gt;
 Wyrom — 10/11/2021&lt;br /&gt;
 Years and years ago, RoL got pushed into the minor event category, so we though[t] about having it always available.  But &#039;&#039;&#039;it then blew up, and there is no way I can label it as a minor event anymore.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What happened in those years between? Let the story unfold as we dig into the details of Rings of Lumnis, starting with its signature item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Spiritual Ring: Supercharging Players and the Event Itself==&lt;br /&gt;
&lt;br /&gt;
Since the beginning, the &#039;&#039;&#039;[[Brooch of Lumnis|quintuple orb brooch]]&#039;&#039;&#039;, an account-bound pinworn item acquired only at the Rings of Lumnis event, offered players a choice of five benefits:&lt;br /&gt;
&lt;br /&gt;
* Planar: A larger experience pool capacity for half an hour.&lt;br /&gt;
* Spiritual: Instant experience absorption.&lt;br /&gt;
* Elemental: Improved odds with luck-based Adventurer&#039;s Guild bounties.&lt;br /&gt;
* Chaos: A random selection from the other four, but up to 10% more effective at it.&lt;br /&gt;
* Order: Increased bounty point rewards for half an hour.&lt;br /&gt;
&lt;br /&gt;
This article will eventually cover most of these benefits, especially since now you can have them all and it&#039;s no longer your choice of one, but I&#039;ll start by focusing heavily on the obvious:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;For most players who participated early on, and even to this day, the Spiritual benefit of instant experience absorption immediately jumped out as the most attractive.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exactly how attractive is it, though? The thresholds for benefits as of this writing are as follows, assuming one is buying from a premium subscription:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Exp Per Rub&#039;&#039;&#039;||&#039;&#039;&#039;X/Day Uses&#039;&#039;&#039;||&#039;&#039;&#039;Daily Exp&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp&#039;&#039;&#039;||&#039;&#039;&#039;Simucoin Cost&#039;&#039;&#039;||&#039;&#039;&#039;Premium Dollar Cost&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp Per Dollar&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||100||1||100||36,500||1,000||$8.69 (of a $9.99 package)||4200.23&lt;br /&gt;
|-&lt;br /&gt;
||30||200||1||200||73,000||3,000||$23.99 (of a $34.99 package)||3042.93&lt;br /&gt;
|-&lt;br /&gt;
||55||300||1||300||109,500||5,500||$42.30 (of $49.99)||2588.65&lt;br /&gt;
|-&lt;br /&gt;
||100||390||2||780||284,700||10,000|||$74.07 (of $99.99)||3843.66&lt;br /&gt;
|-&lt;br /&gt;
||300||595||3||1,785||651,525||30,000||$223.05 (of two $99.99 and one $49.99)||2920.98&lt;br /&gt;
|-&lt;br /&gt;
||750||761||4||3,044||1,111,060||75,000||$535.71 (of $999.99)||2073.995&lt;br /&gt;
|-&lt;br /&gt;
||1,250||869||5||4,345||1,585,925||125,000||$892.85 (of $999.99)||1776.25&lt;br /&gt;
|-&lt;br /&gt;
||1,850||944||6||5,664||2,067,360||185,000||$1,321.42 (of two $999.99s)||1564.499&lt;br /&gt;
|-&lt;br /&gt;
||2,500||1,009||7||7,063||2,577,995||250,000||$1,785.70 (of two $999.99s)||1443.69&lt;br /&gt;
|-&lt;br /&gt;
||3,250||1,084||8||8,672||3,165,280||325,000||$2,321.41 (of three $999.99s)||1363.52&lt;br /&gt;
|-&lt;br /&gt;
||5,000||1,259||9||11,331||4,135,815||500,000||$3,571.39 (of four $999.99s)||1158.04&lt;br /&gt;
|-&lt;br /&gt;
||7,500||1,509||10||15,090||5,507,850||750,000||$5,357.09 (of six $999.99s)||1028.14&lt;br /&gt;
|-&lt;br /&gt;
||12,000||1,959||11||21,549||7,865,385||1,200,000||$8,571.34 (of nine $999.99s)||917.64&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The short of it is:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;As long as you play enough to use the Rings of Lumnis brooch&#039;s Spiritual benefit, it offers by far the game&#039;s most efficient bang for your buck to improve experience gain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I could even go further and argue that it offers the best &#039;&#039;mechanical&#039;&#039; gain of any pay event. I realize this is a bold claim in the face of Duskruin, but even the most powerful flares only have a chance to activate while the Rings of Lumnis brooch offers high value in a guaranteed form. In fact, let&#039;s run that comparison of &#039;&#039;the most powerful&#039;&#039; flares to a similar price spent on the brooch:&lt;br /&gt;
&lt;br /&gt;
* Duskruin&#039;s xazkruvrixis metal, which has flares that instantly kill creatures, costs roughly $952 worth of bloodscrip.&lt;br /&gt;
* A Rings of Lumnis brooch with 1250 runs of the Spiritual ring, which gives the user 1.6 million experience &#039;&#039;every year,&#039;&#039; costs $892.85 worth of event entries.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s put that 1.6 million experience per year into perspective.&lt;br /&gt;
&lt;br /&gt;
A casual player who only plays exactly enough each week to finish their Gift of Lumnis earns about 1.9m annual exp ordinarily, so the brooch described above would skyrocket their exp gain to 184% of what it was. If starting fresh from level 0, they would reach level 61 within a year and level 95 within two years. Alternatively, if we look at a veteran or more hardcore player who&#039;s already capped, they would earn an additional 1920 training points (if converting PTPs to MTPs or vice versa) or 32 Ascension training points every year from the brooch alone.&lt;br /&gt;
&lt;br /&gt;
It boggles my mind that these brooches exist, but it&#039;s just as baffling to raise the question:&lt;br /&gt;
&lt;br /&gt;
 Why did this unbelievable mechanical benefit take time to catch on instead of selling like hotcakes immediately?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing It By Ear: How Rings of Lumnis got Better in Reality and Perception==&lt;br /&gt;
&lt;br /&gt;
Several factors held the Rings of Lumnis event back at the start, yet most are things of the past by now.&lt;br /&gt;
&lt;br /&gt;
One was the uncertainty factor described by Wyrom near the start of this page. Asking players to solve puzzles by guessing at verbs or answering trivia by scouring the wiki is a taller mountain to climb than asking them to defeat creatures at Duskruin and Ebon Gate or search areas at Duskruin and Rumor Woods. However, these days the answers to the puzzles and trivia are widely known and available, including even a [[Research:Rings_of_Lumnis|spoiler section on the wiki]] if one really needs it, making Rings of Lumnis more accessible.&lt;br /&gt;
&lt;br /&gt;
Only being able to keep one of the brooch&#039;s five types of benefits active before 2021 also left many players advancing exclusively in Spiritual and not spending on the other types of puzzles, but more on that later.&lt;br /&gt;
&lt;br /&gt;
One of the biggest improvements to the event, starting only days into its first run, was the addition of lightening and deepening notes as rewards. You don&#039;t--and never did--need to actually complete the Rings of Lumnis puzzles to upgrade your brooch. Merely entering the puzzle upgrades it even if you forfeit, ensuring that you get value for your Simucoins.&lt;br /&gt;
&lt;br /&gt;
Of course, players soon realized this and some began just entering and forfeiting repeatedly, seeing little reason to finish puzzles they&#039;d already encountered--if not also ones they hadn&#039;t. In response, staff added lightening and deepening notes as rewards for completion. (There are also more rare prizes like RPA orbs and most years have even had a handful of jackpot level prizes like unique lunar halos or spirit servants.) These notes allow automated lightening and deepening of your items on your schedule, so the Rings of Lumnis value proposition became not only getting experience (or, if preferred, one of the other benefits), but saving yourself or someone else a great deal of time that could have been spent waiting in merchant lines.&lt;br /&gt;
&lt;br /&gt;
 Almost the entire supply of lightening and deepening notes that are so ubiquitous in playershops today has come from players running Rings of Lumnis.&lt;br /&gt;
&lt;br /&gt;
One thing that did and probably still does hold Rings of Lumnis back, however, is that substantial brooch benefits are predicated on some combination of heavy play, heavy spending, or heavy merchanting. My earlier example used the ~1.6 million bonus exp mark, which is pretty staggering, but it also costs almost $900 and not everyone&#039;s willing to spend that. So, even though you could spend (at the low end) less than $9 to get 36,500 bonus exp a year and ten lightening or deepening notes and that&#039;s technically a great deal, it&#039;s also a small enough benefit that it might not &amp;quot;feel&amp;quot; enticing to players. I could probably argue that brooch benefits aren&#039;t felt as a big impact until at least the $74.07 threshold of 100 runs for 284,700 bonus exp per year, if not the $223.05 threshold of 651,525 exp.&lt;br /&gt;
&lt;br /&gt;
(As an aside, in case anyone is wondering, the Rings of Lumnis secondary market is historically nowhere near as robust as the Duskruin secondary market, in which players are frequently willing to sell entries for silvers. That does change a bit when event boxes are on the table, but as of this writing in 2024, the only time that happened was the 2023 Rings of Lumnis and it&#039;s not happening again this year.)&lt;br /&gt;
&lt;br /&gt;
My personal take is that the core reason Rings of Lumnis took a while to catch on is that, even though the value proposition is great, it requires analysis and &#039;&#039;math&#039;&#039; to grasp just &#039;&#039;how&#039;&#039; great it is. It&#039;s caught on through word of mouth, charts, and analogies (for example, the $74.07 threshold is comparable to more than six and a half violet orbs every year!) since not every player is willing to look that deeply into it. After all, while the mechanical benefits are a min-maxer&#039;s dream, GemStone IV is a roleplaying game and many do play primarily for that reason.&lt;br /&gt;
&lt;br /&gt;
...and that&#039;s a perfect segue to my next point:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Hidden Benefits of Time Saving and Account Boosting==&lt;br /&gt;
&lt;br /&gt;
Until now I&#039;ve been framing the brooch&#039;s instant exp absorption in the most basic terms: an additive benefit on top of your usual hunting, used by a single character. In reality, though, it doesn&#039;t need to be either of those things.&lt;br /&gt;
&lt;br /&gt;
When I first wrote this sentence, I had been idling on a node in game for three hours and I just didn&#039;t sweat it or feel the pressure that I &amp;quot;should&amp;quot; be out getting exp. It doesn&#039;t matter anymore. I hunt significantly less often than several years ago because I&#039;m doing other things--writing on the wiki, chatting on Discord, running Silverwood Manor events or Twilight Hall events, idling and talking with people--but I still gain exp matching the pace I&#039;ve planned around.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t even require a huge number of Spiritual runs to feel way more at luxury. Most people hover in the realm of earning 1800 to 2500 exp per hour when playing semi-seriously, so even a fairly modest $74.07 brooch that gives 5,460 exp per week gives a player about 2.184 to 3.03 hours of leeway.&lt;br /&gt;
&lt;br /&gt;
That said, a significant number of Spiritual runs--like, say, 1250 or more--can be a double-edged sword. Though it relieves the pressure of staying consistently active in the hunt-rest cycle, it can &#039;&#039;add&#039;&#039; the pressure of feeling the need to run through every Spiritual use each day. This can come in the form of, for example, one exhaustive power hunt with frequent absorbs, doing an instant absorb after each of the first X bounties turned in for the day, or participating in large scale group hunts like Reim or warcamps where exp flows like water.&lt;br /&gt;
&lt;br /&gt;
Another benefit of the brooch is that, as mentioned before, it&#039;s account-bound rather than character-bound, so you can give uses to another character on a premium slot for any reason you like. When Sanctify was on the verge of being released, I had begun working on another cleric who was in her mid-10s and shifted some of my Planar brooch rubs to her for a couple of weeks to bring her up to speed and start sanctifying items.&lt;br /&gt;
&lt;br /&gt;
Yes, I said Planar, not Spiritual. As nice as it is to have the freedom to shift gears and start heavily pushing a backup character with Spiritual if you want, the Planar benefit can also make a gigantic difference for a premium player who&#039;s really capitalizing on alt slots. Used carefully and split up across characters, you can more or less permanently increase the size of their exp pools. Let&#039;s break down Planar in the next section!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maximizing an Upgraded Multi-Ring Brooch==&lt;br /&gt;
&lt;br /&gt;
Since 2021, players have been able to pay a million silvers to upgrade their brooches, enabling them to add runs in every ring and therefore have every benefit. Each ring has its own number of uses per day, however. Someone can have, for example, a brooch with 300 Spiritual runs to give 595 absorbed exp three times per day, 100 Planar runs to give half an hour of +390 exp pool size twice per day, and 100 Order runs to give half an hour of +390 bounty points twice per day.&lt;br /&gt;
&lt;br /&gt;
Revisiting a simplified version of our chart...&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Exp Pool or Bounty Point Increase Per Rub&#039;&#039;&#039;||&#039;&#039;&#039;X/Day Uses&#039;&#039;&#039;||&#039;&#039;&#039;Minutes Per Day&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||100||1||30&lt;br /&gt;
|-&lt;br /&gt;
||30||200||1||30&lt;br /&gt;
|-&lt;br /&gt;
||55||300||1||30&lt;br /&gt;
|-&lt;br /&gt;
||100||390||2||60&lt;br /&gt;
|-&lt;br /&gt;
||300||595||3||90&lt;br /&gt;
|-&lt;br /&gt;
||750||761||4||120&lt;br /&gt;
|-&lt;br /&gt;
||1,250||869||5||150&lt;br /&gt;
|-&lt;br /&gt;
||1,850||944||6||180&lt;br /&gt;
|-&lt;br /&gt;
||2,500||1,009||7||210&lt;br /&gt;
|-&lt;br /&gt;
||3,250||1,084||8||240&lt;br /&gt;
|-&lt;br /&gt;
||5,000||1,259||9||270&lt;br /&gt;
|-&lt;br /&gt;
||7,500||1,509||10||300&lt;br /&gt;
|-&lt;br /&gt;
||12,000||1,959||11||330&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
...the scaling on Planar and Order is nominally identical to Spiritual, meaning that 1 absorbed exp = 1 additional exp in the pool = 1 additional bounty point. &#039;&#039;However,&#039;&#039; while Spiritual happens instantaneously and is then gone, Planar and Order each last half an hour per rub.&lt;br /&gt;
&lt;br /&gt;
In the case of Order, this means you can often get more than one use out of it. Rub the brooch just before turning in a bounty to get bonus bounty points, then complete another one within the half hour and get bonus bounty points on that too. Order is good at what it does, but I won&#039;t spend any more time on that since &#039;&#039;what it does&#039;&#039; is a niche benefit primarily helpful to players who need a steady supply of bounty points for enhancive charging or even fixskills (like, for example, if they fixskill every time Duskruin comes around or supply fixskills to wizards, clerics, and sorcerers working on improving their items).&lt;br /&gt;
&lt;br /&gt;
The benefits of the Planar ring, while not as immediately and obviously attractive as the Spiritual ring, can be substantial. On the surface level, a Spiritual benefit of (just to pick a number) 600 experience instantly absorbed per rub likely seems far better than the equivalent Planar benefit of increasing your exp pool by 600 for half an hour and gradually absorbing that over time.&lt;br /&gt;
&lt;br /&gt;
However, there are caveats and niche circumstances in which the Planar benefit can be &#039;&#039;better&#039;&#039; than the Spiritual benefit, depending on your playstyle and resources.&lt;br /&gt;
&lt;br /&gt;
First, for every 200 exp in your pool, you absorb one more experience per pulse than normal. So, using our example of a Planar brooch with 600 bonus, you&#039;d nominally have +3 experience per pulse for half an hour, which is 90 experience on top of the 600.&lt;br /&gt;
&lt;br /&gt;
Better yet, though, a Planar boost can technically extend past half an hour if you time it correctly. By turning in a bounty right before a Planar boost expires, your saturated mind state will be based on the increased exp pool. In my case, this means ~2000 experience to absorb instead of ~1500, so I retain bigger experience pulses not just for the ordinary half hour, but also during the time it takes to absorb the the additional exp above and beyond what I would have had ordinarily.&lt;br /&gt;
&lt;br /&gt;
So far, the above two points can only make a case for Planar ever exceeding Spiritual, even in the most niche scenario, if someone is playing heavily enough to be online for the full duration of exp pulses.&lt;br /&gt;
&lt;br /&gt;
However, due to how offline experience absorption works, arguably a far better use case than the above is using a Planar boost on the most &#039;&#039;infrequently&#039;&#039; played of characters. Here&#039;s an illustration:&lt;br /&gt;
&lt;br /&gt;
 Right before a player goes to bed, her level 15 character with a normal exp pool size of 900 takes on a bounty. When her normal exp pool fills up, she uses a Planar boost to increase it by 761, then fills her head again as she completes the bounty five minutes later. She turns it in, reaching a saturated point of ~2100 exp, then shuts off GS for the night.&lt;br /&gt;
 &lt;br /&gt;
 She only plays this character once per day before bed to finish out her Gift of Lumnis, so by the time she comes back, it&#039;s about 23 hours later. Using the offline exp absorption rate of 15 per 10 minutes, the character has absorbed 2070 experience.&lt;br /&gt;
 &lt;br /&gt;
 Crucially, if she &#039;&#039;hadn&#039;t&#039;&#039; used the Planar boost, then her saturated exp pool would have been around 1400, so she would have come back to exactly that much experience absorbed. In other words, the character gained a net benefit of 670 experience from this 761 experience Planar boost.&lt;br /&gt;
 &lt;br /&gt;
 However, she&#039;s not done. You see, the Planar boost lasts half an hour and we said that so far she only had it active for five minutes while finishing her bounty. Now she gets a new bounty and we&#039;ll say it takes ten minutes to complete and turn in, so she does that and shuts off for the night again, ending with ~2100 exp.&lt;br /&gt;
 &lt;br /&gt;
 This time she comes back to play 24 hours later and has absorbed all 2100 exp, which again is 700 more than she would have if she didn&#039;t have a Planar boost active. At this point she&#039;s now gotten a 1370 experience benefit from a rub of a 761 experience Planar ring.&lt;br /&gt;
 &lt;br /&gt;
 ...but the Planar boost still has 15 minutes left, so if she can finish another bounty in that time, she can get &#039;&#039;2070&#039;&#039; experience (by the time she logs on again tomorrow night) from this one Planar rub.&lt;br /&gt;
&lt;br /&gt;
In reality, it&#039;s even better than that because this example doesn&#039;t mention the larger exp pulses or the increased instant absorption from bounty turn-ins with a bigger exp pool. Still, as nice as those are, they&#039;re minutiae compared to the overarching point:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;On a character played only once a day, a Planar rub can be equivalent to multiple Spiritual rubs. If you can complete bounties quickly enough on such a character, it&#039;s essentially like permanently increasing your exp pool.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
But let&#039;s step back for a second. If the character&#039;s brooch is good for an exp pool of 761, then it has four uses per day, so why does it matter that she can get 2070 exp out of one rub over the course of three days? What happens to the other eleven rubs?&lt;br /&gt;
&lt;br /&gt;
Well, there are three broad possibilities. One is better than its Spiritual counterpart, one is worse, and the other depends (but will generally favor Spiritual).&lt;br /&gt;
&lt;br /&gt;
In the example as it was written--a player who consistently hunts exactly seven times per week--the extra rubs are pointless and she most likely would have been better off going with Spiritual. The daily exp absorbed per Planar rub via offline absorption is 670 whereas Spiritual would have been the full 761, so Spiritual can only win if her hunts are typically short enough or against underleveled enough creatures that using a Spiritual rub is either A) unlikely to get its full amount or B) would likely leave her at noticeably less than a full mind by the time she&#039;s finished, therefore reducing the amount of exp instantly absorbed when turning in her bounty.&lt;br /&gt;
&lt;br /&gt;
The second possibility involves stacking Planar rubs. If we changed our example from a player who hunts once per day to a player who hunts once per day except for Saturdays, when she plays anywhere from 4-8 hours, then she has her full exp pool permanently active due to gaining more hours of boost than she&#039;s using six days a week.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve done this myself. With my earlier example of a mid-10s cleric, at one point I had stacked over eight hours of Planar boost by adding an hour (two rubs) each day while only hunting her once. Since she was a premium alt who had stocked hundreds of instant mind clearers over years of daily logins, I then basically just power hunted to blast through her early levels and get to Sanctifying. (And, yes, I said I stacked &#039;&#039;over eight hours&#039;&#039;--because, unlike conventional spell effects, Rings of Lumnis brooch benefits aren&#039;t constrained to a four hour and ten minute maximum.)&lt;br /&gt;
&lt;br /&gt;
Barring a scenario like that with tons of mind clearers stocked ahead of time, though, a Spiritual brooch will still pay off more even for a player who only plays heavily once per week.&lt;br /&gt;
&lt;br /&gt;
So the third possibility, and the one where Planar really does shine, involves premium accounts. If we used an example of a player who hunts &#039;&#039;four characters&#039;&#039; once per day each, she could split the brooch uses among them and basically they would &#039;&#039;all&#039;&#039; end up with larger exp pools as a reward for her item management juggling.&lt;br /&gt;
&lt;br /&gt;
Having said all that, I&#039;ll reiterate that you can also just build up Planar &#039;&#039;and&#039;&#039; Spiritual on the same brooch!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Tangent on the Orb Alternative==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a comparison of yearly exp from Rings of Lumnis brooches to [[Roleplaying_award#Roleplaying_Experience_Award_Levels|indigo orbs or violet orbs]], which are respectively worth 21,875 or 42,875 exp. You can think of Rings of Lumnis entries like a one-time fee for a lifetime subscription to some number of yearly orbs!&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp&#039;&#039;&#039;||&#039;&#039;&#039;Equivalent in Indigo Orbs&#039;&#039;&#039;||&#039;&#039;&#039;Equivalent in Violet Orbs&#039;&#039;&#039;||&#039;&#039;&#039;Simucoin Cost&#039;&#039;&#039;||&#039;&#039;&#039;Premium Dollar Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||36,500||1.6686||0.8513||1,000||$8.69 (of a $9.99 package)&lt;br /&gt;
|-&lt;br /&gt;
||30||73,000||3.3371||1.7026||3,000||$23.99 (of a $34.99 package)&lt;br /&gt;
|-&lt;br /&gt;
||55||109,500||5.0057||2.5539||5,500||$42.30 (of $49.99)&lt;br /&gt;
|-&lt;br /&gt;
||100||284,700||13.0149||6.6402||10,000|||$74.07 (of $99.99)&lt;br /&gt;
|-&lt;br /&gt;
||300||651,525||29.784||15.1959||30,000||$223.05 (of two $99.99 and one $49.99)&lt;br /&gt;
|-&lt;br /&gt;
||750||1,111,060||50,7913||25.9139||75,000||$535.71 (of $999.99)&lt;br /&gt;
|-&lt;br /&gt;
||1,250||1,585,925||72.4994||36.9895||125,000||$892.85 (of $999.99)&lt;br /&gt;
|-&lt;br /&gt;
||1,850||2,067,360||94.5079||48.2183||185,000||$1,321.42 (of two $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||2,500||2,577,995||117.8512||60.128||250,000||$1,785.70 (of two $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||3,250||3,165,280||144.6985||73.8258||325,000||$2,321.41 (of three $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||5,000||4,135,815||189.0658||96.4622||500,000||$3,571.39 (of four $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||7,500||5,507,850||251.7874||128.46297||750,000||$5,357.09 (of six $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||12,000||7,865,385||359.5605||183.4492||1,200,000||$8,571.34 (of nine $999.99s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I want to put this in perspective. Let&#039;s say that Wyrom offers a violet orb at Duskruin for 5000 bloodscrip. 5000 bloodscrip can be earned from 16.67 Duskruin entries. We&#039;ll round up and call it 1700 Simucoins. Let&#039;s also say you&#039;re buying Simucoins in the $49.99 package on a premium account. At that point, 5000 bloodscrip, and therefore the violet orb, costs $13.07--and that&#039;s why I never buy them.&lt;br /&gt;
&lt;br /&gt;
At the 100 Rings of Lumnis entries mark, the exp equivalent of a yearly violet orb--not a one-off--costs $11.1548, which is cheaper &#039;&#039;and&#039;&#039; a recurring benefit. At the 300 Rings of Lumnis entries mark, the exp equivalent of a yearly violet orb costs $14.6783, which is slightly more than $13.07, but is again a recurring benefit.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s skip ahead to what&#039;s technically the least bang for your buck in Rings of Lumnis. At 12,000 entries, the exp equivalent of a yearly violet orb costs $46.7232. Obviously this is much more than $13.07, but if you play for at least 3.575 years, it swings around and becomes a better deal. The longer you keep playing afterward, the better it gets.&lt;br /&gt;
&lt;br /&gt;
These are the kinds of things I probably shouldn&#039;t even talk about since it might stop people from buying unattuned indigo orbs or violet orbs that I put in my playershop, but the mathematical truth is that if you&#039;re a GemStone player who&#039;s here for the long term &#039;&#039;and&#039;&#039; who has time to get through brooch rubs every day (or almost every day), then Rings of Lumnis entries are always a better deal than any price--in bloodscrip, raikhen, or silver--I&#039;ve ever seen orbs offered at. Orbs are only worthwhile if you have little time to play, if you go through long stretches of not playing, if you have a short-term goal that you want to hit very quickly, or other situations like that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Note: There&#039;s still more to come since this guide hasn&#039;t covered the Chaos benefit yet! Didn&#039;t want to hold off for that, though, since this is perfectly suitable as a first draft covering what are by far the three most used benefits.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Rings of Lumnis]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=254017</id>
		<title>Leafiara (prime)/Mechanical Musings/The Autumnwinds&#039; Magical Monk Guide</title>
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		<updated>2026-02-24T22:35:58Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: Covered Energy Wings, essence belts, hand pylons, and various purified materials.&lt;/p&gt;
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&lt;div&gt;{{player-guide&lt;br /&gt;
|title = The Autumnwinds&#039; Magical Monk Guide&lt;br /&gt;
|topic = Combat, Monks, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-06-19&lt;br /&gt;
|updated = 2026-02-24&lt;br /&gt;
}}&lt;br /&gt;
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By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind, in loving memory of &#039;&#039;&#039;[[Saraphenia (prime)/Memorial|Saraphenia]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
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Last updated February 24, 2026.&lt;br /&gt;
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Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
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==Introduction: How to Use This Guide==&lt;br /&gt;
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This guide is for all magical monks from 0 exp to 55,000,000! (What do I mean by a magical monk? One not using [[Kroderine Soul]]. Somebody else will have to write that guide!) I&#039;ll go over monks&#039; strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
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&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, or at least it can be.&lt;br /&gt;
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* If you want an exhaustive guide, read through it in order.&lt;br /&gt;
* If you want the opposite of an exhaustive guide, jump to the &amp;quot;tl;dr Recap: Cookie Cutter&amp;quot; section at the end.&lt;br /&gt;
* If you&#039;re not sure whether you want an exhaustive guide, read the &amp;quot;Why Play a Monk&amp;quot; section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you&#039;re intrigued afterward. The Cookie Cutter section provides an overview of &#039;&#039;what&#039;&#039; to do and gives a small window into what the rest of the guide covers, which is &#039;&#039;why&#039;&#039; to do it.&lt;br /&gt;
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I&#039;ve made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
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Speaking of experience, what&#039;s mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I&#039;m now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.&lt;br /&gt;
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Speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn&#039;t have had the passion or interest--at least on my own. When I say I&#039;ve written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I&#039;ll call it a job well done!&lt;br /&gt;
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No further ado. Let&#039;s get on with it!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Monk or Why Not Play a Monk?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a monk at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Unarmed Combat===&lt;br /&gt;
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Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:&lt;br /&gt;
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# &amp;quot;Tiering up,&amp;quot; AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.&lt;br /&gt;
# Improving your [[multiplier modifier]] primarily through things like forcing a creature&#039;s stance down or inflicting status conditions.&lt;br /&gt;
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Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC&#039;s equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! &lt;br /&gt;
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I&#039;ll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still &#039;&#039;miss&#039;&#039; via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you&#039;ve played other physical characters and can&#039;t stand seeing a creature avoid an attack before it even gets to the roll, try a monk!&lt;br /&gt;
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===Gear Indifference===&lt;br /&gt;
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Monks have extremely low dependence on good gear.&lt;br /&gt;
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While GSIV is technically balanced around vanilla +20 gear, most people would agree there&#039;s a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I&#039;d put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!&lt;br /&gt;
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Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you&#039;re unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game&#039;s most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I&#039;d say monks are &#039;&#039;the best&#039;&#039; at not depending on gear nor even exp! Much more on that in the Ascension section.&lt;br /&gt;
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===Simplicity===&lt;br /&gt;
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Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it&#039;s difficult to get wrong. If you stick to unarmed combat, I&#039;d go so far as &#039;&#039;extremely&#039;&#039; difficult to get wrong.&lt;br /&gt;
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(If you want to do unusual things that don&#039;t involve UC, then read on in Odds and Ends!)&lt;br /&gt;
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===Fun Factor===&lt;br /&gt;
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Once monks hit their stride by level 40--maybe even level 30--they&#039;re great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!&lt;br /&gt;
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Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game&#039;s coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!&lt;br /&gt;
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===Might and Magic===&lt;br /&gt;
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If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!&lt;br /&gt;
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===Downsides or Lack Thereof===&lt;br /&gt;
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Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks &#039;&#039;can&#039;&#039;, if they want, operate like warriors who have more DS (until very far post-cap) but don&#039;t wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don&#039;t have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there&#039;s a very real case that a monk can be a better choice than a warrior.&lt;br /&gt;
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[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo&#039;s Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks&#039; offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.&lt;br /&gt;
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The best I can muster for legitimate monk downsides are that they can&#039;t obliterate an entire swarm of creatures in six seconds or less (that&#039;s the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your monk? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
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If making a monk sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it&#039;s more a question of which ones are slightly better at any given thing. I don&#039;t think you can go wrong, which I don&#039;t say about other professions, so my honest suggestion is to pick whatever sounds interesting.&lt;br /&gt;
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If you&#039;re not sure what&#039;s interesting or are torn between options, my &#039;&#039;next&#039;&#039; suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk &#039;&#039;appear&#039;&#039; like other races, they can&#039;t perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!&lt;br /&gt;
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If verbs don&#039;t sound compelling either, then here&#039;s how I&#039;d rank monk races mechanically if I really had to:&lt;br /&gt;
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# &#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;: What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means faster mstrikes and assault techniques--the most key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they&#039;re slightly below average on encumbrance.&lt;br /&gt;
# &#039;&#039;&#039;[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]&#039;&#039;&#039;: All of these races tie for third place Agidex and second place in my overall rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...&lt;br /&gt;
#* Aelotoi have a [[Logic]] bonus, so they gain exp slightly faster (1 per pulse) and [[Vertigo (1219)|Vertigo]] and [[Mindwipe (1225)|Mindwipe]] are slightly more reliable.&lt;br /&gt;
#* Dark elves&#039; [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.&lt;br /&gt;
#* Half-elves have the best carrying capacity of my top five picks. The dwarves and halflings bullet points have more to say about encumbrance.&lt;br /&gt;
#* Sylvans&#039; Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.&lt;br /&gt;
# &#039;&#039;&#039;[[Dwarf|Dwarves]] and [[Halfling]]s&#039;&#039;&#039;: Unlike the above grouping of races that play roughly identically, dwarves and halflings have substantial differences alongside some similarities. The most eye-catching similarity is excellent defense against elemental warding spells, which monks would normally be weak against; dwarves have +30 TD and halflings have +40 TD. Dwarves and halflings do have -10 and -5 Aura bonuses respectively, which also defends against elemental spells, so the real numbers could be considered more like +20 and +35. (Enemy elemental warding spells &#039;&#039;are&#039;&#039; sort of rare, but you might be glad for the benefit when you do run into them.) Their heights require keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat&#039;s Leap]] to target heads as a finisher if you&#039;re trying to aim, though not all monks do. Dwarves and halflings have Logic bonuses for exp, Vertigo, and Mindwipe purposes. As for the differences...&lt;br /&gt;
#* Dwarves are the only race that&#039;s both short and slow, ranking second to last in Agidex. Still, if you&#039;re okay with slower attacks, then elemental TD remains a rare and valuable selling point. More importantly, dwarves can carry a surprising amount due to huge [[Strength]] and [[Constitution]] bonuses along with identical body weight to dark elves. I rank dwarven monks the best of the slower races. Dwarves also have a slew of amazing verbs!&lt;br /&gt;
#* Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults while being about as close as invulnerable to enemy maneuvers as it gets. This alone (never mind also having the elemental TD bonus) is important enough that older versions of this guide used to rank halflings as the second best monk race. However, 2026 changes to average box sizes and drop rates exacerbate halflings&#039; severe [[encumbrance]] issues. The question is your tolerance level for either A) frequently pulling back from hunts to [[locksmith pool|drop off boxes]] or B) buying encumbrance-reducing items like silvery blue potions and [[Blue_feather-shaped_charm|blue feather-shaped charms]]. If you don&#039;t mind, then halflings remain a very powerful option. If you do mind, you might want to look elsewhere.&lt;br /&gt;
# &#039;&#039;&#039;[[Half-krolvin]]&#039;&#039;&#039;: The fourth best race for Agidex, though there&#039;s as much of a speed gap between third best and fourth best as between best and third best. Like dwarves, half-krolvin have a slew of amazing verbs. In pre-2026 versions of this guide, I didn&#039;t see much purely mechanical reason to choose a half-krolvin over the previous seven races or gnomes, but things have changed. Their second best carrying capacity helps much more than before. On the flip side, their Logic penalty hurts less in a world with new options in silver or Simucoins for vastly accelerated exp. If you want carrying capacity without sacrificing anything, but also not specializing in anything else, half-krolvin monks are a perfectly good place to be.&lt;br /&gt;
# &#039;&#039;&#039;[[Forest Gnome]]s and [[Burghal Gnome]]s&#039;&#039;&#039;: These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are minor enough that I don&#039;t think anyone should sweat it. It just comes down to the same question of whether you can live with the encumbrance issues. If you can, have at it.&lt;br /&gt;
# &#039;&#039;&#039;[[Giantmen]]&#039;&#039;&#039;: Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance &#039;&#039;doesn&#039;t&#039;&#039; slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. However, giants are the worst at mstrikes via natural stats. Agidex-boosting enhancives can fix that, but maintaining charges on numerous enhancives can get even more expensive than the small race path of maintaining encumbrance potions, so I personally wouldn&#039;t take the trade. Still, there&#039;s a reason that some players choose giants near exclusively. If returning to town sounds aggravating or if you want to maximize the amount of time you spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.&lt;br /&gt;
# &#039;&#039;&#039;[[Erithian]]s and [[Human]]s&#039;&#039;&#039;: These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!&lt;br /&gt;
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Races from half-krolvin up are close enough that I wouldn&#039;t quibble about any of them being seriously better than the others. I understand people&#039;s case for giants too, even though they&#039;re not my style (I&#039;m okay with returning to town every two or three boxes!), and gnomes are similar enough to halflings. I find erithians and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can&#039;t go wrong, exactly, but Perfect Self also makes the rich richer.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you&#039;re used to playing a halfling or gnome warrior who wears full plate, don&#039;t expect your encumbrance life to be similar on a halfling or gnome monk in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let&#039;s talk about GS&#039; encumbrance paradox!&lt;br /&gt;
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[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes.&lt;br /&gt;
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Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly &#039;&#039;that&#039;&#039; much of the gap, so be warned!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar 2, 2026 Edition!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I didn&#039;t want to bog down the bullet points above by talking too much about encumbrance, which could have taken over the entire race section. In short, as of mid-January 2026, boxes drop a third as often as they used to, so encumbrance kicks in less often, but boxes also contain roughly three times as much as they used to, so once encumbrance does kick in, it kicks in much harder than it used to. You might jump from unencumbered to moderately encumbered in a single box.&lt;br /&gt;
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It might not be immediately apparent why I consider the loot changes to be impactful enough to move halflings down, half-krolvin up, and gnomes down, but not impactful enough to move giants or humans up. The answer is that the 2026 loot changes are a double-edged sword. While giants and (to a lesser extent) humans can handle the bigger boxes, that doesn&#039;t mean their containers can. For example, if you have a conventional &amp;quot;max deep&amp;quot; backpack (no epic deepening that can cost millions of silver) that holds 140 pounds and you find a 45 pound, 55 pound, and 65 pound box, you can&#039;t fit all of that inside even if your character can hold it no problem.&lt;br /&gt;
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Putting it another way, there&#039;s a point at which a character&#039;s max carrying capacity gets &amp;quot;wasted&amp;quot; because it exceeds the containers&#039; practical limits. I think giants are certainly over that. Humans aren&#039;t, necessarily, but carrying capacity can also be &amp;quot;wasted&amp;quot; in a different sense because the boxes themselves are less common. You have to be exactly on a threshold of weight at which you&#039;re saving encumbrance, which is a narrow margin in a world where encumbrance increases less incrementally before. In other words, the hit to the small races outweighs the gain to the large races as rankings go.&lt;br /&gt;
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===Placing Your Stats===&lt;br /&gt;
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At level 0, set Strength, Dexterity, and Agility high so you&#039;re at your best in combat and setting Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
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Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That&#039;s your cue to check in and decide your &amp;quot;real&amp;quot; stat placement!&lt;br /&gt;
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Here are my recommendations for each race. If you&#039;ve read Flimbo&#039;s older monk guide, a major difference between us is that he was on the side of tanking Influence while I&#039;m on the side of tanking Discipline or Intuition, which I&#039;ll explain.&lt;br /&gt;
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&#039;&#039;&#039;The Level 20 Stat Placement Tables!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Discipline Version &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;(Recommended!)&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||31||82||73||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||43||85||64||62||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||41||82||75||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||31||82||70||70||77||92&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||50||70||73||70||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||20||82||70||69||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||33||82||73||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||23||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||35||82||75||70||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||37||85||79||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||53||82||70||70||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||25||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||43||77||73||70||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Intuition Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||59||82||73||41||82||92&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||70||85||62||37||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||68||82||73||44||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||58||82||70||44||77||91&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||70||70||73||50||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||58||82||71||29||83||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||59||82||73||44||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||62||82||70||32||83||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||68||82||73||39||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||62||85||77||46||83||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||68||82||70||56||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||62||82||70||35||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||70||77||73||43||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline or Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, Influence, or occasionally Logic.&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wondering what relevant things each stat does, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). +1 TD against mental spells for every 1 bonus. Increased resistance to enemy warcries. Improves tattooing ability.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[Mana#Base_Mana|starting mana]] for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #1!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there&#039;s endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don&#039;t require good Agidex like hard-hitting melee weapons.&lt;br /&gt;
&lt;br /&gt;
Once mstrikes and weapon techniques are a regular part of your monk&#039;s arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren&#039;t the majority of commands in combat.&lt;br /&gt;
&lt;br /&gt;
Overall, in my example, there&#039;s a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #2!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s also endless debate across most professions on which stat to tank out of Discipline, Intuition, and Influence. The short answer is Discipline. The long answer requires more detail.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; monks&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition ultimately provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but it&#039;s once again more trivia than useful information. Warcry defense is at least potentially relevant, but many monks will rarely, if ever, interact with it. SSR bonus is a reasonable perk because Voln is the mechanically strongest society (a point that I &#039;&#039;do&#039;&#039; concur with the majority on) and SSR bonus improves the success rate of Symbol of Sleep, arguably Voln&#039;s strongest ability, along with a couple of its others. (More on Voln in the next section!) However, Influence also grants SSR bonus.&lt;br /&gt;
&lt;br /&gt;
The main reason that few players of any profession used to tank Discipline was experience. Instant Mind Clearers from login rewards can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the Wisdom of the Ages perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between that, the Ascension system introduced in 2020 (though that&#039;s more aimed at capped characters), and of course Perfect Self, it&#039;s far easier than ever to retain the all-important 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
One aspect of Discipline that has become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. If the trend keeps up, I can reevaluate Discipline in the future. However, for now, monks--at least magical monks using Dragonscale Skin (explained in the Feats section)--have better natural defenses against mental CS spells than any build of any other profession except for a warrior or rogue who has maxed or near-maxed spells, wears full plate, and uses a shield. Even that&#039;s debatable since it&#039;s assuming the warrior or rogue has infinite exp. Either way, the point is that magical monks have so much less to worry about from enemy mental spells than almost anyone else that tanking Discipline still leaves them ahead.&lt;br /&gt;
&lt;br /&gt;
Still, what if someone is set on maxing Discipline? Maybe they really do want the mental TD, or maybe they don&#039;t stay subscribed and don&#039;t do bounties. In that case, the question goes to whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. As already mentioned, Influence improves Symbol of Sleep and other Voln symbols. It also helps a little bit with Trading bonuses and making extra silver! (More on that in the Monk Merchants section toward the end.) As a monk, thank to Glamour, you can admittedly max Trading benefit in the end even if you do tank Influence, but that&#039;s a post-cap thing and this guide is aimed at everyone.&lt;br /&gt;
&lt;br /&gt;
The main argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it&#039;s much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter).&lt;br /&gt;
&lt;br /&gt;
To put it into perspective, my capped monk Tarine, who tanked Intuition (because Wisdom of the Ages didn&#039;t exist yet), has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive a difference!&lt;br /&gt;
&lt;br /&gt;
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn&#039;t maxed her stats yet, didn&#039;t have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn&#039;t sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn&#039;t appeal to me like improving the success of the absurdly powerful Symbol of Sleep.&lt;br /&gt;
&lt;br /&gt;
Even assuming that you &#039;&#039;do&#039;&#039; want improved defense, remember that having extra silver from higher Influence lets you pay for better gear and items, which are also their &#039;&#039;own&#039;&#039; paths to improved defense--and often simultaneously to improved offense as well. Ultimately, the Intuition benefit is more narrow than the Influence benefit. That said, the Discipline benefit is even more narrow still. That&#039;s my true choice for tank stat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Also, like I said in stats, Voln makes Influence very relevant, so it&#039;s worth considering right away. Which society is right for your monk?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)&lt;br /&gt;
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This society has a bit more mechanical appeal for monks.&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist&#039;s powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.&lt;br /&gt;
&lt;br /&gt;
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.&lt;br /&gt;
&lt;br /&gt;
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most or possibly all professions.&lt;br /&gt;
&lt;br /&gt;
Like all professions, monks get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat. There&#039;s also an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits. Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.&lt;br /&gt;
&lt;br /&gt;
Voln also features two UC-specific abilities in [[Kai&#039;s Strike]] and [[Kai&#039;s Smite]]. Kai&#039;s Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don&#039;t have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.&lt;br /&gt;
&lt;br /&gt;
Kai&#039;s Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn&#039;t. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren&#039;t those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.&lt;br /&gt;
&lt;br /&gt;
The idea of Kai&#039;s Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you&#039;re not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don&#039;t benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I&#039;d say it&#039;s a net loss for anyone with at least two flares.&lt;br /&gt;
&lt;br /&gt;
The inability to turn off Kai&#039;s Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai&#039;s Strike. Sanctify takes off 5% resistance per tier, so you&#039;d get 20% resistance while keeping your flares between blesses. While Kai&#039;s Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it&#039;s not a dealbreaker.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat Primer==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-unarmedcombat&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Still figuring out how unarmed combat works? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-unarmedcombat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s go over the unarmed combat system in more detail! If you&#039;re familiar with more conventional melee combat, put that knowledge aside--a great deal of it won&#039;t apply and might even interfere with understanding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beginner Basics===&lt;br /&gt;
&lt;br /&gt;
JAB, GRAPPLE, KICK, and PUNCH are your tools of the trade. What&#039;s the difference? Have a look at this table from the unarmed combat system page.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Attack Type&lt;br /&gt;
![[Armor|AG]]&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Scale&lt;br /&gt;
!Chain&lt;br /&gt;
!Plate&lt;br /&gt;
!Base [[Roundtime|RT]]&lt;br /&gt;
!Min [[Roundtime|RT]]&lt;br /&gt;
![[Critical table|Damage Type]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Jab]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.100&lt;br /&gt;
|.075&lt;br /&gt;
|.060&lt;br /&gt;
|.050&lt;br /&gt;
|.040&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[Jab critical table (UCS)|Jab]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Punch]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.275&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.170&lt;br /&gt;
|.140&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Punch critical table (UCS)|Punch]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[GRAPPLE (verb)|Grapple]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.160&lt;br /&gt;
|.120&lt;br /&gt;
|.100&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Grapple critical table (UCS)|Grapple]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Kick]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.400&lt;br /&gt;
|.350&lt;br /&gt;
|.300&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Kick critical table (UCS)|Kick]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Weak, but fast.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power, but less of the latter than punches.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Powerful, but slow (at least by UC standards).&lt;br /&gt;
&lt;br /&gt;
The use case for punches and kicks seems clear, but why jab when it&#039;s so weak and why grapple if punches are the same speed with more strength?&lt;br /&gt;
&lt;br /&gt;
One answer that applies to both jabs and grapples is the defining component of unarmed combat: &#039;&#039;&#039;positioning&#039;&#039;&#039;. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk&#039;s position, follow the combat prompts as they appear. Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
 You attempt to jab a mezic!&lt;br /&gt;
 As you strike, a deep golden light surrounds your hands!&lt;br /&gt;
 You have &#039;&#039;&#039;decent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137&lt;br /&gt;
  ... and hit for 4 points of damage!&lt;br /&gt;
  Fast slap only reddens the cheek.&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the cue to grapple:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
As you can see, the followup was significantly more powerful. That&#039;s partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here&#039;s one more example, this time going from good to excellent:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;jab&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You exploit the momentum of your previous strike to make a stronger attack against a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146&lt;br /&gt;
  ... and hit for 15 points of damage!&lt;br /&gt;
  Blow to kidney!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
 &lt;br /&gt;
 [2 seconds later...]&lt;br /&gt;
 &lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;excellent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158&lt;br /&gt;
  ... and hit for 48 points of damage!&lt;br /&gt;
  Powerful tug pulls right hip, and leg, free of the socket!&lt;br /&gt;
   A mezic falls to the ground grasping her mangled right leg!&lt;br /&gt;
 Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
This time the jab started at good positioning because of Rolling Krynch Stance (more on that in the Martial Stances section), but the followup grapple was still far more powerful. Tiering up is crucial!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting highlights can help! Since the text prompt is...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...you can either create four highlights for each individual message or create a highlight for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup&amp;lt;/font&amp;gt;, then four more highlights for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;jab attack!&amp;lt;/font&amp;gt; and the others.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, in unarmed combat&#039;s &#039;&#039;&#039;most basic form&#039;&#039;&#039; at the lowest levels, the use cases for each attack type are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning. &lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Only when needed to tier up.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Deliver a finishing blow during excellent positioning.&lt;br /&gt;
&lt;br /&gt;
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples. We&#039;ll get into that later, but first let&#039;s keep exploring the basics to lay the foundation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UAF, UDF, and MM===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to GemStone&#039;s AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a mezic!&lt;br /&gt;
 You have good positioning against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s look at an even more extreme example that doesn&#039;t go as well:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a spectral shade!&lt;br /&gt;
 You have good positioning against a spectral shade.&lt;br /&gt;
  UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102&lt;br /&gt;
  ... and hit for 1 point of damage!&lt;br /&gt;
  The spectral shade shakes off a weak arm grab.&lt;br /&gt;
&lt;br /&gt;
This is why I say you have to ignore what you know about AS-based combat.&lt;br /&gt;
&lt;br /&gt;
UAF isn&#039;t completely irrelevant, but the more important numbers are UDF and the &#039;&#039;&#039;multiplier modifier&#039;&#039;&#039; (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.&lt;br /&gt;
&lt;br /&gt;
What does that mean in practice? Higher lows and lower highs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rare that a monk outright &#039;&#039;couldn&#039;t possibly&#039;&#039; hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.&lt;br /&gt;
&lt;br /&gt;
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes&#039; stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is the number that drops so low in defensive that it can even become negative! This used to occasionally trip up Saraphenia&#039;s player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it&#039;s often easier to figure out that you&#039;re in the wrong stance because everything&#039;s failing to hit; that was how I&#039;d take notice and Leafi would tell Phenia to fix up her stance.&lt;br /&gt;
&lt;br /&gt;
Also unlike AS-based melee attacks, lying down not only doesn&#039;t reduce your UAF, but also doesn&#039;t even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you&#039;re not paying attention, you could be fighting from your back and not even know it! You&#039;d find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. Those can&#039;t be done from the ground.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release &#039;&#039;enemy creatures&#039;&#039; who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mstrikes===&lt;br /&gt;
&lt;br /&gt;
As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you&#039;ll eventually be able to use mstrikes or weapon techniques. (I&#039;ll refer to these as &amp;quot;techniques&amp;quot; from here on. Despite the name, the brawling &amp;quot;weapon techniques&amp;quot; don&#039;t require weapons--unless you&#039;re thinking of your monk&#039;s hands and feet as weapons!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are your means to fit more attacks into less time.&lt;br /&gt;
&lt;br /&gt;
Covering mstrikes first!&lt;br /&gt;
&lt;br /&gt;
Mstrikes with no target specified, AKA &#039;&#039;&#039;unfocused mstrikes&#039;&#039;&#039;, can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA &#039;&#039;&#039;focused mstrikes&#039;&#039;&#039;, can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.&lt;br /&gt;
&lt;br /&gt;
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you&#039;re at decent positioning against them and attacking them for the first time. Once you&#039;re into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.&lt;br /&gt;
&lt;br /&gt;
Mstrikes &#039;&#039;sort of&#039;&#039; have a cooldown after use, which is 15-20 seconds or so (depending on training). When on &amp;quot;cooldown,&amp;quot; you &#039;&#039;can&#039;&#039; still mstrike, but they&#039;ll consume a good chunk of stamina. (I can&#039;t give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.&lt;br /&gt;
&lt;br /&gt;
Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it&#039;ll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk&#039;s life, especially if you&#039;re a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn&#039;t increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fury and Clash===&lt;br /&gt;
&lt;br /&gt;
The unarmed combat assault technique is &#039;&#039;&#039;[[Fury]]&#039;&#039;&#039;, which you learn with 25 ranks of Brawling (level 11). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There&#039;s no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it&#039;s not a major selling point.&lt;br /&gt;
&lt;br /&gt;
The AoE unarmed combat technique is &#039;&#039;&#039;[[Clash]]&#039;&#039;&#039;, which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn&#039;t include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist &#039;&#039;before&#039;&#039; Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities &#039;&#039;and&#039;&#039; seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.&lt;br /&gt;
&lt;br /&gt;
Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can&#039;t be used while they&#039;re on cooldown. They do have separate cooldown timers, so you can alternate between them.&lt;br /&gt;
&lt;br /&gt;
However, you can&#039;t alternate mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you &#039;&#039;can&#039;&#039; use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it&#039;ll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn&#039;t intend for players to insert mstrikes into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)&lt;br /&gt;
&lt;br /&gt;
RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it&#039;ll execute them as 2 RT, 2 RT, and 1 RT.&lt;br /&gt;
&lt;br /&gt;
Compared to focused mstrikes, Fury&#039;s structure has upsides and downsides. One upside is that you&#039;ll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can &#039;&#039;also&#039;&#039; interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It&#039;s also less likely that your target will be dead as soon your command gets sent to the server since attacks don&#039;t happen all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Twin Hammerfists and Spin Kick===&lt;br /&gt;
&lt;br /&gt;
The other two UC techniques are &#039;&#039;&#039;[[Twin Hammerfists]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Spin Kick]]&#039;&#039;&#039;, respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won&#039;t lock you out of them.&lt;br /&gt;
&lt;br /&gt;
Twin Hammerfists is an [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! At only 2 RT and 7 stamina, it&#039;s a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.&lt;br /&gt;
&lt;br /&gt;
Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it&#039;s an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn&#039;t a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If highlighting tier up opportunities goes well for you, then &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;You could use this opportunity to Spin Kick!&amp;lt;/font&amp;gt; is another message to consider highlighting from level 35-36 on!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beyond Basics: Synchronizing Everything===&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.&lt;br /&gt;
&lt;br /&gt;
However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let&#039;s put everything together into a cohesive whole.&lt;br /&gt;
&lt;br /&gt;
Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot (&amp;quot;flare slot&amp;quot;), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of a Twin Hammerfists firing off three flares:&lt;br /&gt;
&lt;br /&gt;
 Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist&lt;br /&gt;
 [SMR result: 316 (Open d100: 89, Bonus: 107)]&lt;br /&gt;
 Perfectly executed strike to the crimson angargeist&#039;s back!  It staggers!&lt;br /&gt;
 The attack exposes a vulnerability in a roiling crimson angargeist&#039;s defenses!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps emit a searing bolt of lightning! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Hard shot to the crimson angargeist&#039;s back sends it drifting forward!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps spray forth a shower of pure water! **&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Incredible strike to the crimson angargeist&#039;s back smashes through the chest!&lt;br /&gt;
   Too bad it melts back together.&lt;br /&gt;
 Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.&lt;br /&gt;
 &lt;br /&gt;
 ** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **&lt;br /&gt;
 &lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Strong strike splits the belly open, revealing ghostly organs.&lt;br /&gt;
   Haggis anyone?&lt;br /&gt;
&lt;br /&gt;
The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it&#039;s a great illustration because of the particulars.&lt;br /&gt;
&lt;br /&gt;
First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk&#039;s entire life. That&#039;s the least interesting thing to say here, though.&lt;br /&gt;
&lt;br /&gt;
The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water.&lt;br /&gt;
&lt;br /&gt;
Angargeists are non-corporeal undead. Normally Kai&#039;s Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn&#039;t allow for one-shotting it; you have to take out its entire health pool.&lt;br /&gt;
&lt;br /&gt;
2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you&#039;re fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.&lt;br /&gt;
&lt;br /&gt;
Speaking of uncrittable creatures or creatures you&#039;re otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a more nuanced look at the unarmed combat core attack types than before:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can&#039;t hit a foe who&#039;s already downed, so it&#039;s not repeatable.)&lt;br /&gt;
* The fastest means of tiering up with single strikes.&lt;br /&gt;
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.&lt;br /&gt;
* Poor as the specified command of a Fury or mstrike since they have little or (usually) no speed advantage over the other commands in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.&lt;br /&gt;
* The best aimed attack at excellent positioning. I&#039;m not particularly a fan of aimed UC attacks for reasons we&#039;ll delve into later, but it is there.&lt;br /&gt;
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.&lt;br /&gt;
* Poor as the specified command of an unfocused mstrike or Clash since it&#039;s unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but can&#039;t help tier up.)&lt;br /&gt;
* Good against individual threatening creatures that need to be slowed down.&lt;br /&gt;
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.&lt;br /&gt;
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The best finishing blow at excellent positioning per hit.&lt;br /&gt;
* The highest damage output per hit.&lt;br /&gt;
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or exactly as fast as the other commands.)&lt;br /&gt;
* Poor at tiering up with single strikes. (Same as above.)&lt;br /&gt;
&lt;br /&gt;
In short, pick the right tool for the right job. They can all be the right tool at times!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Macros and Aliases===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Grapple&lt;br /&gt;
* Punch&lt;br /&gt;
* Kick&lt;br /&gt;
* Weapon Twinhammer&lt;br /&gt;
* Weapon Fury [Grapple/Punch/Kick (depending on your level, training, specialization, and preference)]&lt;br /&gt;
* Weapon Spinkick&lt;br /&gt;
* Mstrike Grapple&lt;br /&gt;
* Mstrike Punch&lt;br /&gt;
* Mstrike Kick&lt;br /&gt;
* Mstrike Grapple Target&lt;br /&gt;
* Mstrike Punch Target&lt;br /&gt;
* Mstrike Kick Target&lt;br /&gt;
&lt;br /&gt;
For macros, this just means tying each one you care about to a single key press. You can configure them in Options -&amp;gt; Macros if using [[Wrayth]].&lt;br /&gt;
&lt;br /&gt;
For Lich aliases, I&#039;ve set mine as jj for jab, gg for grapple, pp for punch, kk for kick, twin for Twin Hammerfists, utf for Fury Grapple (stands for &amp;quot;unarmed technique Fury&amp;quot;), uts for Spin Kick, mg for mstrike grapple, mp for mstrike punch, and mk for mstrike kick. I could create things like an mkt alias for mstrike kick target if I wanted, but in that case I just type out &amp;quot;mk target&amp;quot; or &amp;quot;mk [target noun].&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your monk&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
&lt;br /&gt;
These are skills you consistently train with little to no deviation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Brawling]]&#039;&#039;&#039;: Max every level.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more stamina early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more DS early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Combat Maneuvers as Core Skills?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I&#039;d say &#039;&#039;roughly&#039;&#039; 1x minimum is mandatory and you&#039;ll almost certainly want far more than that early on. However, philosophically, I don&#039;t consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That&#039;s why it&#039;s in the Breakpoint Skills section below!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Breakpoint Skills===&lt;br /&gt;
&lt;br /&gt;
Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]]&#039;&#039;&#039;: One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn&#039;t that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it&#039;s also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you&#039;re going self-spelled. Up to you!&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and &#039;&#039;possibly&#039;&#039; 90 or 100. The good technique breakpoints are 10, 24, 50, and &#039;&#039;possibly&#039;&#039; 100. If you&#039;re using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Mental]] up to 13 or 16 ranks&#039;&#039;&#039;: The major early benchmarks are [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I&#039;m not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body&#039;s stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.&lt;br /&gt;
* &#039;&#039;&#039;[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore&#039;&#039;&#039;: To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why anyone would train to account for the mstrike MOC thresholds &#039;&#039;and&#039;&#039; the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.&lt;br /&gt;
&lt;br /&gt;
My monk, Sariara, preferred Fury in most hunts while leveling, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don&#039;t even get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I&#039;ll discuss in the Offensive Specialization section.&lt;br /&gt;
&lt;br /&gt;
However, Clash is a very weak AoE technique compared to unfocused mstrikes. Mstrikes&#039; bonus jab allows double the number of attacks for the first engagement with the enemy, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she would use focused mstrikes for single targets, even though they&#039;re slightly weaker than Fury because of her Grapple Specialization, since that left the unfocused mstrike option open for battling hordes.&lt;br /&gt;
 &lt;br /&gt;
Your MOC training plan doesn&#039;t need to assume that mstrikes or techniques are either/or!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Niche Skills===&lt;br /&gt;
&lt;br /&gt;
Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]] and [[Mental Mana Control]]&#039;&#039;&#039;: Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game &#039;&#039;unless&#039;&#039; you&#039;re surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Monks get immense value out of at least the first 20 ranks. See the Trade Secrets section!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s more expensive than First Aid. Slightly reduces duration of stuns, but monks don&#039;t get stunned very often. Like First Aid, I recommend it during the first 19 levels. Afterward, train it only if you want to excel at skinning bounties &#039;&#039;and&#039;&#039; have already trained First Aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk mana sharing breakpoints!&lt;br /&gt;
&lt;br /&gt;
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.&lt;br /&gt;
&lt;br /&gt;
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.&lt;br /&gt;
&lt;br /&gt;
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.&lt;br /&gt;
&lt;br /&gt;
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.&lt;br /&gt;
&lt;br /&gt;
Just remember: 5, 7, 10, 24!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at 24 mana control, consider going to 25! This unlocks [[Multicast|multicasting]], the ability to cast a buff spell twice in one cast. For self-cast spells, that&#039;ll take you to full duration in 3 RT instead of 6, which is nice quality of life!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
&lt;br /&gt;
Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
&lt;br /&gt;
Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midgame and Later Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]] at half your level&#039;&#039;&#039;: After you&#039;re finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you&#039;re still not feeling hardy enough.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Spiritual]] up to 2 or 7 ranks&#039;&#039;&#039;: I&#039;d ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It&#039;s very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you&#039;re a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that&#039;s all the way at 20 ranks.) If you don&#039;t want to rely on the invoker or others, I&#039;d say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.&lt;br /&gt;
* &#039;&#039;&#039;Minor Mental up to 20 or 25 ranks&#039;&#039;&#039;: [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #4: The Spirit Barrier Irony!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! &#039;&#039;Lowering&#039;&#039; your UAF in exchange for increasing your DS via Spirit Barrier isn&#039;t nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren&#039;t like (weapon-using) rangers who would find trading &#039;&#039;AS&#039;&#039; for DS completely untenable. This spell can be worth a second look!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Post-Cap Skills===&lt;br /&gt;
&lt;br /&gt;
Eventually you can train everything if you play long enough, but here are some considerations for what to prioritize if or when you reach post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Edged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that&#039;s not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can&#039;t be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]]. If you want to do this, I highly recommend also maxing Two Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery is another possibility for diversifying. Unlike with katars, AS-based &#039;&#039;ranged&#039;&#039; attacks don&#039;t necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren&#039;t exactly &#039;&#039;poor&#039;&#039; at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Item Use]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Supplementing DS with [[small statue]]s is eventually a good idea for every profession and MIU bolsters their duration. (As a historical note, MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta&#039;Faendryl, the Ruined Temple, or the Sanctum of Scales. However, that&#039;s largely immaterial these days. [[Spell sever]] has supplanted spellburst in newer capped hunting grounds like the Hinterwilds, Moonsedge Castle, and the Hive--and, although these are technically Ascension grounds aimed at far post-cap characters, monks are able to do well in them long before other professions, including even at fresh cap, due to the unique qualities of unarmed combat.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual up to 20 or 40 ranks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It&#039;ll become apparent enough when that&#039;s the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I&#039;m fairly certain that my second monk Sariara never will. Voln already offers a fine substitute for fogging, Wall of Force isn&#039;t what it used to be when it had no cooldown, and having fewer spell ranks means more redux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental up to 48 or 50 ranks (or beyond)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they&#039;re more for hunting things like bandits and pirates or just messing around than for casting in &amp;quot;real&amp;quot; hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I&#039;ll elaborate further there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secret Sauce of Lores===&lt;br /&gt;
&lt;br /&gt;
This section contains tables to visualize lore thresholds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Telepathy Ranks&#039;&#039;&#039;||0||6||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039;&amp;lt;/font&amp;gt;||80||150&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mind Over Body Stamina Reduction&#039;&#039;&#039;||20%||25%||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;35%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Green&amp;lt;/font&amp;gt;&#039;&#039;&#039;: The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.&lt;br /&gt;
&lt;br /&gt;
Aside from Mind Over Body, a couple of Telepathy&#039;s more minor claims to fame for monks include:&lt;br /&gt;
&lt;br /&gt;
* 25 ranks allow [[Soothing Word (1201)|Soothing Word]] to remove sheer fear and grant 30 seconds of immunity to it&lt;br /&gt;
* 15, 45, and 90 ranks improve the spawn rate of [[Provoke (1235)|Provoke]]&lt;br /&gt;
&lt;br /&gt;
You can work around sheer fear in other ways by being in Voln or getting your robes sanctified, but the Soothing Word option exists.&lt;br /&gt;
&lt;br /&gt;
Provoke is an interesting niche, but not a major selling point in my eyes. Training 35 Minor Mental ranks asks a ton pre-cap and Provoke becomes less effective the more people are hunting in an area. Most capped hunting grounds are either very crowded, so Provoke does little, or they&#039;re not crowded because they&#039;re extremely dangerous, which makes Provoke a bad idea.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 2&#039;&#039;&#039;||&#039;&#039;&#039;Level 5&#039;&#039;&#039;||&#039;&#039;&#039;Level 15&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Full leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforced leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Double leather||Leather breastplate||Cuirbouilli leather||Studded leather&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||||Double leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Leather breastplate&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Cuirbouilli leather||Studded leather||Brigandine&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||||||Cuirbouilli leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Studded leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Brigandine&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||||||||Brigandine||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Double chain&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||||||||Double chain||Augmented chain&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||||||||Chain hauberk&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;105 Transformation&amp;lt;/font&amp;gt;|||||||||||||Metal breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;140 Transformation&amp;lt;/font&amp;gt;|||||||||||||Augmented breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;180 Transformation&amp;lt;/font&amp;gt;|||||||||||||Half plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You&#039;ll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it &#039;&#039;is&#039;&#039; amazing and I recommend it highly for a magical monk--I&#039;d consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won&#039;t be the majority of my readers.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Pink&#039;&#039;&#039;&amp;lt;/font&amp;gt;: My recommendations for which levels to meet which Iron Skin thresholds if you&#039;re undecided. You have more leeway at level 50 on to push lores higher, so I&#039;ve highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.&lt;br /&gt;
&lt;br /&gt;
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell&#039;s effect has improved over the previous breakpoint.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||&#039;&#039;&#039;Dragonclaw UAF Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Brace Disarm Rate&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0||10||25%&lt;br /&gt;
|-&lt;br /&gt;
||1||11||&lt;br /&gt;
|-&lt;br /&gt;
||3||12||27%&lt;br /&gt;
|-&lt;br /&gt;
||6||13||&lt;br /&gt;
|-&lt;br /&gt;
||7||||29%&lt;br /&gt;
|-&lt;br /&gt;
||10||14||&lt;br /&gt;
|-&lt;br /&gt;
||12||||31%&lt;br /&gt;
|-&lt;br /&gt;
||15||15||&lt;br /&gt;
|-&lt;br /&gt;
||18||||33%&lt;br /&gt;
|-&lt;br /&gt;
||21||16||&lt;br /&gt;
|-&lt;br /&gt;
||25||||35%&lt;br /&gt;
|-&lt;br /&gt;
||28||17||&lt;br /&gt;
|-&lt;br /&gt;
||33||||37%&lt;br /&gt;
|-&lt;br /&gt;
||36||18||&lt;br /&gt;
|-&lt;br /&gt;
||42||||39%&lt;br /&gt;
|-&lt;br /&gt;
||45||19||&lt;br /&gt;
|-&lt;br /&gt;
||52||||41%&lt;br /&gt;
|-&lt;br /&gt;
||55||20||&lt;br /&gt;
|-&lt;br /&gt;
||63||||43%&lt;br /&gt;
|-&lt;br /&gt;
||66||21||&lt;br /&gt;
|-&lt;br /&gt;
||75||||45%&lt;br /&gt;
|-&lt;br /&gt;
||78||22||&lt;br /&gt;
|-&lt;br /&gt;
||88||||47%&lt;br /&gt;
|-&lt;br /&gt;
||91||23||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn&#039;t make a huge difference. Brace, on the other hand, can be impactful &#039;&#039;if&#039;&#039; you&#039;re getting hit by physical attacks. I wouldn&#039;t go out of my way to push Transformation for Brace alone, but if you&#039;re already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we&#039;ll look at in the Meditation Resistance section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Training Snapshots===&lt;br /&gt;
&lt;br /&gt;
For illustration and discussion purposes, here&#039;s what my most recent monk Sariara has looked like at &#039;&#039;&#039;various level thresholds&#039;&#039;&#039;--or, in the case of level 30, what she &#039;&#039;should&#039;&#039; have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Level 20&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 40&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 60&#039;&#039;&#039;||&#039;&#039;&#039;Level 70&#039;&#039;&#039;||&#039;&#039;&#039;Level 80&#039;&#039;&#039;||&#039;&#039;&#039;Level 90&#039;&#039;&#039;||&#039;&#039;&#039;Level 100 (fresh)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||0||0||0||0||0||0||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||24||48||74||100||114||134||134||144||144&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||44||65||85||105||125||149||165||187||207&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||24||35||55||55||55||55||55||60||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||44||64||84||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||44||64||125||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||10||10||10||10||20||20||38||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||5||5||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||15||15||15||15||15||15||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||20||30||40||50||60||72||82||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||10||10||10||20||20||40||40||60||60&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||10||10||10||10||10||10||40||0||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||20||30||20||25||30||35||40||42||42&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||40||43||42||48||60||72||83||95||167&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039;||0||0||0||0||3||3||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Mental&#039;&#039;&#039;||12||13||14||16||20||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;(spare TPs)&#039;&#039;&#039;||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s break down some of the more unusual things you might notice!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I could have done the one rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039; much sooner, but didn&#039;t particularly feel the need for the quick DS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.&lt;br /&gt;
&lt;br /&gt;
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she&#039;d maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM &#039;&#039;is&#039;&#039; her second post-cap goal, finally; it&#039;s currently at 190 as she approaches 8.6m experience.)&lt;br /&gt;
&lt;br /&gt;
Max &#039;&#039;&#039;Brawling&#039;&#039;&#039;, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Fitness and Dodging&#039;&#039;&#039; are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks&#039; training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
I took a little bit of early &#039;&#039;&#039;Harness Power&#039;&#039;&#039;, then slacked off for a while, then finally only began pushing it in the late game as an efficient way to wear more spells in &#039;&#039;spellburst&#039;&#039; hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90). This table only shows up to fresh cap, but later in the guide, in the Ascension section, I&#039;ll show a &amp;quot;final build&amp;quot; where she drops Harness Power to 40; as she moved out of spellburst areas and into spell sever areas, the extra mana became frivolous.&lt;br /&gt;
&lt;br /&gt;
I started &#039;&#039;&#039;First Aid&#039;&#039;&#039; relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She eventually picked it back up post-cap, but the table only shows up to fresh 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swimming and Climbing&#039;&#039;&#039; are skills that you might not need at fresh cap if you intend to stick to a specific hunting ground for a long time. I dropped Swimming since the Sanctum doesn&#039;t have any water and the only swimming in the Hinterwilds can be bypassed with Water Walking or Symbol of Return (among other options), but hunters of the Atoll, Ruined Temple, or Sailor&#039;s Grief would want it. Conversely, I kept Climbing because the Sanctum has a pretty tough check, but various other hunting grounds don&#039;t. For where Saria&#039;s currently at long after the initial publication of this guide, she could actually skip both Swimming and Climbing, but I keep them just in case.&lt;br /&gt;
&lt;br /&gt;
Saria heavily pushed &#039;&#039;&#039;Trading&#039;&#039;&#039; early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated.) Similar story for &#039;&#039;&#039;Minor Mental&#039;&#039;&#039;, which came out of the gate fast, then inched to 20 at level 60 and stayed there.&lt;br /&gt;
&lt;br /&gt;
Level 30 and 100 spare TPs are there because I was hoarding for the next &#039;&#039;&#039;Multi Opponent Combat&#039;&#039;&#039; thresholds while level 70 spare TPs are there because I was hoarding for the 20 &#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn&#039;t care about any of the in-between spells, so might as well preserve higher redux until then.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re interested in a training snapshot far post-cap, see further below in the Ascension section!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Exclusive Choices==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meditation Resistance===&lt;br /&gt;
&lt;br /&gt;
One neat monk perk I haven&#039;t mentioned yet is that their [[Verb:MEDITATE#Damage_Resistance|MEDITATE verb]] allows them to gain resistance to one selected damage type! It offers 10% resistance to start, then improves at these thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||0||1||3||6||10||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;15&amp;lt;/font&amp;gt;&#039;&#039;&#039;||21||28||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;36&amp;lt;/font&amp;gt;&#039;&#039;&#039;||45||55||66||78||91&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||10%||12%||14%||16%||18%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;20%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||22%||24%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;26%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||28%||30%||32%||34%||36%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And if you decide to go ham post-cap with Ascension and enhancives:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||38%||40%||42%||44%||46%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted 15 and 36 Transformation because 20% and 26% (translation: &amp;quot;25% or more&amp;quot;) are extremely notable benchmarks. I &#039;&#039;could&#039;&#039; fully elaborate, but people who aren&#039;t Whirlin and me would probably get bored to tears by the rows and charts I&#039;d need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV&#039;s crit system, and how it relates to order of operations with redux and crit padding.&lt;br /&gt;
&lt;br /&gt;
Suffice it to say this:&lt;br /&gt;
&lt;br /&gt;
Because of rounding and the nature of GSIV crits, it wouldn&#039;t be merely &#039;&#039;underestimating&#039;&#039; 20% and 25% resistance to say that they&#039;re twice as effective or two and a half times as effective as 10% resistance, but &#039;&#039;completely off base&#039;&#039; by orders of magnitude. The upgrade is huge.&lt;br /&gt;
&lt;br /&gt;
That said, which damage type should you resist? You can change your type any time, but these jump out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold&#039;&#039;&#039;: Useful for Icemule-based hunting at various levels.&lt;br /&gt;
* &#039;&#039;&#039;Crush&#039;&#039;&#039;: A very common damage type, like all physical damage types. Particularly helpful for gigantic creatures that fall on you as they die.&lt;br /&gt;
* &#039;&#039;&#039;Electrical&#039;&#039;&#039;: The most lethal damage type, albeit somewhat rare. If you&#039;re hunting creatures that use it, though, protect yourself!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;: Useful for Teras Isle, among other specific areas.&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Great against various rock-themed creatures or shield-using creatures, among some others.&lt;br /&gt;
* &#039;&#039;&#039;Puncture&#039;&#039;&#039;: Another common physical damage type. Very deadly if it hits the eyes even on a fairly tame enemy attack, so 20% or 25% resistance will help immensely.&lt;br /&gt;
* &#039;&#039;&#039;Slash&#039;&#039;&#039;: The last of the common physical damage types. Probably the least impressive in a vacuum, but it &#039;&#039;is&#039;&#039; very common.&lt;br /&gt;
&lt;br /&gt;
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!&lt;br /&gt;
&lt;br /&gt;
The only damage types I&#039;d generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn&#039;t stop that aspect. Still, if you&#039;re in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything&#039;s worth considering in the right context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Grapple Specialization]], [[Kick Specialization]], and [[Punch Specialization]], which each improve their respective attacks, but which is right for you? I&#039;ll write about each one as if it&#039;s maxed, but during the earliest levels, these ramp up by gaining 20% of their max effectiveness per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. &amp;quot;Before&amp;quot; is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists.&lt;br /&gt;
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone.&lt;br /&gt;
* If you love Fury or hate setups, this could be the specialization for you!&lt;br /&gt;
* In a vacuum, grapples aren&#039;t ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.&lt;br /&gt;
* Grapple Specialization has little to offer if you exclusively use mstrikes. &amp;quot;Exclusively&amp;quot; is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Turns your [[Spin Kick]] into two Spin Kicks!&lt;br /&gt;
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It&#039;s great fun and can save you in situations where the other two specializations couldn&#039;t.&lt;br /&gt;
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it&#039;s flat out the best mstrike option.&lt;br /&gt;
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven&#039;t become as fast as they&#039;ll eventually be and Spin Kick might not even be an option yet (pre-level 35-36).&lt;br /&gt;
* While Spin Kick performs exceptionally well against like-level foes, it&#039;s not nearly as good against overleveled ones for two reasons: it&#039;s less likely to succeed and you&#039;re much more incentivized to disable those foes immediately. If they don&#039;t attack, you don&#039;t evade, so you don&#039;t Spin Kick.&lt;br /&gt;
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Punch Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.&lt;br /&gt;
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn&#039;t a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.&lt;br /&gt;
* Despite the above, the buff to Clash being minor doesn&#039;t matter if the monk isn&#039;t using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can&#039;t bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specialization Sidebar: Mstrikes with Specified Attack Types!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In case it isn&#039;t clear or in case going into math would be helpful...&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mstrike kick&#039;&#039;&#039; becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike punch&#039;&#039;&#039; can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they&#039;re slower because your Agidex isn&#039;t up to par, punches can still win overall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike grapple&#039;&#039;&#039; is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.&lt;br /&gt;
&lt;br /&gt;
In short...&lt;br /&gt;
&lt;br /&gt;
Use mstrike kick if you&#039;re a high Agidex race who&#039;s at or close to the peak of your Agidex growth.&lt;br /&gt;
&lt;br /&gt;
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you&#039;re a moderate Agidex race or a high Agidex race not yet near your peak, you&#039;re against foes in armor lighter than chain, and you trained Grapple Specialization, but you&#039;re in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)&lt;br /&gt;
&lt;br /&gt;
Use mstrike punch if neither of the above applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I&#039;ve been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).&lt;br /&gt;
&lt;br /&gt;
As for Punch Specialization, I wouldn&#039;t honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn&#039;t necessarily wrong either.&lt;br /&gt;
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===Defensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one&#039;s a lot easier than the last!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Block Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they&#039;re expensive to train, monks can&#039;t learn shield skills, and shields significantly decrease their MM.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Parry Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to parry melee or ranged attacks--assuming you have [[Brace (1214)|Brace]] active. After parrying, it gives a 25% chance of gaining the [[Counter]] effect, which means your next attack has 1 less RT and costs 25% less stamina (if applicable). This might sound neat until it&#039;s compared to...&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say &amp;quot;Brawling&amp;quot; because I&#039;m not even limiting this to unarmed combat. Even if you&#039;re using brawling &#039;&#039;weapons&#039;&#039; like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)&lt;br /&gt;
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===Martial Stances===&lt;br /&gt;
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Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let&#039;s review them.&lt;br /&gt;
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&#039;&#039;&#039;[[Duck and Weave]]&#039;&#039;&#039;:&lt;br /&gt;
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The most flavorful martial stance.&lt;br /&gt;
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Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.&lt;br /&gt;
&lt;br /&gt;
This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker&#039;s AS and weapon type have to be good enough compared to the defending creature&#039;s DS and armor type to do meaningful damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Delightful, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Flurry of Blows]]&#039;&#039;&#039;:&lt;br /&gt;
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The screen scrolliest martial stance.&lt;br /&gt;
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Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.&lt;br /&gt;
&lt;br /&gt;
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren&#039;t good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn&#039;t say it comes close to being worthwhile.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Again, great fun, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Inner Harmony]]&#039;&#039;&#039;:&lt;br /&gt;
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The most wasted potential of martial stances.&lt;br /&gt;
&lt;br /&gt;
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you&#039;d most want to remove are exactly the ones you can&#039;t because you can&#039;t use Inner Harmony while bound or RT-locked. [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]] this definitely isn&#039;t!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I appreciate the idea behind this stance, but it has little to no appeal in practice.&lt;br /&gt;
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&#039;&#039;&#039;[[Rolling Krynch Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Almost surely the best martial stance for UC monks.&lt;br /&gt;
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This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won&#039;t kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least &#039;&#039;might&#039;&#039; kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap.&lt;br /&gt;
&lt;br /&gt;
When I wrote that monks rarely one-shot creatures, that&#039;s true in a vacuum, but Rolling Krynch can at least open that door for them.&lt;br /&gt;
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Bottom line: the less time you spend in decent positioning, the better off you are, and that&#039;s what Rolling Krynch offers.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.&lt;br /&gt;
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&#039;&#039;&#039;[[Slippery Mind]]&#039;&#039;&#039;:&lt;br /&gt;
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The most defensive martial stance.&lt;br /&gt;
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When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you&#039;re in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don&#039;t avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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This stance is simple, but really good, offering two lines of defense against a monk&#039;s biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I&#039;d say it&#039;s the very best for a weapon-wielding monk in robes!&lt;br /&gt;
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&#039;&#039;&#039;[[Stance of the Mongoose]]&#039;&#039;&#039;:&lt;br /&gt;
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The most &amp;quot;almost got there&amp;quot; martial stance.&lt;br /&gt;
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This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you&#039;re running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you&#039;re doing that, thank you for making it this far into the guide for reasons I don&#039;t understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a more typical unarmed combat monk, the good news is that Stance of the Mongoose&#039;s retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it&#039;s always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it&#039;ll pick the tier up type.&lt;br /&gt;
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That last bit might sound good--and, truthfully, it &#039;&#039;is&#039;&#039; good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it&#039;s not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That&#039;s not necessarily saying much; I&#039;d put it distantly behind Rolling Krynch Stance and Slippery Mind. If you&#039;re running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I&#039;m not knocking wildly niche monks. Many of my characters who &#039;&#039;aren&#039;t&#039;&#039; monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I&#039;m torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and &#039;&#039;can&#039;&#039; have immense defensive gain!)&lt;br /&gt;
&lt;br /&gt;
This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you&#039;re doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the &#039;&#039;creatures&#039;&#039; do--things you&#039;re actively trying to prevent them from doing, no less!--and, for that matter, only &#039;&#039;some&#039;&#039; of them do it and only &#039;&#039;some&#039;&#039; of the time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Striking Asp Stance]]&#039;&#039;&#039;:&lt;br /&gt;
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The best... uh... PvP martial stance?&lt;br /&gt;
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[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.&lt;br /&gt;
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Whoever this stance might be good for--if anyone, because I&#039;m not convinced it&#039;s worthwhile in any context other than PvP duels--it&#039;s not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp&#039;s own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs&#039; worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp&#039;s reduced stamina cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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No.&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Acrobat&#039;s Leap]]&#039;&#039;&#039;:&lt;br /&gt;
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Useful for short races to make up the height gap.&lt;br /&gt;
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&#039;&#039;&#039;[[Bearhug]]&#039;&#039;&#039;:&lt;br /&gt;
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Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that &#039;&#039;are&#039;&#039; so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don&#039;t necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. It&#039;s also a bit worse for small races, but, since it&#039;s an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first.&lt;br /&gt;
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Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you&#039;re already using them!&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a need of controlling the enemy hordes so you can systematically pick them off.&lt;br /&gt;
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&#039;&#039;&#039;[[Burst of Swiftness]]&#039;&#039;&#039;:&lt;br /&gt;
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You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
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If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don&#039;t recommend using it until you have at least four ranks since the cooldown is very long before then.&lt;br /&gt;
&lt;br /&gt;
If your monk is a fast race, there&#039;s still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar &#039;&#039;mstrikes&#039;&#039;&#039; don&#039;t get faster than 5 seconds regardless of Agidex.) &lt;br /&gt;
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&#039;&#039;&#039;[[Cheapshots]]&#039;&#039;&#039;:&lt;br /&gt;
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I love this suite of disabling skills on rogues and bards, but I don&#039;t think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can&#039;t, Cheapshots won&#039;t either since they&#039;re all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I&#039;d rather get Bearhug or Coup de Grace.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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I like two or three ranks to slightly shore up TD weaknesses if you can spare the points, but it&#039;s not mandatory by any means.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Mobility]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points &#039;&#039;are&#039;&#039; a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Coup de Grace]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF buff isn&#039;t what matters (at least for solo UC-oriented monks; it&#039;s amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can&#039;t be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup&#039;s insta-kill, so it&#039;s another helpful option in your toolbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Even though UAF attacks &#039;&#039;can&#039;&#039; power through turtled creatures, turning that &amp;quot;can&amp;quot; into &amp;quot;most likely&amp;quot; is ideal. Feint is the premier combat maneuver for lowering enemies&#039; stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hamstring]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I mention this for the katar builds. Hamstring can only be used with an edged weapon, but it&#039;s a devastatingly powerful setup-and-damage maneuver all in one. Two Weapon Combat characters will find it even more exceptional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ki Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver&#039;s wiki page recommends it if you aren&#039;t using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.&lt;br /&gt;
&lt;br /&gt;
That said, the stamina cost to use it too often &#039;&#039;is&#039;&#039; real, even with Mind Over Body, so you&#039;ll need heavy Physical Fitness training. It&#039;s more of a midgame or late game skill to me.&lt;br /&gt;
&lt;br /&gt;
Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don&#039;t cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
I&#039;d consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge&#039;s cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you&#039;re willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Character Progression==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats, meditating, or upgrading your monk&#039;s gear later? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
Monks gain new abilities called Feats at various levels, which are as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 0 Monk Feat - [[Kroderine Soul]]====&lt;br /&gt;
&lt;br /&gt;
Kroderine Soul is an opt-in feat that I won&#039;t cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.&lt;br /&gt;
&lt;br /&gt;
In exchange, before level 30, you can&#039;t learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I&#039;ll explain in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 0 Monk Feat - [[Martial Mastery]]====&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two &#039;&#039;additional&#039;&#039; weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I&#039;ll explain that too in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
While Martial Mastery is technically learned automatically from level 0, most monks won&#039;t make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I&#039;ll speak more about that in the Odds and Ends section discussing builds off the beaten path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 20 Monk Feat - [[Mystic Tattoo]]====&lt;br /&gt;
&lt;br /&gt;
Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from &#039;&#039;[[Stock_tattoo|nearly 1000 different options]]&#039;&#039; from a stock tattoo list! These are called mundane tattoos.&lt;br /&gt;
&lt;br /&gt;
From level 20 on, monks can upgrade a character&#039;s existing tattoo--including one for which the monk wasn&#039;t the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!&lt;br /&gt;
&lt;br /&gt;
For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer&#039;s choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)&lt;br /&gt;
&lt;br /&gt;
As profession services go--so I&#039;m comparing Mystic Tattoos to Battle Standards, [[Bloodsmith (1135)|Bloodstone Jewelry]], [[Covert Arts]], enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this &#039;&#039;can&#039;&#039; be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.&lt;br /&gt;
&lt;br /&gt;
Mystic Tattoos are in the midrange of profession service value overall; don&#039;t create a monk expecting to start rolling in silver like a cleric, sorcerer, or wizard eventually can (...at least not via tattooing, but more on the silver-making secrets of monks later!), but they&#039;ll likely make more from tattooing than non-capped bards, paladins, or rangers, or any level rogues or warriors do from their services. At the time of this writing, empaths make more than monks with their service, but they also have the newest service, so that might be a temporary situation. Either way, GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Advanced Tattooing Tips!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mystic Tattoos were designed with the intent that a typically trained monk should be able to do a tier 1 at level 20, a tier 2 at level 40, a tier 3 at level 60, a tier 4 at level 80, and a tier 5 at level 100. In practice, I find that many monks are anywhere from 5-15 levels ahead of that schedule--&#039;&#039;and&#039;&#039; that&#039;s even assuming that you want a 100% success rate unboosted! Here are some options to jump ahead of the curve:&lt;br /&gt;
&lt;br /&gt;
* Use BOOST ENHANCIVE STATS (from [[Login_Rewards|daily login rewards]]) for +10 tattooing skill. (However, since this temporarily increases your max health and max spirit and your tattooing ability gets reduced when those two stats aren&#039;t full, you&#039;ll need to wait until health and spirit recover after using the boost. Voln members can do this most easily since Symbol of Renewal is one of the game&#039;s very few tools to instantly recover spirit.)&lt;br /&gt;
* Use BOOST GIFT EONAK (also from daily login rewards) to take the best of two rolls when determining your success. To put that in perspective, a 50% success rate would become 75% with Gift of Eonak active, a 60% success rate would become 84%, a 70% success rate would become 91%, an 80% success rate would become 96%, and a 90% success rate would become 99%.&lt;br /&gt;
* Suffusion allows converting your Motes of Tranquility to extra skill bonus on a single tattoo upgrade at a rate of 2000 motes to 1 skill bonus. Since it&#039;s a one-off boost and yet requires trading potentially weeks of resource gain, I don&#039;t recommend using suffusion for tattooing characters other than your own monk. Even with your own monk, I&#039;d usually just advise patience--but if patience isn&#039;t your thing, then trading off a week of resources for five levels or so of skill might appeal to you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 25 Monk Feat - [[Mystic Strike]]====&lt;br /&gt;
&lt;br /&gt;
A weird one, to say the least. FEAT MYSTICSTRIKE allows a monk to use a small amount of stamina to infuse their next physical UC or melee attack with an effect that debuffs a foe&#039;s defense against warding spells after it lands. While monks do have a few warding spells like Thought Lash, Vertigo, and Mindwipe, those spells are normally better off as setups--if they&#039;re even used at all--than something to set up &#039;&#039;toward&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
====Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]====&lt;br /&gt;
&lt;br /&gt;
At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; is a straightforward buff that improves monks&#039; Iron Skin spell.&lt;br /&gt;
&lt;br /&gt;
Reviewing the basics of Iron Skin first, it improves a monk&#039;s robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA &#039;&#039;without&#039;&#039; Dragonscale Skin.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Dragonscale Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||Double chain||Augmented chain (23 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||Chain hauberk (24 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||105 Transformation|||||||Metal breastplate (33 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||140 Transformation|||||||Augmented breastplate (34 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||180 Transformation|||||||Half plate (35 benefit)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For illustration&#039;s sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she&#039;ll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.&lt;br /&gt;
&lt;br /&gt;
To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.&lt;br /&gt;
&lt;br /&gt;
The alternative to Dragonscale Skin, &#039;&#039;&#039;Mental Acuity&#039;&#039;&#039;, is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk&#039;s first 20 learned Minor Mental spells don&#039;t count. However, instead of a monk&#039;s first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won&#039;t necessarily be exactly twice.)&lt;br /&gt;
&lt;br /&gt;
The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it&#039;s not a route I&#039;m interested in.&lt;br /&gt;
&lt;br /&gt;
In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There &#039;&#039;are&#039;&#039; still reasons to do it. Saving 20 spell ranks&#039; worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks&#039; worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.&lt;br /&gt;
&lt;br /&gt;
Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I&#039;ll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can&#039;t cast Iron Skin &#039;&#039;unless&#039;&#039; they have Mental Acuity.&lt;br /&gt;
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&lt;br /&gt;
====Level 40 Monk Feat - [[Martial Arts Mastery]]====&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).&lt;br /&gt;
&lt;br /&gt;
If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.&lt;br /&gt;
&lt;br /&gt;
Level 40 draws a line in the sand, though, to establish that unarmed combat &#039;&#039;is&#039;&#039; the monk&#039;s wheelhouse because Martial Arts Mastery &#039;&#039;is&#039;&#039; the monk&#039;s premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you&#039;ll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like &#039;&#039;double-maxing&#039;&#039; it.&lt;br /&gt;
&lt;br /&gt;
Unleash the power and never look back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 50 Monk Feat - [[Perfect Self]]====&lt;br /&gt;
&lt;br /&gt;
Perfect Self raises all your stats by +10 (or +5 bonus). That&#039;s it! Your monk hits level 50 and great power drops on their head.&lt;br /&gt;
&lt;br /&gt;
Like I&#039;ve said, there&#039;s pretty much no bad monk stat split from level 50 on because of this feat. It&#039;s also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you&#039;re using mstrikes and weapon techniques at all, you&#039;ll notice the improvement!&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Gear Upgrades: Armor===&lt;br /&gt;
&lt;br /&gt;
Even though fancy gear is more a luxury than a necessity for monks, you might as well upgrade your monk&#039;s gear eventually if you enjoy them! But how and in what way?&lt;br /&gt;
&lt;br /&gt;
For armor, I think the answer is to keep it really simple. Most of the expensive armor you can pick up doesn&#039;t do all that much for monks. (...at least not magical non-Kroderine Soul monks, the subject of this guide. I assume expensive armor does way more for KS monks who are tanking more hits.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Rusalkan: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts UAF and CS for 10 seconds if it does knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, but the expenses  are enormous. Some contact-based combat maneuvers like Bull Rush can also trigger rusalkan flares.&lt;br /&gt;
* Zelnorn: Uses half of what would be the DS from its enchant as AS (or in monks&#039; case UAF) instead, but doesn&#039;t allow flares or a TD boost to go in the ability slot (AKA category B). Players hit creatures more than creatures hit players, so zelnorn can be fantastic for AS-based professions--but most monks aren&#039;t AS-based. Improving UAF is fairly irrelevant, not justifying the base cost of 50k bloodscrip in the case of monks. Either flares or increased TD would more greatly benefit monks, making use of the ability slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you&#039;re a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.&lt;br /&gt;
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn&#039;t screaming for more DS and a flare chance for crit padding.&lt;br /&gt;
* [[Forest Armor]]? Monks don&#039;t need a tiny boost to UAF and CS.&lt;br /&gt;
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.&lt;br /&gt;
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk&#039;s seeking.&lt;br /&gt;
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip. Pass.&lt;br /&gt;
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!&lt;br /&gt;
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.&lt;br /&gt;
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You&#039;d have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So my actual answer to the armor question is:&lt;br /&gt;
&lt;br /&gt;
* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I&#039;ll come back and update the guide at that point!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gear Upgrades: Weapons===&lt;br /&gt;
&lt;br /&gt;
I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I&#039;ll go over the few that I think are worth looking into depending on your budget--plus flourishes, flares, and one material!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No script or flourish, just basic elemental flares (especially lightning)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is where I think you should begin if you&#039;re uncertain or just dipping your toe in the water.&lt;br /&gt;
&lt;br /&gt;
You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares &#039;&#039;on top&#039;&#039; of it, but that means even heavier investment.&lt;br /&gt;
&lt;br /&gt;
Nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; (price range: 30k to 210k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.&lt;br /&gt;
&lt;br /&gt;
You might sometimes hear dispel flares cited as even better than lightning flares in a weapon&#039;s ability slot, but these days it depends on your exact budget range. If you&#039;re using Flare Affinity for 400k bloodscrip or purified zorchar for (at most) 70k bloodscrip, lightning flares come roaring back. Below that mark, dispel makes more of a case for itself because of a few factors:&lt;br /&gt;
&lt;br /&gt;
# High volume of attacks goes very well with pre-resolution flares&lt;br /&gt;
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount&lt;br /&gt;
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature&lt;br /&gt;
&lt;br /&gt;
There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don&#039;t affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong. All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. At most price ranges, alternatives like purified zorchar or Greater Elemental Flares (GEF) are either more bang for your buck or just outright more bang period. I think I&#039;d only recommend dispel flares if you were going for at least three dispels while also stacking greater somnis, which is the current strongest UC material, but also much more expensive than the purified elemental materials or eonake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
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Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn&#039;t the best since it&#039;s mainly good for knockdowns and monks are very adept at that on their own. My higher exp monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that&#039;s an extra expense.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (As a caveat, though, I highly recommend against the Savage Power unlock, which isn&#039;t particularly good for any build of any profession, and the Wild Backlash unlock, which is excellent for some professions but not all that useful for monks. Animalistic Fury upgrades can be worth it &#039;&#039;if&#039;&#039; you first change the damage type.)&lt;br /&gt;
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Overall, this script has been monks&#039; top pick for years for very good reason on the strength of Revenge Flares, messaging, and being one of the only games in town. However, it&#039;s been five years since Animalistic Spirit and the creator of Animalistic Spirit, GM Avaluka, has debuted a new script called Phytomorphic Weapons that I think is even better for monks! More on that further below.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
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For unarmed combat, Energy Weapons are only available in the form of &#039;&#039;held&#039;&#039; weapons like a [[cestus]], not handwear and footwear. That&#039;s immediately anathema to some people. I&#039;d agree with them when talking about a -10 or -15 MM weapon, but I&#039;m actually not down on the -5 MM held UC weapons like others.&lt;br /&gt;
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Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.&lt;br /&gt;
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That &#039;&#039;is&#039;&#039; an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don&#039;t use it. Easy enough.&lt;br /&gt;
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The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren&#039;t very useful to monks, so I called mine a one and done.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Obscure Trivia Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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When you&#039;re wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon&#039;s flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?&lt;br /&gt;
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Well, let&#039;s say my Animalistic Spirit gloves still had their default grapple flares, which I don&#039;t value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.&lt;br /&gt;
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This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren&#039;t as favorable or you&#039;re spending currency to upgrade gloves &#039;&#039;and&#039;&#039; a cestus. Still, I stand behind it as at least an &#039;&#039;option&#039;&#039; if your stopping point is a flare and a script flare.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Greater elemental flare|Greater Elemental Flares]] script&#039;&#039;&#039; (price: 40k bloodscrip):&lt;br /&gt;
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These are a gold standard of midrange weapon scripts, at least if you&#039;d consider 40k bloodscrip per item &amp;quot;midrange.&amp;quot; Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.&lt;br /&gt;
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GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I&#039;ve used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the &amp;quot;You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!&amp;quot; messaging.&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than other options such as Animalistic Spirit or Phytomorphic Weapons. Some people pick Knockout for for their handwear or footwear and a different script for the others.&lt;br /&gt;
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As for Skullcrusher, see everything I just said about Knockout, because Skullcrusher costs the same and is mechanically identical except that it goes into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; Animalistic Spirit or Phytomorphic if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic Weapon Shield|Phytomorphic Weapon]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit of a script in the vein of Animalistic Spirit and from the same creator! This one is plant-themed instead of animal-themed and you can customize it yourself via foraging plants. Arboreal Agony is the big selling point of unlockable features here, which makes creatures Disoriented so they&#039;ll have difficulty casting spells--which are one of a monk&#039;s weak points. The default damage type is disintegrate, which is also broadly useful and can have killing power.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (Like with Animalistic Spirit&#039;s Wild Backlash, I&#039;ll give the caveat that Phytomorphic&#039;s Deciduous Decay is far more useful for AS-based professions than UAF-based professions like most monks. Phytomorphic Putrescence upgrades, on the other hand, don&#039;t need you to change the damage type first to get full value, which makes them either better or cheaper than Animalistic Spirit&#039;s Animalistic Fury counterpart depending on how you look at it.)&lt;br /&gt;
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RP-wise, I think there&#039;s a very real chance that people will continue to favor Animalistic Spirit going forward. Mechanically, though, I&#039;d say that Arboreal Agony not allowing enemy casters to cast is even better than Animalistic Spirit&#039;s Revenge Flares firing off when dodging physical attacks--and not needing to change the base damage type is also a big win.&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Telepathy or Transformation&#039;&#039;&#039; (price: 400k bloodcsrip):&lt;br /&gt;
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At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training &#039;&#039;and&#039;&#039; great enhancives, but hey, I did say this guide was for 0 exp to 55,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that&#039;s mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.&lt;br /&gt;
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You probably aren&#039;t even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can&#039;t stack on a single creature, so it&#039;s more valuable to have a stronger initial hit since you&#039;d be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that&#039;s a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, &#039;&#039;focused&#039;&#039; mstrikes still favor Transformation due to DoTs not stacking.&lt;br /&gt;
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&#039;&#039;&#039;Purified [[drakar]], [[gornar]], [[rhimar]], or [[zorchar]] material&#039;&#039;&#039; (price range: 65k-70k bloodscrip):&lt;br /&gt;
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Basically the GEF of materials! These have material-based flares of, respectively, fire, impact (earth), ice, or lightning that are slightly stronger on average than the normal ability slot flares of their unpurified counterparts (and they still have those too), then a 25% chance to fire off a second noticeably stronger flare if the first flare had landed. In short, just like GEF, it&#039;s an extra two flare chances.&lt;br /&gt;
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To my knowledge, handwear and footwear of drakar, gornar, rhimar, and zorchar has never been offered off the shelf, so to get the purified materials, you need to get the unpurified version first by either paying 15k bloodscrip for a lesser transmutation (only available if your handwear and footwear already has the applicable flare type) or 20k bloodscrip for an intermediate transmutation, then an additional 50k bloodscrip to purify.&lt;br /&gt;
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Like always, more flares are an excellent thing when firing from UC&#039;s flurry of free jabs or otherwise quick attacks. An incredible power upgrade if it&#039;s within your budget!&lt;br /&gt;
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&#039;&#039;&#039;Purified [[eonake]] material&#039;&#039;&#039; (price range: 65k-70k bloodscrip):&lt;br /&gt;
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Purified eonake has a material flare against undead only, dealing fire damage slightly stronger than normal fire flares while also reducing the enemy&#039;s AS by 25 and slowing it down (adding more RT to its combat actions). Reasonable crowd control option if you hunt undead a ton, since your free mstrike jabs will be tossing slow effects all over the place. The purified elemental materials above will generally be stronger than purified eonake for monks, but there are scenarios where that&#039;s not always the case. For example, if you&#039;re set on dispel flares or just happen to have them from buying someone else&#039;s abandoned project weapon, then purified eonake would preserve the dispel flares while a purified elemental metal would require erasing them.&lt;br /&gt;
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Purified eonake is certainly a cheaper option than somnis or starsong (described below), but shouldn&#039;t typically be a default consideration for monks. Everything always depends on the specifics, though, so just double check what you&#039;re doing.&lt;br /&gt;
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&#039;&#039;&#039;[[Somnis]] material&#039;&#039;&#039; (price range: 100k or 250k bloodscrip bought as-is, or 300k bloodscrip transmuted into when available):&lt;br /&gt;
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Lesser somnis is a 100k bloodscrip material that flares to put a creature to sleep after it hits while greater somnis is a 250k bloodscrip material that flares to put a creature to sleep &#039;&#039;before&#039;&#039; it hits. Alternatively, instead of starting with somnis items as the base, you could wait for greater somnis transmutation to re-enter the Duskruin rotation every so often for 300k bloodscrip.&lt;br /&gt;
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This powerful effect significantly increases MM for the next hit (or current hit) in most cases! In terms of bang for your buck, somnis is far behind flares, scripts, the Skullcrusher flourish (less so that than the previous two), and purified materials, so there are typically two demographics who should be considering somnis. Both of them should basically treat as no object, but the demographics are either 1) those who can buy greater somnis as the starting point because it could be years before the ability to convert existing weapons to it returns to Duskruin, or 2) those who can wait for years for transmutation to be available and have picked up everything else or almost everything else already, making greater somnis a great final touch to add after exhausting other avenues.&lt;br /&gt;
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&#039;&#039;&#039;[[Vethinye|Starsong, AKA vethinye]] material&#039;&#039;&#039; (price range: 100k, 250k, or 400k raikhen bought as-is, or 450k bloodscrip transmuted into when available):&lt;br /&gt;
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A 100k raikhen base cost material that flares disruption. Starsong can be upgraded up to twice for 150k raikhen per upgrade, which can make it flare disruption up to one extra time per upgrade. Fully upgraded, it flares disruption 1 to 3 times; if there&#039;s only one creature against the room, all three flares would hit the same creature, but if there&#039;s more than one, then additional flares would hit other creatures. Alternatively, instead of starting with starsong items as the base, you could wait for maxed starsong transmutation to re-enter the Duskruin rotation every so often for 450k bloodscrip.&lt;br /&gt;
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Overall, starsong is a bit of an outdated material as newer options are simultaneously stronger and cheaper. Neat for extra screen scroll if that&#039;s your thing and the AoE is somewhat unique, but being AoE isn&#039;t even guaranteed and the price is extremely high for what it is.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. For example, buying Phytomorphic gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Phytomorphic to it later. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf, so it should be done later. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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Buying a base material like somnis or starsong and fully unlocking it costs 50k bloodscrip less than transmuting later, but if you want a script--which you should since a script is stronger than the material--then you break even because it&#039;ll cost 50k bloodscrip later to add a script to it. However, transmutation prices assume you want the highest tier of the material at all; if you don&#039;t, then starting with the base material is by far superior.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Gear Upgrades: Items===&lt;br /&gt;
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Some types of gear aren&#039;t conventional weapons or armor, so let&#039;s review a few of those that monks might think about!&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Wings|Energy Wings]]]&#039;&#039;&#039; (price range: 10k to 40k bloodscrip):&lt;br /&gt;
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When these got released, they made players (including me) freak out thinking they got priced too inexpensively on accident or something. I think it actually just might be a case of power creep, though--and since I&#039;m listing items in this section in alphabetical order, you&#039;ll see why when I talk about other items that were released years earlier!&lt;br /&gt;
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These wings come in light or dark flavor. Both share a lot in common, namely having some single-target SMR attacks, AoE SMR attacks, evasion buffs (good for Spin Kick), and Evasiveness buffs (outright avoiding the next incoming attack), but the primary differences are that the light wings can ignore height restrictions for 30 seconds every 90 seconds (so 33% of the time) while the dark wings have additional poison or disease effects on their attacks. If you regularly hunt in groups, the light wings also have a big group buff of DS, TD, and crit padding for 30 seconds every 30 minutes while the dark wings have a smaller scale but longer duration and shorter cooldown group buff of damage padding, health regen, and max health for 60 seconds every 15 minutes.&lt;br /&gt;
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The general player consensus seems to be that the light wings are much better, which I can agree with if and only if you&#039;re regularly aiming for the heads of large creatures you couldn&#039;t otherwise hit. Energy Wings are a mere fraction of the price of what it used to cost to be able to hit heads, which was a huge part of the sticker shock. Monks are already really talented at knocking creatures down, but the light wings could save you some setup time if your playstyle is more about targeted single strikes than a flurry of attacks via mstrikes or Fury. &lt;br /&gt;
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If you&#039;re &#039;&#039;not&#039;&#039; regularly aiming at large creatures, then I&#039;d say it&#039;s closer than people believe. I&#039;d side with the light wings on T1 and T2 attacks, but with the dark wings for the T3 attack. It&#039;s pretty close on all fronts, though, so picking a wing type based on roleplay makes perfect sense! And having new AoE attacks at all is an excellent thing for monks, who are somewhat lacking in that department from their own toolkit.&lt;br /&gt;
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I also don&#039;t want to undersell the evasion buffs. If you&#039;re a Kick Specialization monk, that&#039;s an especially killer benefit for you, but even if not, +15% evasion (or even +10% on T2 or +5% on T1) is a serious upgrade against incoming physical attacks! I don&#039;t know which is the icing and which is the cake, but the evasion benefit and new AoE attacks combine to make either version of Energy Wings a tremendous pickup for monks. Just don&#039;t neglect more fundamental things like scripts on your handwear and footwear, but once you&#039;re done establishing a fine gear baseline, look into these wings!&lt;br /&gt;
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&#039;&#039;&#039;[[Essence_Belt|Essence belts]]&#039;&#039;&#039; (price range: 25k to 100k bloodscrip):&lt;br /&gt;
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Magical belts that you charge up with essences (found from either looting elemental creatures or buying from the tables of alchemy shops that get stocked up by other people looting and selling them) for various effects depending on exactly which essence. I&#039;m not covering most of those effects because they&#039;re more or less immaterial to monks due to short duration, long cooldown, or both. What&#039;s not immaterial is that essence belts also add reactive flares that can go off whenever creatures hit you (with no cooldown), stacking additional protection against battles going south. It&#039;s a good benefit if you absolutely can&#039;t stand dying and have a lot of bloodscrip to spare! For everyone else, improving your armor with padding or flares (if not going the +TD armor route in flares&#039; case) is certainly a cheaper option to start with.&lt;br /&gt;
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&#039;&#039;&#039;[[Hand-held_Pylon|Hand pylons]]&#039;&#039;&#039; (price range: 10k to 40k bloodscrip):&lt;br /&gt;
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Basically an arm--mounted Mega Man energy cannon! Like essence belts, you charge this up with essences and it blasts away with magical power on a 2-minute cooldown. If you upgrade to at least tier 3 (30k bloodscrip), this will one-shot just about anything in the game... but that&#039;s &#039;&#039;if&#039;&#039; you have at least 1x Magic Item Use or have disabled something. The trouble is that if you&#039;re already disabled a creature, then you can generally just kill it with your own attacks, so hand pylons are much better with someone who already has MIU and doesn&#039;t need to set up first. If you don&#039;t have MIU--and, on a monk, you probably don&#039;t--then this might not be the item for you. That said, when Duskruin&#039;s open in the live game, it&#039;s frequently also open on the test server and allows buying things for free to test with. So give hand pylons a try when you can and see if you like them!&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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If there&#039;s only one service I&#039;d recommend for a monk, it&#039;s Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)&lt;br /&gt;
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As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you&#039;re only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won&#039;t, but even a lighter hit might stun a creature--and stunning increases UC&#039;s most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Battle Standards have a few other perks, but these are the main ones making them so good for monks.&lt;br /&gt;
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Battle Standards have charges and periodically need recharging, which will cost you. I don&#039;t believe we have hard confirmation on how the charges drain, but &#039;&#039;if&#039;&#039; (if!) it&#039;s identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith (1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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The temporary healing is difficult to advise on because its value heavily depends on how much risk you take in hunting. That benefit is about knowing yourself well enough to know if you&#039;ll like it or not. Same goes for more max health; I see the value for small races roughly doubling their health, but otherwise don&#039;t consider it particularly valuable. However, opinions vary widely. As for max stamina, monks already have Mind Over Body--but, even if they didn&#039;t, you can shore up stamina far more cheaply with conventional regen enhancives than with Bloodstone Jewelry.&lt;br /&gt;
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As for everything else, the value for a monk--at least a magical monk--is like a mishmash of weaker Battle Standards and weaker Ensorcell. Bloodstone Jewelry and Ensorcell both offer stamina regeneration, which is a great in a vacuum, but Ensorcell&#039;s version of stamina regeneration is a flare chance (which is effective with frequent UC attacks) instead of a per minute effect and never requires paying again for recharging. There is something to be said for having both Bloodstone Jewelry and Ensorcell since Ensorcell usually won&#039;t restore stamina unless your health is full and Bloodstone Jewelry helps keep your health full--but, then again, just having herbs or using society abilities could also keep your health full.&lt;br /&gt;
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Extra health damage, on the other hand, is a reasonable selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it does affect every attack instead of 20% of attacks--and 1-5 damage might not sound like a lot, but when it&#039;s every attack, it does matter. On average, you&#039;ll get the Major Bleed effect after every 16.67 attacks, which is decently powerful in its own right. All that said, Bloodstone Jewelry doesn&#039;t add extra damage until its fifth and final tier, so you&#039;d probably be paying a premium to get it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Either go all the way with this service or pass on it unless someone&#039;s offering a steal. I wouldn&#039;t call this a particularly monk-oriented service unless you&#039;re a Kroderine Soul build or a small race.&lt;br /&gt;
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(Since this is alphabetically the first service I&#039;m recommending against, I&#039;ll clarify that that doesn&#039;t mean it&#039;s a bad service; even Enchant isn&#039;t particularly great for monks, as we&#039;ll see later, and that&#039;s a classic service. I&#039;m simply saying that, when you&#039;re reading a monk guide because you&#039;re making a monk, don&#039;t view this service through the lens of playing your warrior, your semi, or your Sunfist pure, who would all make better use of more of the Bloodstone Jewelry perks.)&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like most other non-gear-based profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they&#039;re already amazing at. (By contrast, casters see good benefit from things like FOF defense and the myriad bonuses to maneuver defense unless already far post-cap.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat by preventing kicks.&lt;br /&gt;
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Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. The biggest is that, unlike with Battle Standards, jabs don&#039;t flare with Poisoncraft. Poisons don&#039;t affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren&#039;t lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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It&#039;s worth learning at least Poisoncraft even though the other Covert Arts don&#039;t do much for monks. Recharging Poisoncraft isn&#039;t much cheaper--if any cheaper--than learning more Arts and learning them &#039;&#039;also&#039;&#039; recharges, so once you&#039;re in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves UAF (or AS if you&#039;re using a weapon) while enchanting armor improves DS.&lt;br /&gt;
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UAF offers minimal help for all the reasons described in the Unarmed Combat Primer. DS is more compelling, especially once you&#039;re hunting areas with the [[spell sever]] mechanic. Monks have the game&#039;s cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they &#039;&#039;are&#039;&#039; regularly in offensive stance. I don&#039;t go hard on improving monk DS, but it can&#039;t hurt either.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but improving it doesn&#039;t matter much otherwise.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling armor improves CvA and enemy spells are a weak point, so I&#039;d say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling adds much more gear difficulty than sanctifying. (For much more on the intricacies of gear difficulty and order of operations for upgrading gear, see [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|my service guide]]! For our purposes here, though, basically just know that tiers 2-5 of Ensorcell should usually be done after finishing the enchanting and sanctifying you want. The order of enchanting and sanctifying doesn&#039;t matter much, though.)&lt;br /&gt;
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For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.&lt;br /&gt;
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I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy. You already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul, but only after finished with enchanting and sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible for almost everybody. They improve virtually every offensive and defensive aspect of combat, which is like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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...but monks aren&#039;t most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.&lt;br /&gt;
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Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you&#039;re probably firing off a lot of those. On the bright side, since Lucky Items&#039; charges drain depending on the amount of time spent in combat, that aspect does pair well with monks&#039; high volume of attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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If this were any other profession, I&#039;d be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they&#039;re tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you&#039;re a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I&#039;d recommend your silvers go elsewhere first--but only &amp;quot;first.&amp;quot; Luck is powerful and you should get it eventually, just not as a high priority. I&#039;d take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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Despite Mystic Tattooing being a monk&#039;s own ability, it&#039;s not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won&#039;t consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include:&lt;br /&gt;
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* Strength to decrease encumbrance, especially for small races&lt;br /&gt;
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to slightly improve defense against spiritual magic&lt;br /&gt;
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Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can&#039;t go further than &amp;quot;arguably&amp;quot; since the others will have more impact when they &#039;&#039;do&#039;&#039; have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would.&lt;br /&gt;
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Mystic Tattoos are slated for a future upgrade. The current proposal includes adding a skill bonus up to +10, flares to double the stat and skill bonuses for a short duration, an activated ability with a cooldown to double the stat and skill bonuses for a short duration, and ignoring enhancive limits.&lt;br /&gt;
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Until the future update, I&#039;d only tattoo yourself in your spare time when you can&#039;t find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins&#039; Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there&#039;s &#039;&#039;some&#039;&#039; merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you&#039;d have to know you&#039;ll be running into that damage type consistently for a while.&lt;br /&gt;
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On an obscure note, nature resistance is unique to ranger trinkets. Monks can&#039;t meditate against it and even the Ascension system can&#039;t train to defend against it. However, an extremely small number of creatures use nature damage.&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.&lt;br /&gt;
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The first five tiers of Sanctify have dubious value for UC gear (unless you&#039;re buying the first tier specifically because of the Kai&#039;s Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you&#039;re willing to pay for the first five tiers&#039; minimal value just to get to holy fire.&lt;br /&gt;
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Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it&#039;ll only trigger for certain combat maneuvers or when the undead hit you.&lt;br /&gt;
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Get the first five tiers on your robes unless you&#039;re absolutely certain you&#039;ll never have interest in hunting high-level undead. Holy fire isn&#039;t a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don&#039;t bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify).&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
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Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It&#039;s still marginally useful for good positioning (very specifically good positioning). Crit padding is more broadly useful. Either way, neither is useful enough to justify paying warriors unless they&#039;re charging less than the automated WPS smithy that comes around every couple of months. (They probably aren&#039;t!) Use that instead to bring your robes up to speed.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn&#039;t terribly desirable for most players, monks or otherwise.&lt;br /&gt;
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An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I&#039;d say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Battle Standard up to P3 as soon as possible&lt;br /&gt;
* Enchant armor up to +30 relatively quickly&lt;br /&gt;
* Ensorcell UC gear to T1 relatively quickly&lt;br /&gt;
* Battle Standard up to P5 relatively quickly&lt;br /&gt;
* Either Sanctify UC gear all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Sanctify armor unless very rarely hunting undead&lt;br /&gt;
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Slowly enchant UC gear over time&lt;br /&gt;
* Padding to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Slowly Ensorcell armor over time&lt;br /&gt;
* Weighting to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge&lt;br /&gt;
* Bloodstone Jewelry if you want it&lt;br /&gt;
* Slowly enchant armor past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell UC gear past T1 over time, if ever&lt;br /&gt;
* Mystic Tattoo only if you can&#039;t sell yours, but selling it is preferable to fund all of the above&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
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Congratulations, you&#039;ve got a cap and a half worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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Since it&#039;s not relevant to the large majority of players, I&#039;ve only vaguely talked about monks&#039; advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they&#039;re &amp;quot;done enough&amp;quot; with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements.&lt;br /&gt;
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Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.&lt;br /&gt;
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I did say this guide was for magical monks from 0 to 55,000,000 experience, so what should you do with Ascension Training Points (ATPs)?&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race.&lt;br /&gt;
* &#039;&#039;&#039;Brawling&#039;&#039;&#039;: +2 UAF per rank. I&#039;m not going to knock UAF this time because, once we&#039;re talking Ascension, we&#039;re talking marginal gains almost no matter what you do. Get it if you like numbers going up!&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Increased maneuver defense every two ranks, but half as much increase as Agility. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race. For the weapon route, specifically, Dexterity also adds crit weighting.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: +0.75 DS (in offensive) per rank and a tiny extra chance of outright evading for more Spin Kicks.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction by 2 pounds per rank. &#039;&#039;Now&#039;&#039; I&#039;ll knock UAF again! If we&#039;re in the realm of diminishing returns from exp anyway, then Porter is a reasonable low-hanging fruit option for races with lower carrying capacity.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: If you&#039;re firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body and Ensorcell no longer enough. If that&#039;s you, you&#039;ll know when to train this--or just buy stamina regen enhancives and Bloodstone Jewelry.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks.&lt;br /&gt;
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During earlier versions of this guide, I was also open to Aura, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let&#039;s finally delve into the Elite skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is Monks&#039; Everything&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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There&#039;s a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones potentially relevant to (magical) monks in green:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Automatic Success of Certain Spells&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;UC - Tier Up Probability&amp;lt;/font&amp;gt;&lt;br /&gt;
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As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I&#039;d argue that usually it&#039;s at or near the top end of value &#039;&#039;in&#039;&#039; that application:&lt;br /&gt;
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* Improving UC tier ups is, naturally, at its best for the profession most built around UC.&lt;br /&gt;
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy&#039;s EBP means improving MM, which is a UC monk&#039;s most important offensive combat number.&lt;br /&gt;
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don&#039;t use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here.&lt;br /&gt;
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn&#039;t go so far to say it&#039;s at its best here, which I think goes to pures who become capable of warding off spells from (some) &#039;&#039;pure&#039;&#039;-style Ascension creatures, but it&#039;s a pretty narrow win.&lt;br /&gt;
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln.&lt;br /&gt;
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks.&lt;br /&gt;
* Improving ambush defense is a benefit I place almost no value on for any profession and build &#039;&#039;except&#039;&#039; magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don&#039;t have 105 or more Transformation lore, so defense is valuable.&lt;br /&gt;
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(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do &#039;&#039;have&#039;&#039; the occasional spots of value. The auto-success spell benefits don&#039;t do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.)&lt;br /&gt;
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Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can!&lt;br /&gt;
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Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I&#039;d also argue that there&#039;s less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds.&lt;br /&gt;
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As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they&#039;re both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn&#039;t have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more &#039;&#039;total&#039;&#039; Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she&#039;s only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn&#039;t need to work for at all because monks have Perfect Self and Burst of Swiftness.&lt;br /&gt;
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Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They&#039;re simply the most exp-efficient profession in the game.&lt;br /&gt;
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===Illustrative Post-Cap Snapshots===&lt;br /&gt;
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Like the earlier snapshots for normal skills, here are illustrations of both of my monks &#039;&#039;&#039;far post-cap&#039;&#039;&#039; at points where they are or will eventually be. The second column is where I&#039;ve planned for Saria to end up at the time she never touches normal skills again. This time the table more clearly delineates normal skills and Ascension.&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Sariara, 19.88m exp (10.77+9.11)&#039;&#039;&#039;||&#039;&#039;&#039;Sariara, final normal skills plan&#039;&#039;&#039;||&#039;&#039;&#039;Tarine, 55.22m exp (23.79+31.43)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||1||50||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||202||202||202+10&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Edged Weapons&#039;&#039;&#039;||0||0||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||202+10||202+10||202+10&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||100||190||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||303||303||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||303+15||303+15||303+19&lt;br /&gt;
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||&#039;&#039;&#039;Magic Item Use&#039;&#039;&#039;||0||0||101&lt;br /&gt;
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||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||40||40||101&lt;br /&gt;
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||&#039;&#039;&#039;Mental Mana Control&#039;&#039;&#039;||0||10||25&lt;br /&gt;
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||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||7||25&lt;br /&gt;
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||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||0||15&lt;br /&gt;
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||&#039;&#039;&#039;Mental Lore - Transformation&#039;&#039;&#039;||15||101+4||86+19&lt;br /&gt;
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||&#039;&#039;&#039;Survival&#039;&#039;&#039;||202||202||202&lt;br /&gt;
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||&#039;&#039;&#039;Perception&#039;&#039;&#039;||101||202||202&lt;br /&gt;
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||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||60||101||101&lt;br /&gt;
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||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||0||101||101&lt;br /&gt;
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||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||202||202||202&lt;br /&gt;
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||&#039;&#039;&#039;Trading&#039;&#039;&#039;||191||191||202&lt;br /&gt;
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||&#039;&#039;&#039;Ascension Transcend Destiny&#039;&#039;&#039;||2||4||10&lt;br /&gt;
|}&lt;br /&gt;
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There are some divergences here, which are mostly down to Tarine having leveled in a different era of GemStone IV.&lt;br /&gt;
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&#039;&#039;&#039;TWC edged weapons&#039;&#039;&#039; were for Tarine to blast through Duskruin Arena, where overleveled creatures hindered UC tier up chances and slowed her down. However, in the modern day, Transcend Destiny exists to also &amp;quot;overlevel&amp;quot; yourself and all of the Duskruin activities pay out about as well as the arena does, so there&#039;s no particular reason for Saria to pick up Edged Weapons. At most, I can imagine Saria going to 100 Two Weapon Combat for a tiny bit of extra DS over her 50 plan. However, barring some extreme changes to overall gameplay mechanics, 200 TWC simply won&#039;t happen--and if that won&#039;t, then neither will Edged Weapons.&lt;br /&gt;
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You might notice that, despite Tarine having over 35 million more exp than Saria--and over 22m in Ascension alone--their &#039;&#039;&#039;Brawling&#039;&#039;&#039; skill is exactly the same. Like I&#039;ve said, UAF simply isn&#039;t important enough to think about too much! Tarine&#039;s advantages are mainly Transcend Destiny (10 ranks vs. 2), lores (Tarine&#039;s Iron Skin is at the metal breastplate equivalent while Saria&#039;s is still at chain mail for now), and spells (with a 64 CS advantage between spell ranks and Transcend Destiny, Tarine can land Mindwipe or even Vertigo on just about anything while Saria doesn&#039;t even know Mindwipe yet and would miss many Ascension creatures with it even if she did know it). Saria does have a redux advantage of 29.23% to 23.68% because of fewer spell ranks, though.&lt;br /&gt;
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&#039;&#039;&#039;Magic Item Use, Harness Power, and mana controls&#039;&#039;&#039; are more relics of Tarine coming from a different era. In this case, I&#039;m talking about the time before Transcend Destiny existed and before self-cast minimum spell durations were kicked up to two hours by default. Since I already had these skills trained, there&#039;s no point to untraining them, but they&#039;re a bit frivolous these days and I wouldn&#039;t push them that far on a new monk--like Sariara!&lt;br /&gt;
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&#039;&#039;&#039;Trading&#039;&#039; is also a relic. Saria stopped at 191 because that&#039;s the mark where she can max selling ability with Glamour up. Tarine&#039;s an elf, so her Influence bonus would let her hang back even further at 176. However, back then, finishing a skill for completionism&#039;s sake made more sense since fewer alternatives were competing for your exp.&lt;br /&gt;
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&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; stopping at 190 or 200 (or 202 for completionism) comes down to whether you use mstrikes or techniques, respectively. Techniques are much better with weapons than they are with unarmed combat, so Tarine went to 200 because she has weapons trained and Saria won&#039;t because she doesn&#039;t.&lt;br /&gt;
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Finally, regarding that &#039;&#039;&#039;Transcend Destiny&#039;&#039;&#039; line for clarity&#039;s sake... given enough time, Saria will eventually get to 10 Transcend Destiny. What I&#039;m saying is that she&#039;s working toward 4 Transcend Destiny now as a reasonable breakpoint, but after that&#039;s done, she&#039;ll go back and finish Multi-Opponent Combat, Transformation, Two Weapon Combat, Perception, Climbing, Swimming, and a few mana control ranks that she doesn&#039;t have now. &#039;&#039;That&#039;s&#039;&#039; the point where she&#039;ll be done with normal skills forever and commence the 10 Transcend Destiny push.&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
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* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
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The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and you want them to hit more reliably.&lt;br /&gt;
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&#039;&#039;&#039;Bold Brawler&#039;&#039;&#039;&lt;br /&gt;
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 Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
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A self-explanatory staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy!&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
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Pretty good reactive damage that comes at full power out of the gate. Needing an SMR check does slightly hinder its efficiency against overleveled creatures, but that&#039;s offset by the fact that it can go after multiple targets to hit at least one of them. Importantly, note that &amp;quot;a rank 2+ critical strike&amp;quot; refers to a rank 2 critical &#039;&#039;based on a crit table,&#039;&#039; not a rank 2 wound. Usually a rank 2 critical only creates a rank 1 wound; for example, rank 2 [[Slash_critical_table|slash crits]] are always rank 1 wounds unless they hit an eye. In other words, even very light hits can get this going, but just not the absolute lightest hits.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
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 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
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Reasonable if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to monks&#039; combination of inexpensive Harness Power costs, not much to spend that mana on, not being in full plate like warriors (and so valuing the DS more), and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don&#039;t know any of those other than my own).&lt;br /&gt;
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&#039;&#039;&#039;Ether Flux&#039;&#039;&#039;&lt;br /&gt;
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 When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
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(For clarity, it can occur once &#039;&#039;per creature&#039;&#039; per minute. You can basically consider it once per creature, period. For even more clarity, Ether Flux itself isn&#039;t a flare &#039;&#039;chance&#039;&#039;; it&#039;s described as a flare because it deals a random amount of disruption damage, but it always triggers once you meet the condition.)&lt;br /&gt;
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Ether Flux has no tiers and comes at full power immediately, which is definitely nice and it&#039;s a very good perk &#039;&#039;if&#039;&#039; you can get it going! ...but can you? Even though monks don&#039;t innately deal elemental damage, it still might be easier than you think.&lt;br /&gt;
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Some options for elemental flares include conventional ability slot flares, Battle Standards of applicable Arkati or spirits, certain Gemstone properties like Blood Boil or Infusion or Thorns, holy fire or holy water when hunting undead, or script flares of elemental types. That&#039;s already up to seven sources of elemental flares and I&#039;m not describing anything too wildly out of the way or anything that&#039;s very expensive by post-cap standards. The most expensive of those would be buying flare type changes for Animalistic Spirit or Phytomorphic Weapons.&lt;br /&gt;
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Whether you&#039;re mstriking or using Fury, monks fire off a lot of attacks, so with a decent base of varied flare types, the odds can stack up to force a lot of Ether Flux triggers through! However, if you don&#039;t have that decent base, I wouldn&#039;t go out of my way working up to it just because you find an Ether Flux. This is a very solid B or maybe B+ common, but it&#039;s no Bold Brawler, Flare Resonance, Stamina Prism, or Storm of Rage.&lt;br /&gt;
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&#039;&#039;&#039;Flare Resonance&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
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Assuming you have flares on your handwear and your footwear (and if you don&#039;t, then you should!), this is another staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries.&lt;br /&gt;
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[[Flare Affinity]] basically supercharges your flares to hit substantially harder--and, for that matter, more often! Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. (If you &#039;&#039;are&#039;&#039; someone who already has the Flare Affinity flourish, you wouldn&#039;t want this property since they don&#039;t stack.) The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk&#039;s handwear &#039;&#039;and&#039;&#039; footwear would cost 800k bloodscrip.&lt;br /&gt;
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In short, get more flares and make them spend less time poking and more time killing. &lt;br /&gt;
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&#039;&#039;&#039;Force of Will&#039;&#039;&#039;&lt;br /&gt;
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 You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
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This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! Alternatively, if you find it on a Gemstone with at least one other property that&#039;s good for somebody else but isn&#039;t good for you, you can try to sell it for a good chunk of silver since solo hunters of almost every profession like Force of Will for general purposes. (The exceptions are bards, who can already get rid of almost all of these conditions with their own [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]], and maybe clerics, who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die.)&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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The UAF boost is fairly immaterial for all the reasons you know by now about UAF, but the maneuver boost makes for an acceptable placeholder for most monks to use while looking for better Gemstones in the long run. That said, I wouldn&#039;t recommend upgrading it except possibly on a monk who makes very heavy use of extremely endroll-dependent attacks like Spin Kick or Bearhug.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
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 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
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Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
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 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
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This might be the highest ceiling Gemstone property of all for monks. It&#039;s easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don&#039;t run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they&#039;re off cooldown and Ki Focus when the mstrikes &#039;&#039;are&#039;&#039; on cooldown, thus basically only using stamina for the latter. However, if you started stacking on enhancives, Ascension, and Stamina Prism to start recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and &#039;&#039;still&#039;&#039; not run out of stamina.&lt;br /&gt;
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In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits, but you can be even more of a whirlwind in battle if you build for it!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
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If you&#039;ll battle just about any creature in your preferred hunting ground and it&#039;s a fairly swarmy place, this is an extraordinary property since you&#039;ll have the boost going constantly. UC monks or weapon monks will both love this property! Even if you&#039;re picky about which creatures you battle or if you hunt a slower area, it&#039;s still excellent. The only other thing is to consider is that it&#039;s a top tier common for virtually every build of virtually every profession--any weapon user, any UC build, any magical bolter--and so people are likely to pay very well for it if you&#039;d rather have the silvers!&lt;br /&gt;
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&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
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Mini Storm of Rage, except you always have the boost even if you&#039;re in the slowest of areas or if you&#039;re selectively hunting a single creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you&#039;ll almost definitely have at least one of those.&lt;br /&gt;
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&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
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 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
&lt;br /&gt;
Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death. Don&#039;t use this if you go the Kroderine Soul route.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
&lt;br /&gt;
A high quality Gemstone property for almost every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky; they can&#039;t outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened. A possibly bigger obstacle is that Blood Boil, of course, only works on creatures with blood! That won&#039;t be an obstacle in most hunting grounds, but if you try to exclusively hunt undead who have no blood (most undead by far don&#039;t; a few do), this wouldn&#039;t be the property for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
&lt;br /&gt;
Despite having some anti-synergy with Spin Kick, it&#039;s very hard to ignore the value of a universal 5% chance to avoid and (to an extent) counter AS attacks. All else being equal, it &#039;&#039;is&#039;&#039; better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
&lt;br /&gt;
Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you&#039;re one of the rare monks who uses CS spells in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
&lt;br /&gt;
Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that&#039;s exactly what I&#039;d recommend, but they&#039;re mutually exclusive.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
Journeyman Tactician, but twice as good. Like its common counterpart, the UAF boost isn&#039;t noteworthy for a UC monk (it is good for a weapon monk, though!), but if you make heavy use of SMR attacks, I think it can be a reasonable long-term property for you. If not, I&#039;d either sell it to someone willing to pay top silvers or reroll until you get a better rare property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That&#039;s an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you&#039;re looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I&#039;ll cover shortly, you might consider working your entire build around it...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
A reasonable option for lighter races. It&#039;s not necessarily going to help with the newer and bigger boxes of 2026 on, but can help with the lower end loot like solid moonstone cubes or wands that add up when you&#039;re tiny. Definitely not a flashy property, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS, and this is a solution to at least part of that!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirst for Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Twice as strong as its already very powerful common counterpart, Taste of Brutality... or is it? The common version&#039;s 5% penalty when taking hits is negligible, but a 10% penalty isn&#039;t as easily dismissed. Still,  the increased DF is fantastic, so I&#039;d say you should consider your options with this one. If you have high redux &#039;&#039;and&#039;&#039; high Transformation lore, get it, love it, and upgrade it all the way. If you only have one of those, then you could simply treat it like Taste of Brutality by leaving it un-upgraded. 6% on both ends with no upgrades is comparable to the fully upgraded Taste of Brutality&#039;s 5%, after all, and nothing says you have to upgrade it at any point, never mind right away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It&#039;s actually difficult to even sell you on this because it&#039;s so straightforward that I shouldn&#039;t have to. It&#039;s a 10% double attack chance on every attack!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that&#039;s also solid for monks and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystic Impulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
&lt;br /&gt;
Hear me out. This is a very, very specific niche, but it&#039;s incredible within that niche, which is that you&#039;re a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise.&lt;br /&gt;
&lt;br /&gt;
If all of that&#039;s true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you&#039;ll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you &#039;&#039;aren&#039;t&#039;&#039; running the Serendipitous Hex build, then I&#039;d honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.&lt;br /&gt;
&lt;br /&gt;
Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power&#039;s effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that&#039;s with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Great general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF boost is, as always, borderline immaterial unless you&#039;re a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy that works well with the free jabs in your mstrikes! Unlike traditional dispel flares, these are post-resolution, so they&#039;re slightly less reliable. However, UC monks tend to have no trouble making their attacks land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here are some hypothetical ideal layouts!&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Traditional Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# &#039;&#039;(Blood Boil)&#039;&#039; (rare 2 of 3)&lt;br /&gt;
# &#039;&#039;(Thirst for Brutality)&#039;&#039; (rare 3 of 3)&lt;br /&gt;
# Force of Will (common 5 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 6 of 7)&lt;br /&gt;
# Journeyman Tactician if using Thirst for Brutality, otherwise Taste of Brutality (common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
Blood Boil and Thirst of Brutality are parenthetical and italicized because they&#039;re slightly conditional picks. For general purposes, that&#039;s what I&#039;d go with, but specific hunting ground choices or even gear can change everything. Blood Boil might be useless if you primarily hunt undead without blood. Tethered Strike, not listed, might be superior to either Blood Boil or Thirst of Brutality if you regularly hunt evasive creatures. Anointed Defender, also not listed, could be the way to go if you&#039;ve managed your gear and training in such a way that the TD boost can push you just out of range of dangerous CS attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Very Magic-Heavy Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# &#039;&#039;(Serendipitous Hex)&#039;&#039; (rare 1 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Greater Arcane Intensity (rare 3 of 3)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# Arcane Intensity (common 5 of 7)&lt;br /&gt;
# Taste of Brutality (common 6 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
This has enough overlap that you might think they&#039;re the same picture, but the subtle differences add up to large ones. This Gemstone setup assumes a high CS monk, then Greater Arcane Intensity and Arcane Intensity push CS even higher. That means that Vertigo and Mindwipe land more consistently, which means that creatures are disabled more often, which means Force of Will shouldn&#039;t be as necessary. It also means that your MM will be higher, which means I wouldn&#039;t even think about Journeyman Tactician. Conversely, Taste of Brutality claims a solid place because its rare counterpart has been traded off to secure Greater Arcane Intensity and maybe Serendipitous Hex.&lt;br /&gt;
&lt;br /&gt;
Speaking of Serendipitous Hex, even though I ranked it highly, it gets the parenthetical italics treatment because I only recommend it if you&#039;re regularly casting Web! It doesn&#039;t trigger with Vertigo or Mindwipe, so if those are your go-tos, then bring in some other top end rare like Blood Boil, Tethered Strike, or Thirst for Brutality. (Unlike the traditional monk, the magic-heavy monk doesn&#039;t risk as much from the double DF hit of using Taste and Thirst simultaneously because their more consistent disablers will keep enemies contained. Still, just in case of the worst, &#039;&#039;definitely&#039;&#039; use Ephemera&#039;s Extension over Ether Flux if you go the double Brutality route!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we draw close to the end, I&#039;ll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Magic After Dark===&lt;br /&gt;
&lt;br /&gt;
...wait, I can&#039;t write about that on the wiki! Moving on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade Secrets of the Sneaky Monk Merchants===&lt;br /&gt;
&lt;br /&gt;
I&#039;m one of the bigger advocates of training [[Trading]] in the GS community, but even more so for monks than others!&lt;br /&gt;
&lt;br /&gt;
Monks have easier and more universal means to make more silvers per item sold than any other profession--and they can do it almost anywhere in Elanthia.&lt;br /&gt;
&lt;br /&gt;
Except for [[Mist Harbor]] and [[Kraken&#039;s Fall]], every town&#039;s NPC shops will pay +5% extra silver to at least one race when players sell. ([[Trading#Trading_chart|See the chart of favored races here!]])&lt;br /&gt;
&lt;br /&gt;
Monks have a &#039;&#039;&#039;secret weapon&#039;&#039;&#039; in the profit war: &#039;&#039;&#039;[[Shroud of Deception (1212)|Shroud of Deception]]&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Even monks who live in a geographic region where their race can&#039;t get a bonus can configure their Shroud profile to appear as another race and get the bonus anyway! It&#039;s that easy!&lt;br /&gt;
&lt;br /&gt;
But wait, it gets better! Monks also have &#039;&#039;[[Glamour (1205)|Glamour]]&#039;&#039;&#039;, which gives an enhancive boost of 20 Trading ranks or 50 Trading skill, whichever is lower. (50 Trading skill will be lower before you have 20 Trading ranks on your own.)&lt;br /&gt;
&lt;br /&gt;
What does Trading do, though?&lt;br /&gt;
&lt;br /&gt;
You get an extra 1% silver for every combined 12 bonus between Influence and Trading bonus. That&#039;s &#039;&#039;bonus&#039;&#039;, not ranks! So, for example, if you had 44 Trading ranks, which is 144 Trading bonus, you&#039;d make 12% more silver for selling items than if you had 0 Trading ranks. Shroud of Deception takes that 12% to 17%, then Glamour takes that 17% to 18%--and, actually, 8/12ths of the way to 19%. If you took my advice and set Influence high from the start, Influence will also get you to 19% if not 20%!&lt;br /&gt;
&lt;br /&gt;
This is a big part of how Sariara made 2,509,473 million silver within a week of existing. By now she&#039;s existed for four weeks and a day and is up to 23,108,060 silver, only 1,500,000 of which came from selling a Mystic Tattoo.&lt;br /&gt;
&lt;br /&gt;
Some general tips on early silvers:&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t hunt overcrowded Landing areas, but find the rich lower level creatures. There are plenty of them because characters don&#039;t stay low level for long, so hunting pressure is low. (For more on hunting pressure, see the [[treasure system]] page and [[Treasure_system/saved_posts|saved posts subpage]].)&lt;br /&gt;
* Take advantage of Glamour and Shroud of Deception to get a percentage boost to these rich creatures&#039; already valuable loot. Reap the reward of being a monk!&lt;br /&gt;
* Between level 0 and 19, when skills migrate near instantly, max out Trading every time you&#039;re about to sell things.&lt;br /&gt;
* Between level 0 and 19, push First Aid and Survival up when you&#039;re out hunting so you can get value from skinning. Unlearn them afterward so you can...&lt;br /&gt;
* Between level 5 and 19, learn Glamour and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* Between level 12 and 19, learn Shroud of Deception and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* For your final level 19.9 build, as you&#039;re forced to commit to your skills, have at least 20 ranks of Trading and know at least your first 12 Minor Mental spells.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I did. I got to see delightful lines in my SKILL command like:&lt;br /&gt;
&lt;br /&gt;
 You started this migration period on Saturday, 5/25/2024 at 01:55:18 EDT.  You have 4 days, 20 hours, 8 minutes remaining in your current 30 day migration period.&lt;br /&gt;
 &lt;br /&gt;
 You&#039;re currently migrating at a rate of .001 skill points per pulse, and &#039;&#039;&#039;have converted 25580.00 training points this migration period.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t go to this extreme, though, monks are the game&#039;s best at selling to NPC merchants. At the low end, monks skyrocket toward high sales value. At the high end in the post-cap world, monks reach the maximum sale bonus in almost every town.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maximum sale bonus&amp;quot; is 28% from Trading and Influence plus another 5% from race bonus. To be clear, the max bonus is 33%, but only sort of; the two bonuses are treated separately. For example, if you&#039;re an elf monk selling in Solhaven (no bonus), you can&#039;t just pump your Trading and Influence so high that you&#039;d make 33% from that alone; it&#039;s capped at 28% and the other 5% &#039;&#039;has to&#039;&#039; come from Shroud of Deception.&lt;br /&gt;
&lt;br /&gt;
My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===When Robes Aren&#039;t Robes: Alterations===&lt;br /&gt;
&lt;br /&gt;
For simplicity, I&#039;ve been talking about &amp;quot;robes&amp;quot; throughout this guide because that&#039;s the conventional name for that [[armor]] type.&lt;br /&gt;
&lt;br /&gt;
However, robes don&#039;t have to remain robes at all; they have the same leeway for alterations as other chest-worn clothing! Here are examples of post-alteration &amp;quot;robes&amp;quot; that my various characters (monks or otherwise) have worn or that I plan to create:&lt;br /&gt;
&lt;br /&gt;
* An airy white starsilk sundress sporting an asymmetrical knee-length skirt&lt;br /&gt;
* A sleeveless lily white tunic with a jet black silk sash&lt;br /&gt;
* A knee-length midnight blue silk dress aglisten with a constellation of stars&lt;br /&gt;
* A sleeveless white tunic splashed with an autumn-hued music motif&lt;br /&gt;
* A sleeveless white starsilk tunic spangled with sunset orange musical notes&lt;br /&gt;
* A midnight black silk tunic marked with a silver eight-pointed star&lt;br /&gt;
* A sleeveless sunlight gold tunic accented by bright white edges&lt;br /&gt;
* A royal purple starsilk tunic featuring an embroidered silver rose&lt;br /&gt;
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits)&lt;br /&gt;
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola)&lt;br /&gt;
* A thigh-slit scarlet starsilk dress accented by ivory edges&lt;br /&gt;
* A sleeveless white kimono featuring golden star embroidery&lt;br /&gt;
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves&lt;br /&gt;
* A sleeveless gold feather-patterned tunic tied at the waist&lt;br /&gt;
&lt;br /&gt;
Mine are mostly feminine designs, but even for a masculine character, you can turn your robes into shirts, vests, jackets, and more. Get your creativity on!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Likewise, unarmed combat footwear isn&#039;t limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Hunting Partner Tactics and Synergy===&lt;br /&gt;
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Who do monks team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
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* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer that&#039;s enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies&#039; UDF. In turn, warriors love monks&#039; Mind Over Body stamina cost reduction, the best group buff they can get other than bards&#039; [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day).&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don&#039;t necessarily mind being targeted more often since it offers more Spin Kick opportunities.&lt;br /&gt;
* &#039;&#039;&#039;A monk duo&#039;&#039;&#039; can keep up both Mind Over Body and Focus Barrier, but otherwise doesn&#039;t have any particular synergy.&lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don&#039;t have as much redux as warriors and rogues nor as much DS as them, so a boost can really help.&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don&#039;t offer much to rangers otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; can make a monk&#039;s attacks even faster, at least for now, since Song of Tonis is the game&#039;s best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they&#039;re already pretty durable as casters go. Monks simply being present as an additional target to split up enemies&#039; attacks is helpful to wizards and all casters.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks&#039; Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath&#039;s [[Mass Interference (217)|Mass Interference]] setting up a monk&#039;s Vertigo isn&#039;t the worst idea I&#039;ve ever had, but it&#039;s not an amazing one either. &lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it&#039;s still there when needed. Having a hunting partner&#039;s extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn&#039;t help monks as most other professions&#039; disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward.&lt;br /&gt;
&lt;br /&gt;
Nearly regardless of team composition, your monk training &#039;&#039;&#039;Coup de Grace&#039;&#039;&#039; and &#039;&#039;&#039;Side by Side&#039;&#039;&#039; (which also requires two ranks of &#039;&#039;&#039;Combat Movement&#039;&#039;&#039;) can be helpful to groups.&lt;br /&gt;
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&lt;br /&gt;
===The Weapon-Wielding Melee Monk===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk more about Martial Mastery, the level 0 feat. Although monks have access, it was primarily invented for warriors and rogues as an alternative to learning [[Elemental Targeting (425)|Elemental Targeting]], a Minor Elemental spell that increases AS.&lt;br /&gt;
&lt;br /&gt;
Far enough post-cap, magical warriors or magical rogues have the same AS ceiling as their non-magical counterparts. (Their non-magical counterparts do get there millions of experience points sooner while the magical ones have more DS and TD, but that&#039;s outside the scope of this guide...) Monks, on the other hand, don&#039;t have Elemental Targeting, so a monk maximizing Martial Mastery can have up to 50 more AS and UAF than a monk &#039;&#039;not&#039;&#039; maximizing it! Of course, UAF doesn&#039;t matter nearly as much as AS and the entire monk profession is built around unarmed combat. So I ask:&lt;br /&gt;
&lt;br /&gt;
Is there merit to a weapon-wielding, AS-based monk?&lt;br /&gt;
&lt;br /&gt;
Before I explore it, I&#039;ll repeat that I think people should make whatever kind of character they find fun and that I personally like wacky builds. However, I&#039;m not convinced that a melee monk even &#039;&#039;is&#039;&#039; a wacky build. When people consider making a melee-only character who isn&#039;t stealth-based, a warrior is probably their first thought, but let&#039;s seriously compare these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Training Cost Factor&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I&#039;ll use my (first) monk and warrior for the sake of illustration since they&#039;re both elves. At level 50, my warrior had a total pool of 2568 PTPs and 2242 MTPs while my monk had a total pool of 2319 PTPs and 2259 MTPs. You might think the warrior is hugely ahead, but no, not at all. I could show you paragraphs upon paragraphs of math I wrote, but let&#039;s just cut to the chase.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say my monk and warrior had both done dual katar builds that shared nearly identical core training. 2x Brawling, 2x Edged Weapons, 1x Thrown Weapons (to buff up Martial Mastery), 2x Two Weapon Combat, 2x Combat Maneuvers, 2x Physical Fitness, 50 Multi-Opponent Combat, and 1x Perception were all in common.&lt;br /&gt;
&lt;br /&gt;
From there, my warrior took 70 Armor Use to get metal breastplate, then trained as many Dodging ranks as possible with her remaining points. My monk learned Iron Skin, took 30 Transformation to buff up Iron Skin, and took 10 Harness Power, then trained as many Dodging ranks as possible with her remaining points. Their skills would be identical in most ways, but here&#039;s where they&#039;d differ:&lt;br /&gt;
&lt;br /&gt;
* Monk in robes that act like chain mail: 153 ranks of Dodging and 102 MTPs spare&lt;br /&gt;
* Warrior in metal breastplate: 109 ranks of Dodging and 21 MTPs spare&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to claim that my monk would basically just be better; there are too many factors to say that. Warriors have their guild skills. Monks have Perfect Self. Warriors have a higher parry chance because of [[Combat Mastery|their level 40 feat]]. Monks have a higher evade chance because of &#039;&#039;their&#039;&#039; level 40 feat. Warriors have [[Whirling Dervish]]. Monks have more DS, at least at this stage of the game. Warriors have [[Weapon Specialization]]. Monks have Burst of Swiftness. Warriors have [[Weapon Bonding]].&lt;br /&gt;
&lt;br /&gt;
My point is that a melee monk is even &#039;&#039;comparable&#039;&#039;--better in some ways and worse in others--to a warrior with the exact same build despite ignoring so much of what the monk skillset is tailored toward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Mental Acuity Possibility&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
What if you learned Mental Acuity even without Kroderine Soul? My above training cost example illustrated my monk stopping at two Minor Mental spells for Iron Skin, but another alternative (though this would be during later levels) would be taking Mental Acuity to retain access to the first 20 Minor Mental spells and still even allowing room for Spirit Warding I and Spirit Defense. (If you were okay with Martial Mastery capping out at +45 AS instead of 50, you could even learn Spirit Warding II!)&lt;br /&gt;
&lt;br /&gt;
The hypothetical Martial Mastery and Mental Acuity monk has almost the same AS as a Martial Mastery warrior, but her spells would pull her far ahead in DS while keeping all the silver selling benefits of Glamour and Shroud of Deception, plus saving tons of stamina via Mind Over Body. The tradeoff is making spelling up more of a hassle, but that might be worth the payoff of having a light armored warrior-like character whose combat maneuvers and weapon techniques have 35% stamina cost reduction!&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Doubly Perfect Self&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
As great as Perfect Self is for unarmed combat, it&#039;s arguably even better for a melee monk. For UC purposes, it&#039;s mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you&#039;re getting AS--more useful than UAF--and RT reduction for &#039;&#039;two&#039;&#039; types of assault techniques: Brawling&#039;s Fury and Edged Weapons&#039; Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don&#039;t sweat it as much due to Mind Over Body.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specializations and Katars&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
The Grapple, Kick, and Punch Specialization bonuses for their respective techniques &#039;&#039;do&#039;&#039; still apply even if you&#039;re using a brawling weapon instead of unarmed combat!&lt;br /&gt;
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Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.&lt;br /&gt;
&lt;br /&gt;
Ironically, if there&#039;s anywhere that I even sort of like Punch Specialization-powered Clash, it&#039;s on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash &#039;&#039;with&#039;&#039; Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you&#039;re regularly hunting things like bandits, pirates, warcamps, or areas that swarm.&lt;br /&gt;
&lt;br /&gt;
Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I&#039;d make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It&#039;s also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.&lt;br /&gt;
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If you&#039;re really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk&#039;s stamina cost reduction from Mind Over Body.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it&#039;s a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I&#039;d bring it up.&lt;br /&gt;
&lt;br /&gt;
Instead, after considering all the math and angles I did while writing this, it&#039;s made such a strong case for a bizarrely appealing build that I&#039;ve talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind&#039;s swirling and it seems clear that the melee monk is a very, very real idea that&#039;s gone unexplored because it&#039;s not an intuitive or obvious idea from a glance over the monk skillset.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Infrequently Asked (or Imagined) Questions==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-faq&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-faq&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This final section covers any random topics that people have asked me or that I can &#039;&#039;imagine&#039;&#039; them asking me if I feel that they&#039;re worth answering in this guide, but not worth a full tip or sidebar of their own.&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things actually asked are red.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Things I imagine people should ask are pink.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things that are both red and pink come from comments I got that&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;weren&#039;t originally questions, but I&#039;ve reframed them into questions because they&#039;re worth discussing.&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Does enchanting UC handwear and footwear help with DS?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Why do you rank half-krolvin monks so low?&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Flimbo&#039;s Guide and the [[Comprehensive Monk Guide]] really like them!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s guide likes half-krolvin monks because Perfect Self normalizes their Logic penalty and they have &amp;quot;solid physical stats with which to punch things quite well.&amp;quot; I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even kind of agree that if you&#039;re set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I&#039;d rather have a race without a Logic penalty to begin with! Exp-wise, that Logic penalty is less important than it used to be if you&#039;re paying for Temple of Lumnis donations or Fash&#039;lo&#039;nae&#039;s Tutelage, but it&#039;s still a penalty. The impact on Vertigo and Mindwipe also isn&#039;t negligible. (This is, after all, the Autumnwinds&#039; &#039;&#039;magical&#039;&#039; monk guide, not the Kroderine Soul monk guide.)&lt;br /&gt;
&lt;br /&gt;
Another point I agree with Flimbo on is that half-krolvin have solid physical stats with which to &#039;&#039;punch&#039;&#039; things quite well. However, I&#039;d rather have a faster Agidex race who has solid physical stats with which to also &#039;&#039;kick&#039;&#039; things quite well, meaning minimum RT for mstrike kick!&lt;br /&gt;
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The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn&#039;t matter! (Okay, fine, &#039;&#039;technically&#039;&#039; the math says UAF matters... fractionally.)&lt;br /&gt;
&lt;br /&gt;
Cold damage protection has some appeal if you&#039;re specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that?&lt;br /&gt;
&lt;br /&gt;
The Hinterwilds &#039;&#039;are&#039;&#039; a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you&#039;ve exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you&#039;ll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk.&lt;br /&gt;
&lt;br /&gt;
Like I said, any race can do well as a monk. I&#039;m not down on half-krolvin, exactly, but I&#039;d rather truly excel at &#039;&#039;something&#039;&#039; than be a generalist. Play a half-krolvin if you like their excellent verbs, though!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Should I train Ambush?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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The short answer is no. Now for the long, fun answer!&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but back then, players had no visibility into the aiming formula. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you &#039;&#039;did,&#039;&#039; it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.&lt;br /&gt;
&lt;br /&gt;
In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:&lt;br /&gt;
&lt;br /&gt;
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)&lt;br /&gt;
* Knocking creatures down helps (I don&#039;t remember if we&#039;d known this or not)&lt;br /&gt;
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but we underestimated how much)&lt;br /&gt;
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Intuition Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you&#039;ve tanked Intuition instead of Discipline, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even &#039;&#039;standing&#039;&#039; foes. Of course, they need Acrobat&#039;s Leap for that.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let&#039;s use that in an example.&lt;br /&gt;
&lt;br /&gt;
With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you&#039;d have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let&#039;s say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.&lt;br /&gt;
&lt;br /&gt;
Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let&#039;s say everything had reached 91%, 86%, and 83%. Even that&#039;s not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you&#039;d need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that&#039;s +17 DS in offensive stance) at 3x costs!&lt;br /&gt;
&lt;br /&gt;
What if you eased back to the old 24 Ambush mark? Then you&#039;d need 148 Combat Maneuvers. Perfect Self has kicked in, so let&#039;s call it 144 Combat Maneuvers needed. Even that&#039;s already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)&lt;br /&gt;
&lt;br /&gt;
In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you &#039;&#039;can&#039;&#039; reach max or near-max success rates with some Ambush, but not &#039;&#039;so&#039;&#039; high that you reach max or near-max success rates even without Ambush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But even then,&#039;&#039; we&#039;re only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your &#039;&#039;unaimed&#039;&#039; attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head!&lt;br /&gt;
&lt;br /&gt;
Like PSM3&#039;s wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I&#039;ve made my choice: forget Ambush and play to my strengths.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The TL;DR Recap: Making Cookie Cutter Monks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-cookiecutter&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Low on time or thought processing power and just want a cookie cutter build you don&#039;t need to put much thought into? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-cookiecutter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(...by my wacky definition of &amp;quot;cookie cutter.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leafi, I love you and all, but I expanded every section, noticed my scroll bar is tiny, noticed your guide is crazy long, and ain&#039;t nobody got time for that. Please tl;dr this nonsense?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Okay, okay, I hear you.&lt;br /&gt;
&lt;br /&gt;
Some of you never wanted the Leafiara treatment where we seek to become real life monks with advanced spiritual and mental understanding by thoroughly exploring the unfathomable mysteries of reality and transcendent metareality (like math and logic).&lt;br /&gt;
&lt;br /&gt;
Some of you instead wanted the Saraphenia treatment where I tell you how to have a functional build that lets you have mechanical fun in an online text-based multiplayer video game and then you embark on your journey.&lt;br /&gt;
&lt;br /&gt;
So I included this section for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Race&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aelotoi, dark elves, dwarves, elves, half-elves, half-krolvin, halflings, and sylvankind are all basically the same power for monks. Faster is better, but more encumbrance is worse, so find your balance. Giantmen have a niche.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Stats&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See the table in the Placing Your Stats section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Society&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voln.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;How do I fight?&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Twinhammer&#039;&#039;&#039; as your opener once you learn it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jab&#039;&#039;&#039; at decent position, &#039;&#039;&#039;punch&#039;&#039;&#039; at good position if you&#039;re not Grapple Specialization and &#039;&#039;&#039;grapple&#039;&#039;&#039; at good position if you are, &#039;&#039;&#039;kick&#039;&#039;&#039; at excellent position. Regardless of those general rules, &#039;&#039;&#039;follow prompts&#039;&#039;&#039; and do what it tells you when it tells you.&lt;br /&gt;
&lt;br /&gt;
Against single targets, &#039;&#039;&#039;Weapon Fury&#039;&#039;&#039; until whenever you have enough Agidex for a 5-6 second &#039;&#039;&#039;mstrike kick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Against multiple targets, &#039;&#039;&#039;mstrike grapple&#039;&#039;&#039; if you&#039;re Grapple Specialization or &#039;&#039;&#039;mstrike kick&#039;&#039;&#039; if you&#039;re Kick Specialization. In either case, not until they&#039;re 7 seconds or less. If mstrike grapple is 7 seconds or less, but you&#039;re Kick Specialization and mstrike kick is 8 seconds or more, &#039;&#039;&#039;mstrike punch&#039;&#039;&#039; for now until mstrike kick doesn&#039;t take so long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Core skills to train every level&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2x &#039;&#039;&#039;Brawling&#039;&#039;&#039;, 2x &#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; (eventually 3x), 2x &#039;&#039;&#039;Dodging&#039;&#039;&#039; (eventually 3x), 1x &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Skills with breakpoints&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; in bursts for various breakpoints to pick up specific maneuvers. (For which ones and when, see the &amp;quot;combat maneuvers and feats&amp;quot; section below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; in bursts to 5, 10, 24, 30, 35, 50, 55, 60, 90, and 100 ranks.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Harness Power&#039;&#039;&#039; early, 20-30 mid-game, then push near cap if you want QoL for spelling up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental&#039;&#039;&#039; to 16 so you have both focus spells (1213 and 1216) as options, then slack off with spells until the midgame. Grab 1220 if you feel the DS need, especially if using 1213 instead of 1216.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathy&#039;&#039;&#039; lore in bursts to 6, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transformation lore&#039;&#039;&#039; in bursts to 5, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Climbing and Swimming&#039;&#039;&#039; until the midgame or as needs arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Tertiary skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiritual/Mental Mana Control&#039;&#039;&#039; only if sharing mana with friends and alts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid and Survival&#039;&#039;&#039; only if you want skinning.&lt;br /&gt;
&lt;br /&gt;
20 &#039;&#039;&#039;Trading&#039;&#039;&#039; by level 20 because monks make silver via Glamour (1205) and Shroud of Deception (1212). Get to 40 or the nearest multiple of 12 Trading+Influence bonus over time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Midgame skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; to 2, 3, or 7 ranks, but only after 3x Dodging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Combat maneuvers and feats&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; for your level 30 feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1 of Combat Maneuvers, making the super early game not painful:&lt;br /&gt;
&lt;br /&gt;
Get 3 CM ranks ASAP for your first rank of &#039;&#039;&#039;Rolling Krynch Stance&#039;&#039;&#039;, then another 6 CM ranks (so 9 total) for your second rank ASAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2 of Combat Maneuvers, improving the early game:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up the last rank of Krynch and first three ranks of &#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039; or &#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it&#039;s not necessarily an early game priority since you don&#039;t get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3 of Combat Maneuvers, fleshing out skills and diversifying your abilities through the midgame:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up three or more ranks of &#039;&#039;&#039;Bearhug&#039;&#039;&#039;, two or more ranks of &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;, all three ranks of &#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;, three or more ranks of &#039;&#039;&#039;Feint&#039;&#039;&#039;, and the remaining ranks of Grapple or Kick Specialization. If you went Kick Specialization, add &#039;&#039;&#039;Combat Mobility&#039;&#039;&#039; to the list sooner than later. If you picked a halfling or gnome, add Acrobat&#039;s Leap, but otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 of Combat Maneuvers, putting the last pieces in place:&lt;br /&gt;
&lt;br /&gt;
Pick up Combat Mobility (if you didn&#039;t already have it) and all three ranks of &#039;&#039;&#039;Ki Focus&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5 of Combat Maneuvers, player&#039;s choice:&lt;br /&gt;
&lt;br /&gt;
Whatever you want. Finish Bearhug, Bull Rush, and Feint or don&#039;t, depending how you like them. You can veer off in different directions with more niche maneuver options or not. Up to you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Armor upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy TD-boosting armor of +7 or more from a playershop. It&#039;ll cost 1-5 million silver and serve you fantastically. Add services of Enchant, Sanctify, and Ensorcell over time in roughly that order while adding padding via the WPS wagons. (Enchant and Sanctify can switch places easily enough, but Ensorcell is definitely last.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spending almost nothing (~1 million silver): Buy basic lightning flaring handwear and footwear.&lt;br /&gt;
* Spending moderately (~35k pay event currency (equivalent of 35 million silver)): Buy off-the-shelf Animalistic Spirit from Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.&lt;br /&gt;
* Spending a ton (~150k pay event currency): Buy Phytomorphic handwear from Duskruin. Add Phytomorphic upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Phytomorphic upgrades and unlocks.&lt;br /&gt;
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Phytomorphic upgrades and unlocks for your footwear.&lt;br /&gt;
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.&lt;br /&gt;
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.&lt;br /&gt;
&lt;br /&gt;
And if you&#039;re the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you&#039;re probably not reading this guide. &#039;&#039;But just in case&#039;&#039;, for fun, and to entertain the other 99.5%...&lt;br /&gt;
&lt;br /&gt;
* Whaling out beyond most people&#039;s imagination just because you can (~4.24 million pay event currency):  Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Phytomorphic script at Duskruin. Add a slew of Phytomorphic upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
&lt;br /&gt;
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They&#039;ve never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it&#039;s still around. I&#039;m guessing they learned the hard way that top end flares are so astonishingly powerful with UC&#039;s low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Other upgrades when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can&#039;t afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks are easy! Go have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Denouement: An Unexpected Journey==&lt;br /&gt;
&lt;br /&gt;
First, thank you for reading The Autumnwinds&#039; Magical Monk Guide.&lt;br /&gt;
&lt;br /&gt;
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I&#039;m thankful for every reader.&lt;br /&gt;
&lt;br /&gt;
Sometimes I write a &amp;quot;guide&amp;quot; partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I&#039;d take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally &#039;&#039;was&#039;&#039; a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters&#039; skills when they want a template of where to take their post-cap training.&lt;br /&gt;
&lt;br /&gt;
This one was for you guys, though. I hope it&#039;s been helpful, I hope it&#039;s gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.&lt;br /&gt;
&lt;br /&gt;
That said, if you were here only for mechanical informational purposes, I&#039;m pretty much done with those. There&#039;s one more at the very end for people with multiple character slots (not multiple accounts, but &#039;&#039;character slots&#039;&#039;), but otherwise, you can head out! I wish you a good day or good night and hopefully I&#039;ll see you around the lands.&lt;br /&gt;
&lt;br /&gt;
Thank you again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-denouement&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious on the backstory of why this guide exists and why now? Click here and we&#039;ll close out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-denouement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the rest of you, if you&#039;ll indulge my rambling a bit longer...&lt;br /&gt;
&lt;br /&gt;
The Magical Monk Guide existing is an emergent happy accident.&lt;br /&gt;
&lt;br /&gt;
The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK&#039;s strongest.&lt;br /&gt;
&lt;br /&gt;
I thought, but didn&#039;t have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don&#039;t have the history, nostalgia, momentum, or player population of other professions.&lt;br /&gt;
&lt;br /&gt;
To be honest, even if I had said it was impossible, that wouldn&#039;t have stopped Phenia. Even as I type this, I can picture how I&#039;d try to temper her expectations and she&#039;d come back with &amp;quot;Well, I&#039;m going to try anyway!&amp;quot; Phenia aimed high, never mind the odds.&lt;br /&gt;
&lt;br /&gt;
When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia&#039;s name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia.&lt;br /&gt;
&lt;br /&gt;
I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a &amp;quot;Monk tip!&amp;quot;--plus a &amp;quot;Bonus tip!&amp;quot; about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide!&lt;br /&gt;
&lt;br /&gt;
By coincidence, I&#039;d also been answering a few people&#039;s questions in the main GS Discord server&#039;s monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia&#039;s spot as the monk division lead, I agreed. I don&#039;t think I &#039;&#039;could&#039;&#039; have declined. Over that string of seven weeks, I was basically doing what she needed already.&lt;br /&gt;
&lt;br /&gt;
That morning, I decided I should write a new guide to replace Flimbo&#039;s old one.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know what I expected would come out of it, but it wasn&#039;t this. With a motive like honoring my departed friend, I &#039;&#039;knew&#039;&#039; I&#039;d put my all into it--but I didn&#039;t expect to write this much or this in-depth, I didn&#039;t expect to cover the topics I did, and, most of all, I didn&#039;t expect that I&#039;d be learning myself, not just passing along what I knew beforehand.&lt;br /&gt;
&lt;br /&gt;
I&#039;d never thought about a non-Kroderine Soul monk without Mental Acuity. I&#039;d barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I&#039;d barely thought about synergy between monks and other professions. I&#039;d never investigated how one rank of Sanctify interacted with Kai&#039;s Strike. I&#039;d never investigated how or if Stance of the Mongoose worked with unarmed combat. I&#039;d never even investigated how or if Clash worked with a specified UC attack type.&lt;br /&gt;
&lt;br /&gt;
But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you&#039;ve learned too.&lt;br /&gt;
&lt;br /&gt;
When Phenia said she wanted the monk division to be RYSK&#039;s strongest, I assumed she was talking about numbers. Maybe she was; I don&#039;t know either way. I &#039;&#039;do&#039;&#039; know that we want you monk players to be &#039;&#039;your&#039;&#039; strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you&#039;ll be your strongest. Any part I might have played in helping you get there is an honor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, for fun and because I can, here&#039;s one last obscure mechanical interaction for the road.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have a couple character slots where, even though I don&#039;t play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they&#039;d have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.)&lt;br /&gt;
&lt;br /&gt;
What&#039;s probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one&#039;s login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character &#039;&#039;had&#039;&#039; gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn&#039;t even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains.&lt;br /&gt;
&lt;br /&gt;
Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Farewell, have fun, and be good to one another!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=254015</id>
		<title>Leafiara (prime)/Mechanical Musings/The Autumnwinds&#039; Magical Monk Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=254015"/>
		<updated>2026-02-24T20:52:50Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
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&lt;div&gt;{{player-guide&lt;br /&gt;
|title = The Autumnwinds&#039; Magical Monk Guide&lt;br /&gt;
|topic = Combat, Monks, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-06-19&lt;br /&gt;
|updated = 2026-02-24&lt;br /&gt;
}}&lt;br /&gt;
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By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind, in loving memory of &#039;&#039;&#039;[[Saraphenia (prime)/Memorial|Saraphenia]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
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Last updated February 24, 2026.&lt;br /&gt;
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Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
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==Introduction: How to Use This Guide==&lt;br /&gt;
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This guide is for all magical monks from 0 exp to 55,000,000! (What do I mean by a magical monk? One not using [[Kroderine Soul]]. Somebody else will have to write that guide!) I&#039;ll go over monks&#039; strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
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&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, or at least it can be.&lt;br /&gt;
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* If you want an exhaustive guide, read through it in order.&lt;br /&gt;
* If you want the opposite of an exhaustive guide, jump to the &amp;quot;tl;dr Recap: Cookie Cutter&amp;quot; section at the end.&lt;br /&gt;
* If you&#039;re not sure whether you want an exhaustive guide, read the &amp;quot;Why Play a Monk&amp;quot; section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you&#039;re intrigued afterward. The Cookie Cutter section provides an overview of &#039;&#039;what&#039;&#039; to do and gives a small window into what the rest of the guide covers, which is &#039;&#039;why&#039;&#039; to do it.&lt;br /&gt;
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I&#039;ve made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
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Speaking of experience, what&#039;s mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I&#039;m now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.&lt;br /&gt;
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Speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn&#039;t have had the passion or interest--at least on my own. When I say I&#039;ve written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I&#039;ll call it a job well done!&lt;br /&gt;
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No further ado. Let&#039;s get on with it!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Monk or Why Not Play a Monk?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a monk at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Unarmed Combat===&lt;br /&gt;
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Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:&lt;br /&gt;
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# &amp;quot;Tiering up,&amp;quot; AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.&lt;br /&gt;
# Improving your [[multiplier modifier]] primarily through things like forcing a creature&#039;s stance down or inflicting status conditions.&lt;br /&gt;
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Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC&#039;s equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! &lt;br /&gt;
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I&#039;ll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still &#039;&#039;miss&#039;&#039; via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you&#039;ve played other physical characters and can&#039;t stand seeing a creature avoid an attack before it even gets to the roll, try a monk!&lt;br /&gt;
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===Gear Indifference===&lt;br /&gt;
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Monks have extremely low dependence on good gear.&lt;br /&gt;
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While GSIV is technically balanced around vanilla +20 gear, most people would agree there&#039;s a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I&#039;d put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!&lt;br /&gt;
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Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you&#039;re unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game&#039;s most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I&#039;d say monks are &#039;&#039;the best&#039;&#039; at not depending on gear nor even exp! Much more on that in the Ascension section.&lt;br /&gt;
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===Simplicity===&lt;br /&gt;
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Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it&#039;s difficult to get wrong. If you stick to unarmed combat, I&#039;d go so far as &#039;&#039;extremely&#039;&#039; difficult to get wrong.&lt;br /&gt;
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(If you want to do unusual things that don&#039;t involve UC, then read on in Odds and Ends!)&lt;br /&gt;
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===Fun Factor===&lt;br /&gt;
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Once monks hit their stride by level 40--maybe even level 30--they&#039;re great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!&lt;br /&gt;
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Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game&#039;s coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!&lt;br /&gt;
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===Might and Magic===&lt;br /&gt;
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If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!&lt;br /&gt;
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===Downsides or Lack Thereof===&lt;br /&gt;
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Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks &#039;&#039;can&#039;&#039;, if they want, operate like warriors who have more DS (until very far post-cap) but don&#039;t wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don&#039;t have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there&#039;s a very real case that a monk can be a better choice than a warrior.&lt;br /&gt;
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[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo&#039;s Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks&#039; offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.&lt;br /&gt;
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The best I can muster for legitimate monk downsides are that they can&#039;t obliterate an entire swarm of creatures in six seconds or less (that&#039;s the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your monk? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
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If making a monk sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it&#039;s more a question of which ones are slightly better at any given thing. I don&#039;t think you can go wrong, which I don&#039;t say about other professions, so my honest suggestion is to pick whatever sounds interesting.&lt;br /&gt;
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If you&#039;re not sure what&#039;s interesting or are torn between options, my &#039;&#039;next&#039;&#039; suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk &#039;&#039;appear&#039;&#039; like other races, they can&#039;t perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!&lt;br /&gt;
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If verbs don&#039;t sound compelling either, then here&#039;s how I&#039;d rank monk races mechanically if I really had to:&lt;br /&gt;
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# &#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;: What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means faster mstrikes and assault techniques--the most key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they&#039;re slightly below average on encumbrance.&lt;br /&gt;
# &#039;&#039;&#039;[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]&#039;&#039;&#039;: All of these races tie for third place Agidex and second place in my overall rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...&lt;br /&gt;
#* Aelotoi have a [[Logic]] bonus, so they gain exp slightly faster (1 per pulse) and [[Vertigo (1219)|Vertigo]] and [[Mindwipe (1225)|Mindwipe]] are slightly more reliable.&lt;br /&gt;
#* Dark elves&#039; [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.&lt;br /&gt;
#* Half-elves have the best carrying capacity of my top five picks. The dwarves and halflings bullet points have more to say about encumbrance.&lt;br /&gt;
#* Sylvans&#039; Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.&lt;br /&gt;
# &#039;&#039;&#039;[[Dwarf|Dwarves]] and [[Halfling]]s&#039;&#039;&#039;: Unlike the above grouping of races that play roughly identically, dwarves and halflings have substantial differences alongside some similarities. The most eye-catching similarity is excellent defense against elemental warding spells, which monks would normally be weak against; dwarves have +30 TD and halflings have +40 TD. Dwarves and halflings do have -10 and -5 Aura bonuses respectively, which also defends against elemental spells, so the real numbers could be considered more like +20 and +35. (Enemy elemental warding spells &#039;&#039;are&#039;&#039; sort of rare, but you might be glad for the benefit when you do run into them.) Their heights require keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat&#039;s Leap]] to target heads as a finisher if you&#039;re trying to aim, though not all monks do. Dwarves and halflings have Logic bonuses for exp, Vertigo, and Mindwipe purposes. As for the differences...&lt;br /&gt;
#* Dwarves are the only race that&#039;s both short and slow, ranking second to last in Agidex. Still, if you&#039;re okay with slower attacks, then elemental TD remains a rare and valuable selling point. More importantly, dwarves can carry a surprising amount due to huge [[Strength]] and [[Constitution]] bonuses along with identical body weight to dark elves. I rank dwarven monks the best of the slower races. Dwarves also have a slew of amazing verbs!&lt;br /&gt;
#* Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults while being about as close as invulnerable to enemy maneuvers as it gets. This alone (never mind also having the elemental TD bonus) is important enough that older versions of this guide used to rank halflings as the second best monk race. However, 2026 changes to average box sizes and drop rates exacerbate halflings&#039; severe [[encumbrance]] issues. The question is your tolerance level for either A) frequently pulling back from hunts to [[locksmith pool|drop off boxes]] or B) buying encumbrance-reducing items like silvery blue potions and [[Blue_feather-shaped_charm|blue feather-shaped charms]]. If you don&#039;t mind, then halflings remain a very powerful option. If you do mind, you might want to look elsewhere.&lt;br /&gt;
# &#039;&#039;&#039;[[Half-krolvin]]&#039;&#039;&#039;: The fourth best race for Agidex, though there&#039;s as much of a speed gap between third best and fourth best as between best and third best. Like dwarves, half-krolvin have a slew of amazing verbs. In pre-2026 versions of this guide, I didn&#039;t see much purely mechanical reason to choose a half-krolvin over the previous seven races or gnomes, but things have changed. Their second best carrying capacity helps much more than before. On the flip side, their Logic penalty hurts less in a world with new options in silver or Simucoins for vastly accelerated exp. If you want carrying capacity without sacrificing anything, but also not specializing in anything else, half-krolvin monks are a perfectly good place to be.&lt;br /&gt;
# &#039;&#039;&#039;[[Forest Gnome]]s and [[Burghal Gnome]]s&#039;&#039;&#039;: These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are minor enough that I don&#039;t think anyone should sweat it. It just comes down to the same question of whether you can live with the encumbrance issues. If you can, have at it.&lt;br /&gt;
# &#039;&#039;&#039;[[Giantmen]]&#039;&#039;&#039;: Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance &#039;&#039;doesn&#039;t&#039;&#039; slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. However, giants are the worst at mstrikes via natural stats. Agidex-boosting enhancives can fix that, but maintaining charges on numerous enhancives can get even more expensive than the small race path of maintaining encumbrance potions, so I personally wouldn&#039;t take the trade. Still, there&#039;s a reason that some players choose giants near exclusively. If returning to town sounds aggravating or if you want to maximize the amount of time you spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.&lt;br /&gt;
# &#039;&#039;&#039;[[Erithian]]s and [[Human]]s&#039;&#039;&#039;: These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!&lt;br /&gt;
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Races from half-krolvin up are close enough that I wouldn&#039;t quibble about any of them being seriously better than the others. I understand people&#039;s case for giants too, even though they&#039;re not my style (I&#039;m okay with returning to town every two or three boxes!), and gnomes are similar enough to halflings. I find erithians and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can&#039;t go wrong, exactly, but Perfect Self also makes the rich richer.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you&#039;re used to playing a halfling or gnome warrior who wears full plate, don&#039;t expect your encumbrance life to be similar on a halfling or gnome monk in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let&#039;s talk about GS&#039; encumbrance paradox!&lt;br /&gt;
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[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes.&lt;br /&gt;
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Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly &#039;&#039;that&#039;&#039; much of the gap, so be warned!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar 2, 2026 Edition!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I didn&#039;t want to bog down the bullet points above by talking too much about encumbrance, which could have taken over the entire race section. In short, as of mid-January 2026, boxes drop a third as often as they used to, so encumbrance kicks in less often, but boxes also contain roughly three times as much as they used to, so once encumbrance does kick in, it kicks in much harder than it used to. You might jump from unencumbered to moderately encumbered in a single box.&lt;br /&gt;
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It might not be immediately apparent why I consider the loot changes to be impactful enough to move halflings down, half-krolvin up, and gnomes down, but not impactful enough to move giants or humans up. The answer is that the 2026 loot changes are a double-edged sword. While giants and (to a lesser extent) humans can handle the bigger boxes, that doesn&#039;t mean their containers can. For example, if you have a conventional &amp;quot;max deep&amp;quot; backpack (no epic deepening that can cost millions of silver) that holds 140 pounds and you find a 45 pound, 55 pound, and 65 pound box, you can&#039;t fit all of that inside even if your character can hold it no problem.&lt;br /&gt;
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Putting it another way, there&#039;s a point at which a character&#039;s max carrying capacity gets &amp;quot;wasted&amp;quot; because it exceeds the containers&#039; practical limits. I think giants are certainly over that. Humans aren&#039;t, necessarily, but carrying capacity can also be &amp;quot;wasted&amp;quot; in a different sense because the boxes themselves are less common. You have to be exactly on a threshold of weight at which you&#039;re saving encumbrance, which is a narrow margin in a world where encumbrance increases less incrementally before. In other words, the hit to the small races outweighs the gain to the large races as rankings go.&lt;br /&gt;
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===Placing Your Stats===&lt;br /&gt;
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At level 0, set Strength, Dexterity, and Agility high so you&#039;re at your best in combat and setting Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
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Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That&#039;s your cue to check in and decide your &amp;quot;real&amp;quot; stat placement!&lt;br /&gt;
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Here are my recommendations for each race. If you&#039;ve read Flimbo&#039;s older monk guide, a major difference between us is that he was on the side of tanking Influence while I&#039;m on the side of tanking Discipline or Intuition, which I&#039;ll explain.&lt;br /&gt;
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&#039;&#039;&#039;The Level 20 Stat Placement Tables!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Discipline Version &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;(Recommended!)&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||31||82||73||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||43||85||64||62||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||41||82||75||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||31||82||70||70||77||92&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||50||70||73||70||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||20||82||70||69||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||33||82||73||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||23||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||35||82||75||70||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||37||85||79||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||53||82||70||70||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||25||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||43||77||73||70||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Intuition Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||59||82||73||41||82||92&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||70||85||62||37||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||68||82||73||44||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||58||82||70||44||77||91&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||70||70||73||50||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||58||82||71||29||83||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||59||82||73||44||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||62||82||70||32||83||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||68||82||73||39||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||62||85||77||46||83||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||68||82||70||56||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||62||82||70||35||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||70||77||73||43||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline or Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, Influence, or occasionally Logic.&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wondering what relevant things each stat does, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). +1 TD against mental spells for every 1 bonus. Increased resistance to enemy warcries. Improves tattooing ability.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[Mana#Base_Mana|starting mana]] for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #1!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there&#039;s endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don&#039;t require good Agidex like hard-hitting melee weapons.&lt;br /&gt;
&lt;br /&gt;
Once mstrikes and weapon techniques are a regular part of your monk&#039;s arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren&#039;t the majority of commands in combat.&lt;br /&gt;
&lt;br /&gt;
Overall, in my example, there&#039;s a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #2!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s also endless debate across most professions on which stat to tank out of Discipline, Intuition, and Influence. The short answer is Discipline. The long answer requires more detail.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; monks&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition ultimately provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but it&#039;s once again more trivia than useful information. Warcry defense is at least potentially relevant, but many monks will rarely, if ever, interact with it. SSR bonus is a reasonable perk because Voln is the mechanically strongest society (a point that I &#039;&#039;do&#039;&#039; concur with the majority on) and SSR bonus improves the success rate of Symbol of Sleep, arguably Voln&#039;s strongest ability, along with a couple of its others. (More on Voln in the next section!) However, Influence also grants SSR bonus.&lt;br /&gt;
&lt;br /&gt;
The main reason that few players of any profession used to tank Discipline was experience. Instant Mind Clearers from login rewards can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the Wisdom of the Ages perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between that, the Ascension system introduced in 2020 (though that&#039;s more aimed at capped characters), and of course Perfect Self, it&#039;s far easier than ever to retain the all-important 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
One aspect of Discipline that has become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. If the trend keeps up, I can reevaluate Discipline in the future. However, for now, monks--at least magical monks using Dragonscale Skin (explained in the Feats section)--have better natural defenses against mental CS spells than any build of any other profession except for a warrior or rogue who has maxed or near-maxed spells, wears full plate, and uses a shield. Even that&#039;s debatable since it&#039;s assuming the warrior or rogue has infinite exp. Either way, the point is that magical monks have so much less to worry about from enemy mental spells than almost anyone else that tanking Discipline still leaves them ahead.&lt;br /&gt;
&lt;br /&gt;
Still, what if someone is set on maxing Discipline? Maybe they really do want the mental TD, or maybe they don&#039;t stay subscribed and don&#039;t do bounties. In that case, the question goes to whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. As already mentioned, Influence improves Symbol of Sleep and other Voln symbols. It also helps a little bit with Trading bonuses and making extra silver! (More on that in the Monk Merchants section toward the end.) As a monk, thank to Glamour, you can admittedly max Trading benefit in the end even if you do tank Influence, but that&#039;s a post-cap thing and this guide is aimed at everyone.&lt;br /&gt;
&lt;br /&gt;
The main argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it&#039;s much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter).&lt;br /&gt;
&lt;br /&gt;
To put it into perspective, my capped monk Tarine, who tanked Intuition (because Wisdom of the Ages didn&#039;t exist yet), has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive a difference!&lt;br /&gt;
&lt;br /&gt;
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn&#039;t maxed her stats yet, didn&#039;t have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn&#039;t sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn&#039;t appeal to me like improving the success of the absurdly powerful Symbol of Sleep.&lt;br /&gt;
&lt;br /&gt;
Even assuming that you &#039;&#039;do&#039;&#039; want improved defense, remember that having extra silver from higher Influence lets you pay for better gear and items, which are also their &#039;&#039;own&#039;&#039; paths to improved defense--and often simultaneously to improved offense as well. Ultimately, the Intuition benefit is more narrow than the Influence benefit. That said, the Discipline benefit is even more narrow still. That&#039;s my true choice for tank stat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Also, like I said in stats, Voln makes Influence very relevant, so it&#039;s worth considering right away. Which society is right for your monk?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)&lt;br /&gt;
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This society has a bit more mechanical appeal for monks.&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist&#039;s powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.&lt;br /&gt;
&lt;br /&gt;
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.&lt;br /&gt;
&lt;br /&gt;
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most or possibly all professions.&lt;br /&gt;
&lt;br /&gt;
Like all professions, monks get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat. There&#039;s also an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits. Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.&lt;br /&gt;
&lt;br /&gt;
Voln also features two UC-specific abilities in [[Kai&#039;s Strike]] and [[Kai&#039;s Smite]]. Kai&#039;s Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don&#039;t have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.&lt;br /&gt;
&lt;br /&gt;
Kai&#039;s Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn&#039;t. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren&#039;t those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.&lt;br /&gt;
&lt;br /&gt;
The idea of Kai&#039;s Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you&#039;re not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don&#039;t benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I&#039;d say it&#039;s a net loss for anyone with at least two flares.&lt;br /&gt;
&lt;br /&gt;
The inability to turn off Kai&#039;s Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai&#039;s Strike. Sanctify takes off 5% resistance per tier, so you&#039;d get 20% resistance while keeping your flares between blesses. While Kai&#039;s Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it&#039;s not a dealbreaker.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat Primer==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-unarmedcombat&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Still figuring out how unarmed combat works? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-unarmedcombat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s go over the unarmed combat system in more detail! If you&#039;re familiar with more conventional melee combat, put that knowledge aside--a great deal of it won&#039;t apply and might even interfere with understanding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beginner Basics===&lt;br /&gt;
&lt;br /&gt;
JAB, GRAPPLE, KICK, and PUNCH are your tools of the trade. What&#039;s the difference? Have a look at this table from the unarmed combat system page.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Attack Type&lt;br /&gt;
![[Armor|AG]]&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Scale&lt;br /&gt;
!Chain&lt;br /&gt;
!Plate&lt;br /&gt;
!Base [[Roundtime|RT]]&lt;br /&gt;
!Min [[Roundtime|RT]]&lt;br /&gt;
![[Critical table|Damage Type]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Jab]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.100&lt;br /&gt;
|.075&lt;br /&gt;
|.060&lt;br /&gt;
|.050&lt;br /&gt;
|.040&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[Jab critical table (UCS)|Jab]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Punch]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.275&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.170&lt;br /&gt;
|.140&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Punch critical table (UCS)|Punch]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[GRAPPLE (verb)|Grapple]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.160&lt;br /&gt;
|.120&lt;br /&gt;
|.100&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Grapple critical table (UCS)|Grapple]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Kick]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.400&lt;br /&gt;
|.350&lt;br /&gt;
|.300&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Kick critical table (UCS)|Kick]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Weak, but fast.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power, but less of the latter than punches.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Powerful, but slow (at least by UC standards).&lt;br /&gt;
&lt;br /&gt;
The use case for punches and kicks seems clear, but why jab when it&#039;s so weak and why grapple if punches are the same speed with more strength?&lt;br /&gt;
&lt;br /&gt;
One answer that applies to both jabs and grapples is the defining component of unarmed combat: &#039;&#039;&#039;positioning&#039;&#039;&#039;. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk&#039;s position, follow the combat prompts as they appear. Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
 You attempt to jab a mezic!&lt;br /&gt;
 As you strike, a deep golden light surrounds your hands!&lt;br /&gt;
 You have &#039;&#039;&#039;decent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137&lt;br /&gt;
  ... and hit for 4 points of damage!&lt;br /&gt;
  Fast slap only reddens the cheek.&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the cue to grapple:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
As you can see, the followup was significantly more powerful. That&#039;s partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here&#039;s one more example, this time going from good to excellent:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;jab&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You exploit the momentum of your previous strike to make a stronger attack against a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146&lt;br /&gt;
  ... and hit for 15 points of damage!&lt;br /&gt;
  Blow to kidney!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
 &lt;br /&gt;
 [2 seconds later...]&lt;br /&gt;
 &lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;excellent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158&lt;br /&gt;
  ... and hit for 48 points of damage!&lt;br /&gt;
  Powerful tug pulls right hip, and leg, free of the socket!&lt;br /&gt;
   A mezic falls to the ground grasping her mangled right leg!&lt;br /&gt;
 Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
This time the jab started at good positioning because of Rolling Krynch Stance (more on that in the Martial Stances section), but the followup grapple was still far more powerful. Tiering up is crucial!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting highlights can help! Since the text prompt is...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...you can either create four highlights for each individual message or create a highlight for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup&amp;lt;/font&amp;gt;, then four more highlights for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;jab attack!&amp;lt;/font&amp;gt; and the others.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, in unarmed combat&#039;s &#039;&#039;&#039;most basic form&#039;&#039;&#039; at the lowest levels, the use cases for each attack type are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning. &lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Only when needed to tier up.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Deliver a finishing blow during excellent positioning.&lt;br /&gt;
&lt;br /&gt;
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples. We&#039;ll get into that later, but first let&#039;s keep exploring the basics to lay the foundation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UAF, UDF, and MM===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to GemStone&#039;s AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a mezic!&lt;br /&gt;
 You have good positioning against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s look at an even more extreme example that doesn&#039;t go as well:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a spectral shade!&lt;br /&gt;
 You have good positioning against a spectral shade.&lt;br /&gt;
  UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102&lt;br /&gt;
  ... and hit for 1 point of damage!&lt;br /&gt;
  The spectral shade shakes off a weak arm grab.&lt;br /&gt;
&lt;br /&gt;
This is why I say you have to ignore what you know about AS-based combat.&lt;br /&gt;
&lt;br /&gt;
UAF isn&#039;t completely irrelevant, but the more important numbers are UDF and the &#039;&#039;&#039;multiplier modifier&#039;&#039;&#039; (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.&lt;br /&gt;
&lt;br /&gt;
What does that mean in practice? Higher lows and lower highs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rare that a monk outright &#039;&#039;couldn&#039;t possibly&#039;&#039; hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.&lt;br /&gt;
&lt;br /&gt;
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes&#039; stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is the number that drops so low in defensive that it can even become negative! This used to occasionally trip up Saraphenia&#039;s player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it&#039;s often easier to figure out that you&#039;re in the wrong stance because everything&#039;s failing to hit; that was how I&#039;d take notice and Leafi would tell Phenia to fix up her stance.&lt;br /&gt;
&lt;br /&gt;
Also unlike AS-based melee attacks, lying down not only doesn&#039;t reduce your UAF, but also doesn&#039;t even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you&#039;re not paying attention, you could be fighting from your back and not even know it! You&#039;d find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. Those can&#039;t be done from the ground.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release &#039;&#039;enemy creatures&#039;&#039; who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mstrikes===&lt;br /&gt;
&lt;br /&gt;
As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you&#039;ll eventually be able to use mstrikes or weapon techniques. (I&#039;ll refer to these as &amp;quot;techniques&amp;quot; from here on. Despite the name, the brawling &amp;quot;weapon techniques&amp;quot; don&#039;t require weapons--unless you&#039;re thinking of your monk&#039;s hands and feet as weapons!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are your means to fit more attacks into less time.&lt;br /&gt;
&lt;br /&gt;
Covering mstrikes first!&lt;br /&gt;
&lt;br /&gt;
Mstrikes with no target specified, AKA &#039;&#039;&#039;unfocused mstrikes&#039;&#039;&#039;, can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA &#039;&#039;&#039;focused mstrikes&#039;&#039;&#039;, can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.&lt;br /&gt;
&lt;br /&gt;
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you&#039;re at decent positioning against them and attacking them for the first time. Once you&#039;re into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.&lt;br /&gt;
&lt;br /&gt;
Mstrikes &#039;&#039;sort of&#039;&#039; have a cooldown after use, which is 15-20 seconds or so (depending on training). When on &amp;quot;cooldown,&amp;quot; you &#039;&#039;can&#039;&#039; still mstrike, but they&#039;ll consume a good chunk of stamina. (I can&#039;t give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.&lt;br /&gt;
&lt;br /&gt;
Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it&#039;ll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk&#039;s life, especially if you&#039;re a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn&#039;t increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fury and Clash===&lt;br /&gt;
&lt;br /&gt;
The unarmed combat assault technique is &#039;&#039;&#039;[[Fury]]&#039;&#039;&#039;, which you learn with 25 ranks of Brawling (level 11). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There&#039;s no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it&#039;s not a major selling point.&lt;br /&gt;
&lt;br /&gt;
The AoE unarmed combat technique is &#039;&#039;&#039;[[Clash]]&#039;&#039;&#039;, which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn&#039;t include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist &#039;&#039;before&#039;&#039; Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities &#039;&#039;and&#039;&#039; seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.&lt;br /&gt;
&lt;br /&gt;
Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can&#039;t be used while they&#039;re on cooldown. They do have separate cooldown timers, so you can alternate between them.&lt;br /&gt;
&lt;br /&gt;
However, you can&#039;t alternate mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you &#039;&#039;can&#039;&#039; use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it&#039;ll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn&#039;t intend for players to insert mstrikes into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)&lt;br /&gt;
&lt;br /&gt;
RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it&#039;ll execute them as 2 RT, 2 RT, and 1 RT.&lt;br /&gt;
&lt;br /&gt;
Compared to focused mstrikes, Fury&#039;s structure has upsides and downsides. One upside is that you&#039;ll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can &#039;&#039;also&#039;&#039; interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It&#039;s also less likely that your target will be dead as soon your command gets sent to the server since attacks don&#039;t happen all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Twin Hammerfists and Spin Kick===&lt;br /&gt;
&lt;br /&gt;
The other two UC techniques are &#039;&#039;&#039;[[Twin Hammerfists]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Spin Kick]]&#039;&#039;&#039;, respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won&#039;t lock you out of them.&lt;br /&gt;
&lt;br /&gt;
Twin Hammerfists is an [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! At only 2 RT and 7 stamina, it&#039;s a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.&lt;br /&gt;
&lt;br /&gt;
Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it&#039;s an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn&#039;t a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If highlighting tier up opportunities goes well for you, then &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;You could use this opportunity to Spin Kick!&amp;lt;/font&amp;gt; is another message to consider highlighting from level 35-36 on!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beyond Basics: Synchronizing Everything===&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.&lt;br /&gt;
&lt;br /&gt;
However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let&#039;s put everything together into a cohesive whole.&lt;br /&gt;
&lt;br /&gt;
Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot (&amp;quot;flare slot&amp;quot;), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of a Twin Hammerfists firing off three flares:&lt;br /&gt;
&lt;br /&gt;
 Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist&lt;br /&gt;
 [SMR result: 316 (Open d100: 89, Bonus: 107)]&lt;br /&gt;
 Perfectly executed strike to the crimson angargeist&#039;s back!  It staggers!&lt;br /&gt;
 The attack exposes a vulnerability in a roiling crimson angargeist&#039;s defenses!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps emit a searing bolt of lightning! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Hard shot to the crimson angargeist&#039;s back sends it drifting forward!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps spray forth a shower of pure water! **&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Incredible strike to the crimson angargeist&#039;s back smashes through the chest!&lt;br /&gt;
   Too bad it melts back together.&lt;br /&gt;
 Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.&lt;br /&gt;
 &lt;br /&gt;
 ** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **&lt;br /&gt;
 &lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Strong strike splits the belly open, revealing ghostly organs.&lt;br /&gt;
   Haggis anyone?&lt;br /&gt;
&lt;br /&gt;
The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it&#039;s a great illustration because of the particulars.&lt;br /&gt;
&lt;br /&gt;
First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk&#039;s entire life. That&#039;s the least interesting thing to say here, though.&lt;br /&gt;
&lt;br /&gt;
The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water.&lt;br /&gt;
&lt;br /&gt;
Angargeists are non-corporeal undead. Normally Kai&#039;s Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn&#039;t allow for one-shotting it; you have to take out its entire health pool.&lt;br /&gt;
&lt;br /&gt;
2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you&#039;re fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.&lt;br /&gt;
&lt;br /&gt;
Speaking of uncrittable creatures or creatures you&#039;re otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a more nuanced look at the unarmed combat core attack types than before:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can&#039;t hit a foe who&#039;s already downed, so it&#039;s not repeatable.)&lt;br /&gt;
* The fastest means of tiering up with single strikes.&lt;br /&gt;
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.&lt;br /&gt;
* Poor as the specified command of a Fury or mstrike since they have little or (usually) no speed advantage over the other commands in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.&lt;br /&gt;
* The best aimed attack at excellent positioning. I&#039;m not particularly a fan of aimed UC attacks for reasons we&#039;ll delve into later, but it is there.&lt;br /&gt;
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.&lt;br /&gt;
* Poor as the specified command of an unfocused mstrike or Clash since it&#039;s unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but can&#039;t help tier up.)&lt;br /&gt;
* Good against individual threatening creatures that need to be slowed down.&lt;br /&gt;
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.&lt;br /&gt;
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The best finishing blow at excellent positioning per hit.&lt;br /&gt;
* The highest damage output per hit.&lt;br /&gt;
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or exactly as fast as the other commands.)&lt;br /&gt;
* Poor at tiering up with single strikes. (Same as above.)&lt;br /&gt;
&lt;br /&gt;
In short, pick the right tool for the right job. They can all be the right tool at times!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Macros and Aliases===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Grapple&lt;br /&gt;
* Punch&lt;br /&gt;
* Kick&lt;br /&gt;
* Weapon Twinhammer&lt;br /&gt;
* Weapon Fury [Grapple/Punch/Kick (depending on your level, training, specialization, and preference)]&lt;br /&gt;
* Weapon Spinkick&lt;br /&gt;
* Mstrike Grapple&lt;br /&gt;
* Mstrike Punch&lt;br /&gt;
* Mstrike Kick&lt;br /&gt;
* Mstrike Grapple Target&lt;br /&gt;
* Mstrike Punch Target&lt;br /&gt;
* Mstrike Kick Target&lt;br /&gt;
&lt;br /&gt;
For macros, this just means tying each one you care about to a single key press. You can configure them in Options -&amp;gt; Macros if using [[Wrayth]].&lt;br /&gt;
&lt;br /&gt;
For Lich aliases, I&#039;ve set mine as jj for jab, gg for grapple, pp for punch, kk for kick, twin for Twin Hammerfists, utf for Fury Grapple (stands for &amp;quot;unarmed technique Fury&amp;quot;), uts for Spin Kick, mg for mstrike grapple, mp for mstrike punch, and mk for mstrike kick. I could create things like an mkt alias for mstrike kick target if I wanted, but in that case I just type out &amp;quot;mk target&amp;quot; or &amp;quot;mk [target noun].&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your monk&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
&lt;br /&gt;
These are skills you consistently train with little to no deviation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Brawling]]&#039;&#039;&#039;: Max every level.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more stamina early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more DS early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Combat Maneuvers as Core Skills?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I&#039;d say &#039;&#039;roughly&#039;&#039; 1x minimum is mandatory and you&#039;ll almost certainly want far more than that early on. However, philosophically, I don&#039;t consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That&#039;s why it&#039;s in the Breakpoint Skills section below!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Breakpoint Skills===&lt;br /&gt;
&lt;br /&gt;
Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]]&#039;&#039;&#039;: One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn&#039;t that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it&#039;s also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you&#039;re going self-spelled. Up to you!&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and &#039;&#039;possibly&#039;&#039; 90 or 100. The good technique breakpoints are 10, 24, 50, and &#039;&#039;possibly&#039;&#039; 100. If you&#039;re using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Mental]] up to 13 or 16 ranks&#039;&#039;&#039;: The major early benchmarks are [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I&#039;m not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body&#039;s stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.&lt;br /&gt;
* &#039;&#039;&#039;[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore&#039;&#039;&#039;: To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why anyone would train to account for the mstrike MOC thresholds &#039;&#039;and&#039;&#039; the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.&lt;br /&gt;
&lt;br /&gt;
My monk, Sariara, preferred Fury in most hunts while leveling, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don&#039;t even get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I&#039;ll discuss in the Offensive Specialization section.&lt;br /&gt;
&lt;br /&gt;
However, Clash is a very weak AoE technique compared to unfocused mstrikes. Mstrikes&#039; bonus jab allows double the number of attacks for the first engagement with the enemy, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she would use focused mstrikes for single targets, even though they&#039;re slightly weaker than Fury because of her Grapple Specialization, since that left the unfocused mstrike option open for battling hordes.&lt;br /&gt;
 &lt;br /&gt;
Your MOC training plan doesn&#039;t need to assume that mstrikes or techniques are either/or!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Niche Skills===&lt;br /&gt;
&lt;br /&gt;
Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]] and [[Mental Mana Control]]&#039;&#039;&#039;: Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game &#039;&#039;unless&#039;&#039; you&#039;re surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Monks get immense value out of at least the first 20 ranks. See the Trade Secrets section!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s more expensive than First Aid. Slightly reduces duration of stuns, but monks don&#039;t get stunned very often. Like First Aid, I recommend it during the first 19 levels. Afterward, train it only if you want to excel at skinning bounties &#039;&#039;and&#039;&#039; have already trained First Aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk mana sharing breakpoints!&lt;br /&gt;
&lt;br /&gt;
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.&lt;br /&gt;
&lt;br /&gt;
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.&lt;br /&gt;
&lt;br /&gt;
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.&lt;br /&gt;
&lt;br /&gt;
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.&lt;br /&gt;
&lt;br /&gt;
Just remember: 5, 7, 10, 24!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at 24 mana control, consider going to 25! This unlocks [[Multicast|multicasting]], the ability to cast a buff spell twice in one cast. For self-cast spells, that&#039;ll take you to full duration in 3 RT instead of 6, which is nice quality of life!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
&lt;br /&gt;
Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
&lt;br /&gt;
Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midgame and Later Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]] at half your level&#039;&#039;&#039;: After you&#039;re finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you&#039;re still not feeling hardy enough.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Spiritual]] up to 2 or 7 ranks&#039;&#039;&#039;: I&#039;d ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It&#039;s very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you&#039;re a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that&#039;s all the way at 20 ranks.) If you don&#039;t want to rely on the invoker or others, I&#039;d say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.&lt;br /&gt;
* &#039;&#039;&#039;Minor Mental up to 20 or 25 ranks&#039;&#039;&#039;: [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #4: The Spirit Barrier Irony!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! &#039;&#039;Lowering&#039;&#039; your UAF in exchange for increasing your DS via Spirit Barrier isn&#039;t nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren&#039;t like (weapon-using) rangers who would find trading &#039;&#039;AS&#039;&#039; for DS completely untenable. This spell can be worth a second look!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Post-Cap Skills===&lt;br /&gt;
&lt;br /&gt;
Eventually you can train everything if you play long enough, but here are some considerations for what to prioritize if or when you reach post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Edged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that&#039;s not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can&#039;t be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]]. If you want to do this, I highly recommend also maxing Two Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery is another possibility for diversifying. Unlike with katars, AS-based &#039;&#039;ranged&#039;&#039; attacks don&#039;t necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren&#039;t exactly &#039;&#039;poor&#039;&#039; at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Item Use]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Supplementing DS with [[small statue]]s is eventually a good idea for every profession and MIU bolsters their duration. (As a historical note, MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta&#039;Faendryl, the Ruined Temple, or the Sanctum of Scales. However, that&#039;s largely immaterial these days. [[Spell sever]] has supplanted spellburst in newer capped hunting grounds like the Hinterwilds, Moonsedge Castle, and the Hive--and, although these are technically Ascension grounds aimed at far post-cap characters, monks are able to do well in them long before other professions, including even at fresh cap, due to the unique qualities of unarmed combat.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual up to 20 or 40 ranks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It&#039;ll become apparent enough when that&#039;s the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I&#039;m fairly certain that my second monk Sariara never will. Voln already offers a fine substitute for fogging, Wall of Force isn&#039;t what it used to be when it had no cooldown, and having fewer spell ranks means more redux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental up to 48 or 50 ranks (or beyond)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they&#039;re more for hunting things like bandits and pirates or just messing around than for casting in &amp;quot;real&amp;quot; hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I&#039;ll elaborate further there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secret Sauce of Lores===&lt;br /&gt;
&lt;br /&gt;
This section contains tables to visualize lore thresholds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Telepathy Ranks&#039;&#039;&#039;||0||6||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039;&amp;lt;/font&amp;gt;||80||150&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mind Over Body Stamina Reduction&#039;&#039;&#039;||20%||25%||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;35%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Green&amp;lt;/font&amp;gt;&#039;&#039;&#039;: The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.&lt;br /&gt;
&lt;br /&gt;
Aside from Mind Over Body, a couple of Telepathy&#039;s more minor claims to fame for monks include:&lt;br /&gt;
&lt;br /&gt;
* 25 ranks allow [[Soothing Word (1201)|Soothing Word]] to remove sheer fear and grant 30 seconds of immunity to it&lt;br /&gt;
* 15, 45, and 90 ranks improve the spawn rate of [[Provoke (1235)|Provoke]]&lt;br /&gt;
&lt;br /&gt;
You can work around sheer fear in other ways by being in Voln or getting your robes sanctified, but the Soothing Word option exists.&lt;br /&gt;
&lt;br /&gt;
Provoke is an interesting niche, but not a major selling point in my eyes. Training 35 Minor Mental ranks asks a ton pre-cap and Provoke becomes less effective the more people are hunting in an area. Most capped hunting grounds are either very crowded, so Provoke does little, or they&#039;re not crowded because they&#039;re extremely dangerous, which makes Provoke a bad idea.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 2&#039;&#039;&#039;||&#039;&#039;&#039;Level 5&#039;&#039;&#039;||&#039;&#039;&#039;Level 15&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Full leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforced leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Double leather||Leather breastplate||Cuirbouilli leather||Studded leather&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||||Double leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Leather breastplate&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Cuirbouilli leather||Studded leather||Brigandine&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||||||Cuirbouilli leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Studded leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Brigandine&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||||||||Brigandine||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Double chain&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||||||||Double chain||Augmented chain&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||||||||Chain hauberk&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;105 Transformation&amp;lt;/font&amp;gt;|||||||||||||Metal breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;140 Transformation&amp;lt;/font&amp;gt;|||||||||||||Augmented breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;180 Transformation&amp;lt;/font&amp;gt;|||||||||||||Half plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You&#039;ll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it &#039;&#039;is&#039;&#039; amazing and I recommend it highly for a magical monk--I&#039;d consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won&#039;t be the majority of my readers.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Pink&#039;&#039;&#039;&amp;lt;/font&amp;gt;: My recommendations for which levels to meet which Iron Skin thresholds if you&#039;re undecided. You have more leeway at level 50 on to push lores higher, so I&#039;ve highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.&lt;br /&gt;
&lt;br /&gt;
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell&#039;s effect has improved over the previous breakpoint.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||&#039;&#039;&#039;Dragonclaw UAF Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Brace Disarm Rate&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0||10||25%&lt;br /&gt;
|-&lt;br /&gt;
||1||11||&lt;br /&gt;
|-&lt;br /&gt;
||3||12||27%&lt;br /&gt;
|-&lt;br /&gt;
||6||13||&lt;br /&gt;
|-&lt;br /&gt;
||7||||29%&lt;br /&gt;
|-&lt;br /&gt;
||10||14||&lt;br /&gt;
|-&lt;br /&gt;
||12||||31%&lt;br /&gt;
|-&lt;br /&gt;
||15||15||&lt;br /&gt;
|-&lt;br /&gt;
||18||||33%&lt;br /&gt;
|-&lt;br /&gt;
||21||16||&lt;br /&gt;
|-&lt;br /&gt;
||25||||35%&lt;br /&gt;
|-&lt;br /&gt;
||28||17||&lt;br /&gt;
|-&lt;br /&gt;
||33||||37%&lt;br /&gt;
|-&lt;br /&gt;
||36||18||&lt;br /&gt;
|-&lt;br /&gt;
||42||||39%&lt;br /&gt;
|-&lt;br /&gt;
||45||19||&lt;br /&gt;
|-&lt;br /&gt;
||52||||41%&lt;br /&gt;
|-&lt;br /&gt;
||55||20||&lt;br /&gt;
|-&lt;br /&gt;
||63||||43%&lt;br /&gt;
|-&lt;br /&gt;
||66||21||&lt;br /&gt;
|-&lt;br /&gt;
||75||||45%&lt;br /&gt;
|-&lt;br /&gt;
||78||22||&lt;br /&gt;
|-&lt;br /&gt;
||88||||47%&lt;br /&gt;
|-&lt;br /&gt;
||91||23||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn&#039;t make a huge difference. Brace, on the other hand, can be impactful &#039;&#039;if&#039;&#039; you&#039;re getting hit by physical attacks. I wouldn&#039;t go out of my way to push Transformation for Brace alone, but if you&#039;re already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we&#039;ll look at in the Meditation Resistance section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Training Snapshots===&lt;br /&gt;
&lt;br /&gt;
For illustration and discussion purposes, here&#039;s what my most recent monk Sariara has looked like at &#039;&#039;&#039;various level thresholds&#039;&#039;&#039;--or, in the case of level 30, what she &#039;&#039;should&#039;&#039; have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Level 20&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 40&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 60&#039;&#039;&#039;||&#039;&#039;&#039;Level 70&#039;&#039;&#039;||&#039;&#039;&#039;Level 80&#039;&#039;&#039;||&#039;&#039;&#039;Level 90&#039;&#039;&#039;||&#039;&#039;&#039;Level 100 (fresh)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||0||0||0||0||0||0||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||24||48||74||100||114||134||134||144||144&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||44||65||85||105||125||149||165||187||207&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||24||35||55||55||55||55||55||60||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||44||64||84||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||44||64||125||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||10||10||10||10||20||20||38||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||5||5||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||15||15||15||15||15||15||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||20||30||40||50||60||72||82||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||10||10||10||20||20||40||40||60||60&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||10||10||10||10||10||10||40||0||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||20||30||20||25||30||35||40||42||42&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||40||43||42||48||60||72||83||95||167&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039;||0||0||0||0||3||3||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Mental&#039;&#039;&#039;||12||13||14||16||20||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;(spare TPs)&#039;&#039;&#039;||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s break down some of the more unusual things you might notice!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I could have done the one rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039; much sooner, but didn&#039;t particularly feel the need for the quick DS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.&lt;br /&gt;
&lt;br /&gt;
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she&#039;d maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM &#039;&#039;is&#039;&#039; her second post-cap goal, finally; it&#039;s currently at 190 as she approaches 8.6m experience.)&lt;br /&gt;
&lt;br /&gt;
Max &#039;&#039;&#039;Brawling&#039;&#039;&#039;, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Fitness and Dodging&#039;&#039;&#039; are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks&#039; training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
I took a little bit of early &#039;&#039;&#039;Harness Power&#039;&#039;&#039;, then slacked off for a while, then finally only began pushing it in the late game as an efficient way to wear more spells in &#039;&#039;spellburst&#039;&#039; hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90). This table only shows up to fresh cap, but later in the guide, in the Ascension section, I&#039;ll show a &amp;quot;final build&amp;quot; where she drops Harness Power to 40; as she moved out of spellburst areas and into spell sever areas, the extra mana became frivolous.&lt;br /&gt;
&lt;br /&gt;
I started &#039;&#039;&#039;First Aid&#039;&#039;&#039; relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She eventually picked it back up post-cap, but the table only shows up to fresh 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swimming and Climbing&#039;&#039;&#039; are skills that you might not need at fresh cap if you intend to stick to a specific hunting ground for a long time. I dropped Swimming since the Sanctum doesn&#039;t have any water and the only swimming in the Hinterwilds can be bypassed with Water Walking or Symbol of Return (among other options), but hunters of the Atoll, Ruined Temple, or Sailor&#039;s Grief would want it. Conversely, I kept Climbing because the Sanctum has a pretty tough check, but various other hunting grounds don&#039;t. For where Saria&#039;s currently at long after the initial publication of this guide, she could actually skip both Swimming and Climbing, but I keep them just in case.&lt;br /&gt;
&lt;br /&gt;
Saria heavily pushed &#039;&#039;&#039;Trading&#039;&#039;&#039; early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated.) Similar story for &#039;&#039;&#039;Minor Mental&#039;&#039;&#039;, which came out of the gate fast, then inched to 20 at level 60 and stayed there.&lt;br /&gt;
&lt;br /&gt;
Level 30 and 100 spare TPs are there because I was hoarding for the next &#039;&#039;&#039;Multi Opponent Combat&#039;&#039;&#039; thresholds while level 70 spare TPs are there because I was hoarding for the 20 &#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn&#039;t care about any of the in-between spells, so might as well preserve higher redux until then.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re interested in a training snapshot far post-cap, see further below in the Ascension section!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Exclusive Choices==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meditation Resistance===&lt;br /&gt;
&lt;br /&gt;
One neat monk perk I haven&#039;t mentioned yet is that their [[Verb:MEDITATE#Damage_Resistance|MEDITATE verb]] allows them to gain resistance to one selected damage type! It offers 10% resistance to start, then improves at these thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||0||1||3||6||10||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;15&amp;lt;/font&amp;gt;&#039;&#039;&#039;||21||28||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;36&amp;lt;/font&amp;gt;&#039;&#039;&#039;||45||55||66||78||91&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||10%||12%||14%||16%||18%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;20%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||22%||24%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;26%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||28%||30%||32%||34%||36%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And if you decide to go ham post-cap with Ascension and enhancives:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||38%||40%||42%||44%||46%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted 15 and 36 Transformation because 20% and 26% (translation: &amp;quot;25% or more&amp;quot;) are extremely notable benchmarks. I &#039;&#039;could&#039;&#039; fully elaborate, but people who aren&#039;t Whirlin and me would probably get bored to tears by the rows and charts I&#039;d need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV&#039;s crit system, and how it relates to order of operations with redux and crit padding.&lt;br /&gt;
&lt;br /&gt;
Suffice it to say this:&lt;br /&gt;
&lt;br /&gt;
Because of rounding and the nature of GSIV crits, it wouldn&#039;t be merely &#039;&#039;underestimating&#039;&#039; 20% and 25% resistance to say that they&#039;re twice as effective or two and a half times as effective as 10% resistance, but &#039;&#039;completely off base&#039;&#039; by orders of magnitude. The upgrade is huge.&lt;br /&gt;
&lt;br /&gt;
That said, which damage type should you resist? You can change your type any time, but these jump out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold&#039;&#039;&#039;: Useful for Icemule-based hunting at various levels.&lt;br /&gt;
* &#039;&#039;&#039;Crush&#039;&#039;&#039;: A very common damage type, like all physical damage types. Particularly helpful for gigantic creatures that fall on you as they die.&lt;br /&gt;
* &#039;&#039;&#039;Electrical&#039;&#039;&#039;: The most lethal damage type, albeit somewhat rare. If you&#039;re hunting creatures that use it, though, protect yourself!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;: Useful for Teras Isle, among other specific areas.&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Great against various rock-themed creatures or shield-using creatures, among some others.&lt;br /&gt;
* &#039;&#039;&#039;Puncture&#039;&#039;&#039;: Another common physical damage type. Very deadly if it hits the eyes even on a fairly tame enemy attack, so 20% or 25% resistance will help immensely.&lt;br /&gt;
* &#039;&#039;&#039;Slash&#039;&#039;&#039;: The last of the common physical damage types. Probably the least impressive in a vacuum, but it &#039;&#039;is&#039;&#039; very common.&lt;br /&gt;
&lt;br /&gt;
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!&lt;br /&gt;
&lt;br /&gt;
The only damage types I&#039;d generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn&#039;t stop that aspect. Still, if you&#039;re in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything&#039;s worth considering in the right context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Grapple Specialization]], [[Kick Specialization]], and [[Punch Specialization]], which each improve their respective attacks, but which is right for you? I&#039;ll write about each one as if it&#039;s maxed, but during the earliest levels, these ramp up by gaining 20% of their max effectiveness per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. &amp;quot;Before&amp;quot; is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists.&lt;br /&gt;
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone.&lt;br /&gt;
* If you love Fury or hate setups, this could be the specialization for you!&lt;br /&gt;
* In a vacuum, grapples aren&#039;t ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.&lt;br /&gt;
* Grapple Specialization has little to offer if you exclusively use mstrikes. &amp;quot;Exclusively&amp;quot; is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Turns your [[Spin Kick]] into two Spin Kicks!&lt;br /&gt;
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It&#039;s great fun and can save you in situations where the other two specializations couldn&#039;t.&lt;br /&gt;
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it&#039;s flat out the best mstrike option.&lt;br /&gt;
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven&#039;t become as fast as they&#039;ll eventually be and Spin Kick might not even be an option yet (pre-level 35-36).&lt;br /&gt;
* While Spin Kick performs exceptionally well against like-level foes, it&#039;s not nearly as good against overleveled ones for two reasons: it&#039;s less likely to succeed and you&#039;re much more incentivized to disable those foes immediately. If they don&#039;t attack, you don&#039;t evade, so you don&#039;t Spin Kick.&lt;br /&gt;
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Punch Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.&lt;br /&gt;
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn&#039;t a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.&lt;br /&gt;
* Despite the above, the buff to Clash being minor doesn&#039;t matter if the monk isn&#039;t using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can&#039;t bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specialization Sidebar: Mstrikes with Specified Attack Types!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In case it isn&#039;t clear or in case going into math would be helpful...&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mstrike kick&#039;&#039;&#039; becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike punch&#039;&#039;&#039; can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they&#039;re slower because your Agidex isn&#039;t up to par, punches can still win overall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike grapple&#039;&#039;&#039; is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.&lt;br /&gt;
&lt;br /&gt;
In short...&lt;br /&gt;
&lt;br /&gt;
Use mstrike kick if you&#039;re a high Agidex race who&#039;s at or close to the peak of your Agidex growth.&lt;br /&gt;
&lt;br /&gt;
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you&#039;re a moderate Agidex race or a high Agidex race not yet near your peak, you&#039;re against foes in armor lighter than chain, and you trained Grapple Specialization, but you&#039;re in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)&lt;br /&gt;
&lt;br /&gt;
Use mstrike punch if neither of the above applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I&#039;ve been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).&lt;br /&gt;
&lt;br /&gt;
As for Punch Specialization, I wouldn&#039;t honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn&#039;t necessarily wrong either.&lt;br /&gt;
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===Defensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one&#039;s a lot easier than the last!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Block Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they&#039;re expensive to train, monks can&#039;t learn shield skills, and shields significantly decrease their MM.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Parry Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to parry melee or ranged attacks--assuming you have [[Brace (1214)|Brace]] active. After parrying, it gives a 25% chance of gaining the [[Counter]] effect, which means your next attack has 1 less RT and costs 25% less stamina (if applicable). This might sound neat until it&#039;s compared to...&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say &amp;quot;Brawling&amp;quot; because I&#039;m not even limiting this to unarmed combat. Even if you&#039;re using brawling &#039;&#039;weapons&#039;&#039; like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)&lt;br /&gt;
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===Martial Stances===&lt;br /&gt;
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Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let&#039;s review them.&lt;br /&gt;
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&#039;&#039;&#039;[[Duck and Weave]]&#039;&#039;&#039;:&lt;br /&gt;
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The most flavorful martial stance.&lt;br /&gt;
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Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.&lt;br /&gt;
&lt;br /&gt;
This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker&#039;s AS and weapon type have to be good enough compared to the defending creature&#039;s DS and armor type to do meaningful damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Delightful, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Flurry of Blows]]&#039;&#039;&#039;:&lt;br /&gt;
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The screen scrolliest martial stance.&lt;br /&gt;
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Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.&lt;br /&gt;
&lt;br /&gt;
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren&#039;t good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn&#039;t say it comes close to being worthwhile.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Again, great fun, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Inner Harmony]]&#039;&#039;&#039;:&lt;br /&gt;
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The most wasted potential of martial stances.&lt;br /&gt;
&lt;br /&gt;
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you&#039;d most want to remove are exactly the ones you can&#039;t because you can&#039;t use Inner Harmony while bound or RT-locked. [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]] this definitely isn&#039;t!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I appreciate the idea behind this stance, but it has little to no appeal in practice.&lt;br /&gt;
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&#039;&#039;&#039;[[Rolling Krynch Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Almost surely the best martial stance for UC monks.&lt;br /&gt;
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This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won&#039;t kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least &#039;&#039;might&#039;&#039; kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap.&lt;br /&gt;
&lt;br /&gt;
When I wrote that monks rarely one-shot creatures, that&#039;s true in a vacuum, but Rolling Krynch can at least open that door for them.&lt;br /&gt;
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Bottom line: the less time you spend in decent positioning, the better off you are, and that&#039;s what Rolling Krynch offers.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.&lt;br /&gt;
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&#039;&#039;&#039;[[Slippery Mind]]&#039;&#039;&#039;:&lt;br /&gt;
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The most defensive martial stance.&lt;br /&gt;
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When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you&#039;re in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don&#039;t avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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This stance is simple, but really good, offering two lines of defense against a monk&#039;s biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I&#039;d say it&#039;s the very best for a weapon-wielding monk in robes!&lt;br /&gt;
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&#039;&#039;&#039;[[Stance of the Mongoose]]&#039;&#039;&#039;:&lt;br /&gt;
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The most &amp;quot;almost got there&amp;quot; martial stance.&lt;br /&gt;
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This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you&#039;re running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you&#039;re doing that, thank you for making it this far into the guide for reasons I don&#039;t understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a more typical unarmed combat monk, the good news is that Stance of the Mongoose&#039;s retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it&#039;s always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it&#039;ll pick the tier up type.&lt;br /&gt;
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That last bit might sound good--and, truthfully, it &#039;&#039;is&#039;&#039; good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it&#039;s not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That&#039;s not necessarily saying much; I&#039;d put it distantly behind Rolling Krynch Stance and Slippery Mind. If you&#039;re running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I&#039;m not knocking wildly niche monks. Many of my characters who &#039;&#039;aren&#039;t&#039;&#039; monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I&#039;m torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and &#039;&#039;can&#039;&#039; have immense defensive gain!)&lt;br /&gt;
&lt;br /&gt;
This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you&#039;re doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the &#039;&#039;creatures&#039;&#039; do--things you&#039;re actively trying to prevent them from doing, no less!--and, for that matter, only &#039;&#039;some&#039;&#039; of them do it and only &#039;&#039;some&#039;&#039; of the time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Striking Asp Stance]]&#039;&#039;&#039;:&lt;br /&gt;
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The best... uh... PvP martial stance?&lt;br /&gt;
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[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.&lt;br /&gt;
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Whoever this stance might be good for--if anyone, because I&#039;m not convinced it&#039;s worthwhile in any context other than PvP duels--it&#039;s not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp&#039;s own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs&#039; worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp&#039;s reduced stamina cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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No.&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Acrobat&#039;s Leap]]&#039;&#039;&#039;:&lt;br /&gt;
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Useful for short races to make up the height gap.&lt;br /&gt;
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&#039;&#039;&#039;[[Bearhug]]&#039;&#039;&#039;:&lt;br /&gt;
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Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that &#039;&#039;are&#039;&#039; so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don&#039;t necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. It&#039;s also a bit worse for small races, but, since it&#039;s an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first.&lt;br /&gt;
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Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you&#039;re already using them!&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a need of controlling the enemy hordes so you can systematically pick them off.&lt;br /&gt;
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&#039;&#039;&#039;[[Burst of Swiftness]]&#039;&#039;&#039;:&lt;br /&gt;
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You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
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If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don&#039;t recommend using it until you have at least four ranks since the cooldown is very long before then.&lt;br /&gt;
&lt;br /&gt;
If your monk is a fast race, there&#039;s still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar &#039;&#039;mstrikes&#039;&#039;&#039; don&#039;t get faster than 5 seconds regardless of Agidex.) &lt;br /&gt;
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&#039;&#039;&#039;[[Cheapshots]]&#039;&#039;&#039;:&lt;br /&gt;
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I love this suite of disabling skills on rogues and bards, but I don&#039;t think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can&#039;t, Cheapshots won&#039;t either since they&#039;re all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I&#039;d rather get Bearhug or Coup de Grace.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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I like two or three ranks to slightly shore up TD weaknesses if you can spare the points, but it&#039;s not mandatory by any means.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Mobility]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points &#039;&#039;are&#039;&#039; a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Coup de Grace]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF buff isn&#039;t what matters (at least for solo UC-oriented monks; it&#039;s amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can&#039;t be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup&#039;s insta-kill, so it&#039;s another helpful option in your toolbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Even though UAF attacks &#039;&#039;can&#039;&#039; power through turtled creatures, turning that &amp;quot;can&amp;quot; into &amp;quot;most likely&amp;quot; is ideal. Feint is the premier combat maneuver for lowering enemies&#039; stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hamstring]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I mention this for the katar builds. Hamstring can only be used with an edged weapon, but it&#039;s a devastatingly powerful setup-and-damage maneuver all in one. Two Weapon Combat characters will find it even more exceptional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ki Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver&#039;s wiki page recommends it if you aren&#039;t using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.&lt;br /&gt;
&lt;br /&gt;
That said, the stamina cost to use it too often &#039;&#039;is&#039;&#039; real, even with Mind Over Body, so you&#039;ll need heavy Physical Fitness training. It&#039;s more of a midgame or late game skill to me.&lt;br /&gt;
&lt;br /&gt;
Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don&#039;t cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
I&#039;d consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge&#039;s cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you&#039;re willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Character Progression==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats, meditating, or upgrading your monk&#039;s gear later? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
Monks gain new abilities called Feats at various levels, which are as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 0 Monk Feat - [[Kroderine Soul]]====&lt;br /&gt;
&lt;br /&gt;
Kroderine Soul is an opt-in feat that I won&#039;t cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.&lt;br /&gt;
&lt;br /&gt;
In exchange, before level 30, you can&#039;t learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I&#039;ll explain in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 0 Monk Feat - [[Martial Mastery]]====&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two &#039;&#039;additional&#039;&#039; weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I&#039;ll explain that too in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
While Martial Mastery is technically learned automatically from level 0, most monks won&#039;t make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I&#039;ll speak more about that in the Odds and Ends section discussing builds off the beaten path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 20 Monk Feat - [[Mystic Tattoo]]====&lt;br /&gt;
&lt;br /&gt;
Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from &#039;&#039;[[Stock_tattoo|nearly 1000 different options]]&#039;&#039; from a stock tattoo list! These are called mundane tattoos.&lt;br /&gt;
&lt;br /&gt;
From level 20 on, monks can upgrade a character&#039;s existing tattoo--including one for which the monk wasn&#039;t the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!&lt;br /&gt;
&lt;br /&gt;
For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer&#039;s choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)&lt;br /&gt;
&lt;br /&gt;
As profession services go--so I&#039;m comparing Mystic Tattoos to Battle Standards, [[Bloodsmith (1135)|Bloodstone Jewelry]], [[Covert Arts]], enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this &#039;&#039;can&#039;&#039; be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.&lt;br /&gt;
&lt;br /&gt;
Mystic Tattoos are in the midrange of profession service value overall; don&#039;t create a monk expecting to start rolling in silver like a cleric, sorcerer, or wizard eventually can (...at least not via tattooing, but more on the silver-making secrets of monks later!), but they&#039;ll likely make more from tattooing than non-capped bards, paladins, or rangers, or any level rogues or warriors do from their services. At the time of this writing, empaths make more than monks with their service, but they also have the newest service, so that might be a temporary situation. Either way, GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Advanced Tattooing Tips!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mystic Tattoos were designed with the intent that a typically trained monk should be able to do a tier 1 at level 20, a tier 2 at level 40, a tier 3 at level 60, a tier 4 at level 80, and a tier 5 at level 100. In practice, I find that many monks are anywhere from 5-15 levels ahead of that schedule--&#039;&#039;and&#039;&#039; that&#039;s even assuming that you want a 100% success rate unboosted! Here are some options to jump ahead of the curve:&lt;br /&gt;
&lt;br /&gt;
* Use BOOST ENHANCIVE STATS (from [[Login_Rewards|daily login rewards]]) for +10 tattooing skill. (However, since this temporarily increases your max health and max spirit and your tattooing ability gets reduced when those two stats aren&#039;t full, you&#039;ll need to wait until health and spirit recover after using the boost. Voln members can do this most easily since Symbol of Renewal is one of the game&#039;s very few tools to instantly recover spirit.)&lt;br /&gt;
* Use BOOST GIFT EONAK (also from daily login rewards) to take the best of two rolls when determining your success. To put that in perspective, a 50% success rate would become 75% with Gift of Eonak active, a 60% success rate would become 84%, a 70% success rate would become 91%, an 80% success rate would become 96%, and a 90% success rate would become 99%.&lt;br /&gt;
* Suffusion allows converting your Motes of Tranquility to extra skill bonus on a single tattoo upgrade at a rate of 2000 motes to 1 skill bonus. Since it&#039;s a one-off boost and yet requires trading potentially weeks of resource gain, I don&#039;t recommend using suffusion for tattooing characters other than your own monk. Even with your own monk, I&#039;d usually just advise patience--but if patience isn&#039;t your thing, then trading off a week of resources for five levels or so of skill might appeal to you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 25 Monk Feat - [[Mystic Strike]]====&lt;br /&gt;
&lt;br /&gt;
A weird one, to say the least. FEAT MYSTICSTRIKE allows a monk to use a small amount of stamina to infuse their next physical UC or melee attack with an effect that debuffs a foe&#039;s defense against warding spells after it lands. While monks do have a few warding spells like Thought Lash, Vertigo, and Mindwipe, those spells are normally better off as setups--if they&#039;re even used at all--than something to set up &#039;&#039;toward&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
====Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]====&lt;br /&gt;
&lt;br /&gt;
At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; is a straightforward buff that improves monks&#039; Iron Skin spell.&lt;br /&gt;
&lt;br /&gt;
Reviewing the basics of Iron Skin first, it improves a monk&#039;s robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA &#039;&#039;without&#039;&#039; Dragonscale Skin.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Dragonscale Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||Double chain||Augmented chain (23 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||Chain hauberk (24 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||105 Transformation|||||||Metal breastplate (33 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||140 Transformation|||||||Augmented breastplate (34 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||180 Transformation|||||||Half plate (35 benefit)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For illustration&#039;s sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she&#039;ll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.&lt;br /&gt;
&lt;br /&gt;
To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.&lt;br /&gt;
&lt;br /&gt;
The alternative to Dragonscale Skin, &#039;&#039;&#039;Mental Acuity&#039;&#039;&#039;, is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk&#039;s first 20 learned Minor Mental spells don&#039;t count. However, instead of a monk&#039;s first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won&#039;t necessarily be exactly twice.)&lt;br /&gt;
&lt;br /&gt;
The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it&#039;s not a route I&#039;m interested in.&lt;br /&gt;
&lt;br /&gt;
In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There &#039;&#039;are&#039;&#039; still reasons to do it. Saving 20 spell ranks&#039; worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks&#039; worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.&lt;br /&gt;
&lt;br /&gt;
Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I&#039;ll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can&#039;t cast Iron Skin &#039;&#039;unless&#039;&#039; they have Mental Acuity.&lt;br /&gt;
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&lt;br /&gt;
====Level 40 Monk Feat - [[Martial Arts Mastery]]====&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).&lt;br /&gt;
&lt;br /&gt;
If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.&lt;br /&gt;
&lt;br /&gt;
Level 40 draws a line in the sand, though, to establish that unarmed combat &#039;&#039;is&#039;&#039; the monk&#039;s wheelhouse because Martial Arts Mastery &#039;&#039;is&#039;&#039; the monk&#039;s premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you&#039;ll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like &#039;&#039;double-maxing&#039;&#039; it.&lt;br /&gt;
&lt;br /&gt;
Unleash the power and never look back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 50 Monk Feat - [[Perfect Self]]====&lt;br /&gt;
&lt;br /&gt;
Perfect Self raises all your stats by +10 (or +5 bonus). That&#039;s it! Your monk hits level 50 and great power drops on their head.&lt;br /&gt;
&lt;br /&gt;
Like I&#039;ve said, there&#039;s pretty much no bad monk stat split from level 50 on because of this feat. It&#039;s also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you&#039;re using mstrikes and weapon techniques at all, you&#039;ll notice the improvement!&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Gear Upgrades: Armor===&lt;br /&gt;
&lt;br /&gt;
Even though fancy gear is more a luxury than a necessity for monks, you might as well upgrade your monk&#039;s gear eventually if you enjoy them! But how and in what way?&lt;br /&gt;
&lt;br /&gt;
For armor, I think the answer is to keep it really simple. Most of the expensive armor you can pick up doesn&#039;t do all that much for monks. (...at least not magical non-Kroderine Soul monks, the subject of this guide. I assume expensive armor does way more for KS monks who are tanking more hits.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Rusalkan: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts UAF and CS for 10 seconds if it does knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, but the expenses  are enormous. Some contact-based combat maneuvers like Bull Rush can also trigger rusalkan flares.&lt;br /&gt;
* Zelnorn: Uses half of what would be the DS from its enchant as AS (or in monks&#039; case UAF) instead, but doesn&#039;t allow flares or a TD boost to go in the ability slot (AKA category B). Players hit creatures more than creatures hit players, so zelnorn can be fantastic for AS-based professions--but most monks aren&#039;t AS-based. Improving UAF is fairly irrelevant, not justifying the base cost of 50k bloodscrip in the case of monks. Either flares or increased TD would more greatly benefit monks, making use of the ability slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you&#039;re a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.&lt;br /&gt;
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn&#039;t screaming for more DS and a flare chance for crit padding.&lt;br /&gt;
* [[Forest Armor]]? Monks don&#039;t need a tiny boost to UAF and CS.&lt;br /&gt;
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.&lt;br /&gt;
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk&#039;s seeking.&lt;br /&gt;
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip. Pass.&lt;br /&gt;
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!&lt;br /&gt;
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.&lt;br /&gt;
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You&#039;d have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So my actual answer to the armor question is:&lt;br /&gt;
&lt;br /&gt;
* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I&#039;ll come back and update the guide at that point!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gear Upgrades: Weapons===&lt;br /&gt;
&lt;br /&gt;
I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I&#039;ll go over the few that I think are worth looking into depending on your budget--plus flourishes, flares, and one material!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No script or flourish, just basic elemental flares (especially lightning)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is where I think you should begin if you&#039;re uncertain or just dipping your toe in the water.&lt;br /&gt;
&lt;br /&gt;
You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares &#039;&#039;on top&#039;&#039; of it, but that means even heavier investment.&lt;br /&gt;
&lt;br /&gt;
Nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; (price range: 30k to 210k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.&lt;br /&gt;
&lt;br /&gt;
You might hear dispel flares commonly cited as better than lightning flares in a weapon&#039;s ability slot and the best in class (unless you&#039;re using Flare Affinity for 400k bloodscrip, in which case lightning flares come roaring back). I generally agree with this and would say it&#039;s even more true that dispel is great for UC than for other weapon types due to three factors:&lt;br /&gt;
&lt;br /&gt;
# High volume of attacks&lt;br /&gt;
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount&lt;br /&gt;
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature&lt;br /&gt;
&lt;br /&gt;
There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don&#039;t affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong.&lt;br /&gt;
&lt;br /&gt;
All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. These aren&#039;t starter gear, but for committed and reasonably wealthy monks, and should only go onto UC gear that started with a script like Animalistic Spirit, Knockout, or Phytomorphic Weapons. (GEF can&#039;t use dispel flares.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn&#039;t the best since it&#039;s mainly good for knockdowns and monks are very adept at that on their own. My higher exp monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that&#039;s an extra expense.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (As a caveat, though, I highly recommend against the Savage Power unlock, which isn&#039;t particularly good for any build of any profession, and the Wild Backlash unlock, which is excellent for some professions but not all that useful for monks. Animalistic Fury upgrades can be worth it &#039;&#039;if&#039;&#039; you first change the damage type.)&lt;br /&gt;
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Overall, this script has been monks&#039; top pick for years for very good reason on the strength of Revenge Flares, messaging, and being one of the only games in town. However, it&#039;s been five years since Animalistic Spirit and the creator of Animalistic Spirit, GM Avaluka, has debuted a new script called Phytomorphic Weapons that I think is even better for monks! More on that further below.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
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For unarmed combat, Energy Weapons are only available in the form of &#039;&#039;held&#039;&#039; weapons like a [[cestus]], not handwear and footwear. That&#039;s immediately anathema to some people. I&#039;d agree with them when talking about a -10 or -15 MM weapon, but I&#039;m actually not down on the -5 MM held UC weapons like others.&lt;br /&gt;
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Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.&lt;br /&gt;
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That &#039;&#039;is&#039;&#039; an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don&#039;t use it. Easy enough.&lt;br /&gt;
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The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren&#039;t very useful to monks, so I called mine a one and done.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Obscure Trivia Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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When you&#039;re wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon&#039;s flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?&lt;br /&gt;
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Well, let&#039;s say my Animalistic Spirit gloves still had their default grapple flares, which I don&#039;t value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.&lt;br /&gt;
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This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren&#039;t as favorable or you&#039;re spending currency to upgrade gloves &#039;&#039;and&#039;&#039; a cestus. Still, I stand behind it as at least an &#039;&#039;option&#039;&#039; if your stopping point is a flare and a script flare.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Greater elemental flare|Greater Elemental Flares]] script&#039;&#039;&#039; (price: 40k bloodscrip):&lt;br /&gt;
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These are a gold standard of midrange weapon scripts, at least if you&#039;d consider 40k bloodscrip per item &amp;quot;midrange.&amp;quot; Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.&lt;br /&gt;
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GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I&#039;ve used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the &amp;quot;You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!&amp;quot; messaging.&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than other options such as Animalistic Spirit or Phytomorphic Weapons. Some people pick Knockout for for their handwear or footwear and a different script for the others.&lt;br /&gt;
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As for Skullcrusher, see everything I just said about Knockout, because Skullcrusher costs the same and is mechanically identical except that it goes into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; Animalistic Spirit or Phytomorphic if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic Weapon Shield|Phytomorphic Weapon]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit of a script in the vein of Animalistic Spirit and from the same creator! This one is plant-themed instead of animal-themed and you can customize it yourself via foraging plants. Arboreal Agony is the big selling point of unlockable features here, which makes creatures Disoriented so they&#039;ll have difficulty casting spells--which are one of a monk&#039;s weak points. The default damage type is disintegrate, which is also broadly useful and can have killing power.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (Like with Animalistic Spirit&#039;s Wild Backlash, I&#039;ll give the caveat that Phytomorphic&#039;s Deciduous Decay is far more useful for AS-based professions than UAF-based professions like most monks. Phytomorphic Putrescence upgrades, on the other hand, don&#039;t need you to change the damage type first to get full value, which makes them either better or cheaper than Animalistic Spirit&#039;s Animalistic Fury counterpart depending on how you look at it.)&lt;br /&gt;
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RP-wise, I think there&#039;s a very real chance that people will continue to favor Animalistic Spirit going forward. Mechanically, though, I&#039;d say that Arboreal Agony not allowing enemy casters to cast is even better than Animalistic Spirit&#039;s Revenge Flares firing off when dodging physical attacks--and not needing to change the base damage type is also a big win.&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Telepathy or Transformation&#039;&#039;&#039; (price: 400k bloodcsrip):&lt;br /&gt;
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At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training &#039;&#039;and&#039;&#039; great enhancives, but hey, I did say this guide was for 0 exp to 55,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that&#039;s mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.&lt;br /&gt;
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You probably aren&#039;t even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can&#039;t stack on a single creature, so it&#039;s more valuable to have a stronger initial hit since you&#039;d be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that&#039;s a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, &#039;&#039;focused&#039;&#039; mstrikes still favor Transformation due to DoTs not stacking.&lt;br /&gt;
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&#039;&#039;&#039;[[Somnis]] material&#039;&#039;&#039; (price range: 100k or 250k bloodscrip bought as-is, or 300k bloodscrip transmuted into when available)&lt;br /&gt;
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Lesser somnis is a 100k bloodscrip material that flares to put a creature to sleep after it hits while greater somnis is a 250k bloodscrip material that flares to put a creature to sleep &#039;&#039;before&#039;&#039; it hits. Alternatively, instead of starting with somnis items as the base, you could wait for greater somnis transmutation to re-enter the Duskruin rotation every so often for 300k bloodscrip.&lt;br /&gt;
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This powerful effect significantly increases MM for the next hit (or current hit) in most cases! Materials in general are far behind flares and scripts in terms of bang for your buck, and behind the Skullcrusher flourish as well (not as much so), so there are typically two demographics who should be considering this: 1) those to whom money is no object, who would be well served to buy greater somnis as the starting point because it could be years before the ability to convert existing weapons to it returns to Duskruin, or 2) those who can wait for years for transmutation to be available and have picked up everything else or almost everything else already, making greater somnis a great final touch to add after exhausting other avenues.&lt;br /&gt;
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&#039;&#039;&#039;[[Vethinye|Starsong, AKA vethinye]] material&#039;&#039;&#039; (price range: 100k, 250k, or 400k raikhen bought as-is, or 450k bloodscrip transmuted into when available):&lt;br /&gt;
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A 100k raikhen base cost material that flares disruption. Starsong can be upgraded up to twice for 150k raikhen per upgrade, which can make it flare disruption up to one extra time per upgrade. Fully upgraded, it flares disruption 1 to 3 times; if there&#039;s only one creature against the room, all three flares would hit the same creature, but if there&#039;s more than one, then additional flares would hit other creatures. Alternatively, instead of starting with starsong items as the base, you could wait for maxed starsong transmutation to re-enter the Duskruin rotation every so often for 450k bloodscrip.&lt;br /&gt;
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Like always, more flares are an excellent thing when firing from UC&#039;s flurry of free jabs or otherwise quick attacks. The main problem for starsong handwear and footwear is that it&#039;s competing with somnis, which in the context of UC is either stronger, cheaper, or both. Personally, I love the extra screen scroll fun of starsong flares blasting all over the place. Objectively, somnis is the way to go. It&#039;s a classic matter of fun vs. power.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. For example, buying Phytomorphic gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Phytomorphic to it later. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf, so it should be done later. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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Buying a base material like somnis or starsong and fully unlocking it costs 50k bloodscrip less than transmuting later, but if you want a script--which you should since a script is stronger than the material--then you break even because it&#039;ll cost 50k bloodscrip later to add a script to it. However, transmutation prices assume you want the highest tier of the material at all; if you don&#039;t, then starting with the base material is by far superior.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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If there&#039;s only one service I&#039;d recommend for a monk, it&#039;s Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)&lt;br /&gt;
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As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you&#039;re only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won&#039;t, but even a lighter hit might stun a creature--and stunning increases UC&#039;s most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Battle Standards have a few other perks, but these are the main ones making them so good for monks.&lt;br /&gt;
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Battle Standards have charges and periodically need recharging, which will cost you. I don&#039;t believe we have hard confirmation on how the charges drain, but &#039;&#039;if&#039;&#039; (if!) it&#039;s identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith (1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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The temporary healing is difficult to advise on because its value heavily depends on how much risk you take in hunting. That benefit is about knowing yourself well enough to know if you&#039;ll like it or not. Same goes for more max health; I see the value for small races roughly doubling their health, but otherwise don&#039;t consider it particularly valuable. However, opinions vary widely. As for max stamina, monks already have Mind Over Body--but, even if they didn&#039;t, you can shore up stamina far more cheaply with conventional regen enhancives than with Bloodstone Jewelry.&lt;br /&gt;
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As for everything else, the value for a monk--at least a magical monk--is like a mishmash of weaker Battle Standards and weaker Ensorcell. Bloodstone Jewelry and Ensorcell both offer stamina regeneration, which is a great in a vacuum, but Ensorcell&#039;s version of stamina regeneration is a flare chance (which is effective with frequent UC attacks) instead of a per minute effect and never requires paying again for recharging. There is something to be said for having both Bloodstone Jewelry and Ensorcell since Ensorcell usually won&#039;t restore stamina unless your health is full and Bloodstone Jewelry helps keep your health full--but, then again, just having herbs or using society abilities could also keep your health full.&lt;br /&gt;
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Extra health damage, on the other hand, is a reasonable selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it does affect every attack instead of 20% of attacks--and 1-5 damage might not sound like a lot, but when it&#039;s every attack, it does matter. On average, you&#039;ll get the Major Bleed effect after every 16.67 attacks, which is decently powerful in its own right. All that said, Bloodstone Jewelry doesn&#039;t add extra damage until its fifth and final tier, so you&#039;d probably be paying a premium to get it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Either go all the way with this service or pass on it unless someone&#039;s offering a steal. I wouldn&#039;t call this a particularly monk-oriented service unless you&#039;re a Kroderine Soul build or a small race.&lt;br /&gt;
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(Since this is alphabetically the first service I&#039;m recommending against, I&#039;ll clarify that that doesn&#039;t mean it&#039;s a bad service; even Enchant isn&#039;t particularly great for monks, as we&#039;ll see later, and that&#039;s a classic service. I&#039;m simply saying that, when you&#039;re reading a monk guide because you&#039;re making a monk, don&#039;t view this service through the lens of playing your warrior, your semi, or your Sunfist pure, who would all make better use of more of the Bloodstone Jewelry perks.)&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like most other non-gear-based profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they&#039;re already amazing at. (By contrast, casters see good benefit from things like FOF defense and the myriad bonuses to maneuver defense unless already far post-cap.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat by preventing kicks.&lt;br /&gt;
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Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. The biggest is that, unlike with Battle Standards, jabs don&#039;t flare with Poisoncraft. Poisons don&#039;t affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren&#039;t lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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It&#039;s worth learning at least Poisoncraft even though the other Covert Arts don&#039;t do much for monks. Recharging Poisoncraft isn&#039;t much cheaper--if any cheaper--than learning more Arts and learning them &#039;&#039;also&#039;&#039; recharges, so once you&#039;re in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves UAF (or AS if you&#039;re using a weapon) while enchanting armor improves DS.&lt;br /&gt;
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UAF offers minimal help for all the reasons described in the Unarmed Combat Primer. DS is more compelling, especially once you&#039;re hunting areas with the [[spell sever]] mechanic. Monks have the game&#039;s cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they &#039;&#039;are&#039;&#039; regularly in offensive stance. I don&#039;t go hard on improving monk DS, but it can&#039;t hurt either.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but improving it doesn&#039;t matter much otherwise.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling armor improves CvA and enemy spells are a weak point, so I&#039;d say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling adds much more gear difficulty than sanctifying. (For much more on the intricacies of gear difficulty and order of operations for upgrading gear, see [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|my service guide]]! For our purposes here, though, basically just know that tiers 2-5 of Ensorcell should usually be done after finishing the enchanting and sanctifying you want. The order of enchanting and sanctifying doesn&#039;t matter much, though.)&lt;br /&gt;
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For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.&lt;br /&gt;
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I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy. You already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul, but only after finished with enchanting and sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible for almost everybody. They improve virtually every offensive and defensive aspect of combat, which is like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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...but monks aren&#039;t most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.&lt;br /&gt;
&lt;br /&gt;
Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you&#039;re probably firing off a lot of those. On the bright side, since Lucky Items&#039; charges drain depending on the amount of time spent in combat, that aspect does pair well with monks&#039; high volume of attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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If this were any other profession, I&#039;d be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they&#039;re tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you&#039;re a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I&#039;d recommend your silvers go elsewhere first--but only &amp;quot;first.&amp;quot; Luck is powerful and you should get it eventually, just not as a high priority. I&#039;d take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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Despite Mystic Tattooing being a monk&#039;s own ability, it&#039;s not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won&#039;t consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include:&lt;br /&gt;
&lt;br /&gt;
* Strength to decrease encumbrance, especially for small races&lt;br /&gt;
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to slightly improve defense against spiritual magic&lt;br /&gt;
&lt;br /&gt;
Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can&#039;t go further than &amp;quot;arguably&amp;quot; since the others will have more impact when they &#039;&#039;do&#039;&#039; have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would.&lt;br /&gt;
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Mystic Tattoos are slated for a future upgrade. The current proposal includes adding a skill bonus up to +10, flares to double the stat and skill bonuses for a short duration, an activated ability with a cooldown to double the stat and skill bonuses for a short duration, and ignoring enhancive limits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Until the future update, I&#039;d only tattoo yourself in your spare time when you can&#039;t find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins&#039; Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there&#039;s &#039;&#039;some&#039;&#039; merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you&#039;d have to know you&#039;ll be running into that damage type consistently for a while.&lt;br /&gt;
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On an obscure note, nature resistance is unique to ranger trinkets. Monks can&#039;t meditate against it and even the Ascension system can&#039;t train to defend against it. However, an extremely small number of creatures use nature damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
&lt;br /&gt;
Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.&lt;br /&gt;
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The first five tiers of Sanctify have dubious value for UC gear (unless you&#039;re buying the first tier specifically because of the Kai&#039;s Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you&#039;re willing to pay for the first five tiers&#039; minimal value just to get to holy fire.&lt;br /&gt;
&lt;br /&gt;
Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it&#039;ll only trigger for certain combat maneuvers or when the undead hit you.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get the first five tiers on your robes unless you&#039;re absolutely certain you&#039;ll never have interest in hunting high-level undead. Holy fire isn&#039;t a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don&#039;t bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify).&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
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Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It&#039;s still marginally useful for good positioning (very specifically good positioning). Crit padding is more broadly useful. Either way, neither is useful enough to justify paying warriors unless they&#039;re charging less than the automated WPS smithy that comes around every couple of months. (They probably aren&#039;t!) Use that instead to bring your robes up to speed.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn&#039;t terribly desirable for most players, monks or otherwise.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I&#039;d say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Battle Standard up to P3 as soon as possible&lt;br /&gt;
* Enchant armor up to +30 relatively quickly&lt;br /&gt;
* Ensorcell UC gear to T1 relatively quickly&lt;br /&gt;
* Battle Standard up to P5 relatively quickly&lt;br /&gt;
* Either Sanctify UC gear all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Sanctify armor unless very rarely hunting undead&lt;br /&gt;
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Slowly enchant UC gear over time&lt;br /&gt;
* Padding to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Slowly Ensorcell armor over time&lt;br /&gt;
* Weighting to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge&lt;br /&gt;
* Bloodstone Jewelry if you want it&lt;br /&gt;
* Slowly enchant armor past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell UC gear past T1 over time, if ever&lt;br /&gt;
* Mystic Tattoo only if you can&#039;t sell yours, but selling it is preferable to fund all of the above&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
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Congratulations, you&#039;ve got a cap and a half worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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Since it&#039;s not relevant to the large majority of players, I&#039;ve only vaguely talked about monks&#039; advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they&#039;re &amp;quot;done enough&amp;quot; with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements.&lt;br /&gt;
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Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.&lt;br /&gt;
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I did say this guide was for magical monks from 0 to 55,000,000 experience, so what should you do with Ascension Training Points (ATPs)?&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race.&lt;br /&gt;
* &#039;&#039;&#039;Brawling&#039;&#039;&#039;: +2 UAF per rank. I&#039;m not going to knock UAF this time because, once we&#039;re talking Ascension, we&#039;re talking marginal gains almost no matter what you do. Get it if you like numbers going up!&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Increased maneuver defense every two ranks, but half as much increase as Agility. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race. For the weapon route, specifically, Dexterity also adds crit weighting.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: +0.75 DS (in offensive) per rank and a tiny extra chance of outright evading for more Spin Kicks.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction by 2 pounds per rank. &#039;&#039;Now&#039;&#039; I&#039;ll knock UAF again! If we&#039;re in the realm of diminishing returns from exp anyway, then Porter is a reasonable low-hanging fruit option for races with lower carrying capacity.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: If you&#039;re firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body and Ensorcell no longer enough. If that&#039;s you, you&#039;ll know when to train this--or just buy stamina regen enhancives and Bloodstone Jewelry.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks.&lt;br /&gt;
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During earlier versions of this guide, I was also open to Aura, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let&#039;s finally delve into the Elite skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is Monks&#039; Everything&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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There&#039;s a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones potentially relevant to (magical) monks in green:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Automatic Success of Certain Spells&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;UC - Tier Up Probability&amp;lt;/font&amp;gt;&lt;br /&gt;
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As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I&#039;d argue that usually it&#039;s at or near the top end of value &#039;&#039;in&#039;&#039; that application:&lt;br /&gt;
&lt;br /&gt;
* Improving UC tier ups is, naturally, at its best for the profession most built around UC.&lt;br /&gt;
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy&#039;s EBP means improving MM, which is a UC monk&#039;s most important offensive combat number.&lt;br /&gt;
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don&#039;t use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here.&lt;br /&gt;
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn&#039;t go so far to say it&#039;s at its best here, which I think goes to pures who become capable of warding off spells from (some) &#039;&#039;pure&#039;&#039;-style Ascension creatures, but it&#039;s a pretty narrow win.&lt;br /&gt;
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln.&lt;br /&gt;
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks.&lt;br /&gt;
* Improving ambush defense is a benefit I place almost no value on for any profession and build &#039;&#039;except&#039;&#039; magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don&#039;t have 105 or more Transformation lore, so defense is valuable.&lt;br /&gt;
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(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do &#039;&#039;have&#039;&#039; the occasional spots of value. The auto-success spell benefits don&#039;t do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.)&lt;br /&gt;
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Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can!&lt;br /&gt;
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Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I&#039;d also argue that there&#039;s less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds.&lt;br /&gt;
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As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they&#039;re both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn&#039;t have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more &#039;&#039;total&#039;&#039; Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she&#039;s only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn&#039;t need to work for at all because monks have Perfect Self and Burst of Swiftness.&lt;br /&gt;
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Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They&#039;re simply the most exp-efficient profession in the game.&lt;br /&gt;
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===Illustrative Post-Cap Snapshots===&lt;br /&gt;
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Like the earlier snapshots for normal skills, here are illustrations of both of my monks &#039;&#039;&#039;far post-cap&#039;&#039;&#039; at points where they are or will eventually be. The second column is where I&#039;ve planned for Saria to end up at the time she never touches normal skills again. This time the table more clearly delineates normal skills and Ascension.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Sariara, 19.88m exp (10.77+9.11)&#039;&#039;&#039;||&#039;&#039;&#039;Sariara, final normal skills plan&#039;&#039;&#039;||&#039;&#039;&#039;Tarine, 55.22m exp (23.79+31.43)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||1||50||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||202||202||202+10&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Edged Weapons&#039;&#039;&#039;||0||0||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||202+10||202+10||202+10&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||100||190||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||303||303||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||303+15||303+15||303+19&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Magic Item Use&#039;&#039;&#039;||0||0||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||40||40||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Mana Control&#039;&#039;&#039;||0||10||25&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||7||25&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||0||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Transformation&#039;&#039;&#039;||15||101+4||86+19&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Survival&#039;&#039;&#039;||202||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||101||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||60||101||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||0||101||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||202||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||191||191||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Ascension Transcend Destiny&#039;&#039;&#039;||2||4||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are some divergences here, which are mostly down to Tarine having leveled in a different era of GemStone IV.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TWC edged weapons&#039;&#039;&#039; were for Tarine to blast through Duskruin Arena, where overleveled creatures hindered UC tier up chances and slowed her down. However, in the modern day, Transcend Destiny exists to also &amp;quot;overlevel&amp;quot; yourself and all of the Duskruin activities pay out about as well as the arena does, so there&#039;s no particular reason for Saria to pick up Edged Weapons. At most, I can imagine Saria going to 100 Two Weapon Combat for a tiny bit of extra DS over her 50 plan. However, barring some extreme changes to overall gameplay mechanics, 200 TWC simply won&#039;t happen--and if that won&#039;t, then neither will Edged Weapons.&lt;br /&gt;
&lt;br /&gt;
You might notice that, despite Tarine having over 35 million more exp than Saria--and over 22m in Ascension alone--their &#039;&#039;&#039;Brawling&#039;&#039;&#039; skill is exactly the same. Like I&#039;ve said, UAF simply isn&#039;t important enough to think about too much! Tarine&#039;s advantages are mainly Transcend Destiny (10 ranks vs. 2), lores (Tarine&#039;s Iron Skin is at the metal breastplate equivalent while Saria&#039;s is still at chain mail for now), and spells (with a 64 CS advantage between spell ranks and Transcend Destiny, Tarine can land Mindwipe or even Vertigo on just about anything while Saria doesn&#039;t even know Mindwipe yet and would miss many Ascension creatures with it even if she did know it). Saria does have a redux advantage of 29.23% to 23.68% because of fewer spell ranks, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Item Use, Harness Power, and mana controls&#039;&#039;&#039; are more relics of Tarine coming from a different era. In this case, I&#039;m talking about the time before Transcend Destiny existed and before self-cast minimum spell durations were kicked up to two hours by default. Since I already had these skills trained, there&#039;s no point to untraining them, but they&#039;re a bit frivolous these days and I wouldn&#039;t push them that far on a new monk--like Sariara!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading&#039;&#039; is also a relic. Saria stopped at 191 because that&#039;s the mark where she can max selling ability with Glamour up. Tarine&#039;s an elf, so her Influence bonus would let her hang back even further at 176. However, back then, finishing a skill for completionism&#039;s sake made more sense since fewer alternatives were competing for your exp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; stopping at 190 or 200 (or 202 for completionism) comes down to whether you use mstrikes or techniques, respectively. Techniques are much better with weapons than they are with unarmed combat, so Tarine went to 200 because she has weapons trained and Saria won&#039;t because she doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
Finally, regarding that &#039;&#039;&#039;Transcend Destiny&#039;&#039;&#039; line for clarity&#039;s sake... given enough time, Saria will eventually get to 10 Transcend Destiny. What I&#039;m saying is that she&#039;s working toward 4 Transcend Destiny now as a reasonable breakpoint, but after that&#039;s done, she&#039;ll go back and finish Multi-Opponent Combat, Transformation, Two Weapon Combat, Perception, Climbing, Swimming, and a few mana control ranks that she doesn&#039;t have now. &#039;&#039;That&#039;s&#039;&#039; the point where she&#039;ll be done with normal skills forever and commence the 10 Transcend Destiny push.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gemstones: Diamonds in the Rough===&lt;br /&gt;
&lt;br /&gt;
[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
&lt;br /&gt;
The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and you want them to hit more reliably.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bold Brawler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
&lt;br /&gt;
A self-explanatory staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
&lt;br /&gt;
Pretty good reactive damage that comes at full power out of the gate. Needing an SMR check does slightly hinder its efficiency against overleveled creatures, but that&#039;s offset by the fact that it can go after multiple targets to hit at least one of them. Importantly, note that &amp;quot;a rank 2+ critical strike&amp;quot; refers to a rank 2 critical &#039;&#039;based on a crit table,&#039;&#039; not a rank 2 wound. Usually a rank 2 critical only creates a rank 1 wound; for example, rank 2 [[Slash_critical_table|slash crits]] are always rank 1 wounds unless they hit an eye. In other words, even very light hits can get this going, but just not the absolute lightest hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
&lt;br /&gt;
Reasonable if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to monks&#039; combination of inexpensive Harness Power costs, not much to spend that mana on, not being in full plate like warriors (and so valuing the DS more), and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don&#039;t know any of those other than my own).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ether Flux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
&lt;br /&gt;
(For clarity, it can occur once &#039;&#039;per creature&#039;&#039; per minute. You can basically consider it once per creature, period. For even more clarity, Ether Flux itself isn&#039;t a flare &#039;&#039;chance&#039;&#039;; it&#039;s described as a flare because it deals a random amount of disruption damage, but it always triggers once you meet the condition.)&lt;br /&gt;
&lt;br /&gt;
Ether Flux has no tiers and comes at full power immediately, which is definitely nice and it&#039;s a very good perk &#039;&#039;if&#039;&#039; you can get it going! ...but can you? Even though monks don&#039;t innately deal elemental damage, it still might be easier than you think.&lt;br /&gt;
&lt;br /&gt;
Some options for elemental flares include conventional ability slot flares, Battle Standards of applicable Arkati or spirits, certain Gemstone properties like Blood Boil or Infusion or Thorns, holy fire or holy water when hunting undead, or script flares of elemental types. That&#039;s already up to seven sources of elemental flares and I&#039;m not describing anything too wildly out of the way or anything that&#039;s very expensive by post-cap standards. The most expensive of those would be buying flare type changes for Animalistic Spirit or Phytomorphic Weapons.&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;re mstriking or using Fury, monks fire off a lot of attacks, so with a decent base of varied flare types, the odds can stack up to force a lot of Ether Flux triggers through! However, if you don&#039;t have that decent base, I wouldn&#039;t go out of my way working up to it just because you find an Ether Flux. This is a very solid B or maybe B+ common, but it&#039;s no Bold Brawler, Flare Resonance, Stamina Prism, or Storm of Rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flare Resonance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
&lt;br /&gt;
Assuming you have flares on your handwear and your footwear (and if you don&#039;t, then you should!), this is another staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries.&lt;br /&gt;
&lt;br /&gt;
[[Flare Affinity]] basically supercharges your flares to hit substantially harder--and, for that matter, more often! Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. (If you &#039;&#039;are&#039;&#039; someone who already has the Flare Affinity flourish, you wouldn&#039;t want this property since they don&#039;t stack.) The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk&#039;s handwear &#039;&#039;and&#039;&#039; footwear would cost 800k bloodscrip.&lt;br /&gt;
&lt;br /&gt;
In short, get more flares and make them spend less time poking and more time killing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
&lt;br /&gt;
This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! Alternatively, if you find it on a Gemstone with at least one other property that&#039;s good for somebody else but isn&#039;t good for you, you can try to sell it for a good chunk of silver since solo hunters of almost every profession like Force of Will for general purposes. (The exceptions are bards, who can already get rid of almost all of these conditions with their own [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]], and maybe clerics, who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
The UAF boost is fairly immaterial for all the reasons you know by now about UAF, but the maneuver boost makes for an acceptable placeholder for most monks to use while looking for better Gemstones in the long run. That said, I wouldn&#039;t recommend upgrading it except possibly on a monk who makes very heavy use of extremely endroll-dependent attacks like Spin Kick or Bearhug.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
&lt;br /&gt;
Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
&lt;br /&gt;
This might be the highest ceiling Gemstone property of all for monks. It&#039;s easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don&#039;t run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they&#039;re off cooldown and Ki Focus when the mstrikes &#039;&#039;are&#039;&#039; on cooldown, thus basically only using stamina for the latter. However, if you started stacking on enhancives, Ascension, and Stamina Prism to start recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and &#039;&#039;still&#039;&#039; not run out of stamina.&lt;br /&gt;
&lt;br /&gt;
In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits, but you can be even more of a whirlwind in battle if you build for it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ll battle just about any creature in your preferred hunting ground and it&#039;s a fairly swarmy place, this is an extraordinary property since you&#039;ll have the boost going constantly. UC monks or weapon monks will both love this property! Even if you&#039;re picky about which creatures you battle or if you hunt a slower area, it&#039;s still excellent. The only other thing is to consider is that it&#039;s a top tier common for virtually every build of virtually every profession--any weapon user, any UC build, any magical bolter--and so people are likely to pay very well for it if you&#039;d rather have the silvers!&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Mini Storm of Rage, except you always have the boost even if you&#039;re in the slowest of areas or if you&#039;re selectively hunting a single creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you&#039;ll almost definitely have at least one of those.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
&lt;br /&gt;
Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death. Don&#039;t use this if you go the Kroderine Soul route.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
&lt;br /&gt;
A high quality Gemstone property for almost every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky; they can&#039;t outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened. A possibly bigger obstacle is that Blood Boil, of course, only works on creatures with blood! That won&#039;t be an obstacle in most hunting grounds, but if you try to exclusively hunt undead who have no blood (most undead by far don&#039;t; a few do), this wouldn&#039;t be the property for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
&lt;br /&gt;
Despite having some anti-synergy with Spin Kick, it&#039;s very hard to ignore the value of a universal 5% chance to avoid and (to an extent) counter AS attacks. All else being equal, it &#039;&#039;is&#039;&#039; better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
&lt;br /&gt;
Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you&#039;re one of the rare monks who uses CS spells in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
&lt;br /&gt;
Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that&#039;s exactly what I&#039;d recommend, but they&#039;re mutually exclusive.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
Journeyman Tactician, but twice as good. Like its common counterpart, the UAF boost isn&#039;t noteworthy for a UC monk (it is good for a weapon monk, though!), but if you make heavy use of SMR attacks, I think it can be a reasonable long-term property for you. If not, I&#039;d either sell it to someone willing to pay top silvers or reroll until you get a better rare property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That&#039;s an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you&#039;re looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I&#039;ll cover shortly, you might consider working your entire build around it...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
A reasonable option for lighter races. It&#039;s not necessarily going to help with the newer and bigger boxes of 2026 on, but can help with the lower end loot like solid moonstone cubes or wands that add up when you&#039;re tiny. Definitely not a flashy property, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS, and this is a solution to at least part of that!&lt;br /&gt;
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&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirst for Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Twice as strong as its already very powerful common counterpart, Taste of Brutality... or is it? The common version&#039;s 5% penalty when taking hits is negligible, but a 10% penalty isn&#039;t as easily dismissed. Still,  the increased DF is fantastic, so I&#039;d say you should consider your options with this one. If you have high redux &#039;&#039;and&#039;&#039; high Transformation lore, get it, love it, and upgrade it all the way. If you only have one of those, then you could simply treat it like Taste of Brutality by leaving it un-upgraded. 6% on both ends with no upgrades is comparable to the fully upgraded Taste of Brutality&#039;s 5%, after all, and nothing says you have to upgrade it at any point, never mind right away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It&#039;s actually difficult to even sell you on this because it&#039;s so straightforward that I shouldn&#039;t have to. It&#039;s a 10% double attack chance on every attack!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that&#039;s also solid for monks and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystic Impulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
&lt;br /&gt;
Hear me out. This is a very, very specific niche, but it&#039;s incredible within that niche, which is that you&#039;re a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise.&lt;br /&gt;
&lt;br /&gt;
If all of that&#039;s true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you&#039;ll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you &#039;&#039;aren&#039;t&#039;&#039; running the Serendipitous Hex build, then I&#039;d honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.&lt;br /&gt;
&lt;br /&gt;
Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power&#039;s effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that&#039;s with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Great general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF boost is, as always, borderline immaterial unless you&#039;re a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy that works well with the free jabs in your mstrikes! Unlike traditional dispel flares, these are post-resolution, so they&#039;re slightly less reliable. However, UC monks tend to have no trouble making their attacks land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here are some hypothetical ideal layouts!&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Traditional Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# &#039;&#039;(Blood Boil)&#039;&#039; (rare 2 of 3)&lt;br /&gt;
# &#039;&#039;(Thirst for Brutality)&#039;&#039; (rare 3 of 3)&lt;br /&gt;
# Force of Will (common 5 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 6 of 7)&lt;br /&gt;
# Journeyman Tactician if using Thirst for Brutality, otherwise Taste of Brutality (common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
Blood Boil and Thirst of Brutality are parenthetical and italicized because they&#039;re slightly conditional picks. For general purposes, that&#039;s what I&#039;d go with, but specific hunting ground choices or even gear can change everything. Blood Boil might be useless if you primarily hunt undead without blood. Tethered Strike, not listed, might be superior to either Blood Boil or Thirst of Brutality if you regularly hunt evasive creatures. Anointed Defender, also not listed, could be the way to go if you&#039;ve managed your gear and training in such a way that the TD boost can push you just out of range of dangerous CS attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Very Magic-Heavy Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# &#039;&#039;(Serendipitous Hex)&#039;&#039; (rare 1 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Greater Arcane Intensity (rare 3 of 3)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# Arcane Intensity (common 5 of 7)&lt;br /&gt;
# Taste of Brutality (common 6 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
This has enough overlap that you might think they&#039;re the same picture, but the subtle differences add up to large ones. This Gemstone setup assumes a high CS monk, then Greater Arcane Intensity and Arcane Intensity push CS even higher. That means that Vertigo and Mindwipe land more consistently, which means that creatures are disabled more often, which means Force of Will shouldn&#039;t be as necessary. It also means that your MM will be higher, which means I wouldn&#039;t even think about Journeyman Tactician. Conversely, Taste of Brutality claims a solid place because its rare counterpart has been traded off to secure Greater Arcane Intensity and maybe Serendipitous Hex.&lt;br /&gt;
&lt;br /&gt;
Speaking of Serendipitous Hex, even though I ranked it highly, it gets the parenthetical italics treatment because I only recommend it if you&#039;re regularly casting Web! It doesn&#039;t trigger with Vertigo or Mindwipe, so if those are your go-tos, then bring in some other top end rare like Blood Boil, Tethered Strike, or Thirst for Brutality. (Unlike the traditional monk, the magic-heavy monk doesn&#039;t risk as much from the double DF hit of using Taste and Thirst simultaneously because their more consistent disablers will keep enemies contained. Still, just in case of the worst, &#039;&#039;definitely&#039;&#039; use Ephemera&#039;s Extension over Ether Flux if you go the double Brutality route!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we draw close to the end, I&#039;ll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Magic After Dark===&lt;br /&gt;
&lt;br /&gt;
...wait, I can&#039;t write about that on the wiki! Moving on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade Secrets of the Sneaky Monk Merchants===&lt;br /&gt;
&lt;br /&gt;
I&#039;m one of the bigger advocates of training [[Trading]] in the GS community, but even more so for monks than others!&lt;br /&gt;
&lt;br /&gt;
Monks have easier and more universal means to make more silvers per item sold than any other profession--and they can do it almost anywhere in Elanthia.&lt;br /&gt;
&lt;br /&gt;
Except for [[Mist Harbor]] and [[Kraken&#039;s Fall]], every town&#039;s NPC shops will pay +5% extra silver to at least one race when players sell. ([[Trading#Trading_chart|See the chart of favored races here!]])&lt;br /&gt;
&lt;br /&gt;
Monks have a &#039;&#039;&#039;secret weapon&#039;&#039;&#039; in the profit war: &#039;&#039;&#039;[[Shroud of Deception (1212)|Shroud of Deception]]&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Even monks who live in a geographic region where their race can&#039;t get a bonus can configure their Shroud profile to appear as another race and get the bonus anyway! It&#039;s that easy!&lt;br /&gt;
&lt;br /&gt;
But wait, it gets better! Monks also have &#039;&#039;[[Glamour (1205)|Glamour]]&#039;&#039;&#039;, which gives an enhancive boost of 20 Trading ranks or 50 Trading skill, whichever is lower. (50 Trading skill will be lower before you have 20 Trading ranks on your own.)&lt;br /&gt;
&lt;br /&gt;
What does Trading do, though?&lt;br /&gt;
&lt;br /&gt;
You get an extra 1% silver for every combined 12 bonus between Influence and Trading bonus. That&#039;s &#039;&#039;bonus&#039;&#039;, not ranks! So, for example, if you had 44 Trading ranks, which is 144 Trading bonus, you&#039;d make 12% more silver for selling items than if you had 0 Trading ranks. Shroud of Deception takes that 12% to 17%, then Glamour takes that 17% to 18%--and, actually, 8/12ths of the way to 19%. If you took my advice and set Influence high from the start, Influence will also get you to 19% if not 20%!&lt;br /&gt;
&lt;br /&gt;
This is a big part of how Sariara made 2,509,473 million silver within a week of existing. By now she&#039;s existed for four weeks and a day and is up to 23,108,060 silver, only 1,500,000 of which came from selling a Mystic Tattoo.&lt;br /&gt;
&lt;br /&gt;
Some general tips on early silvers:&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t hunt overcrowded Landing areas, but find the rich lower level creatures. There are plenty of them because characters don&#039;t stay low level for long, so hunting pressure is low. (For more on hunting pressure, see the [[treasure system]] page and [[Treasure_system/saved_posts|saved posts subpage]].)&lt;br /&gt;
* Take advantage of Glamour and Shroud of Deception to get a percentage boost to these rich creatures&#039; already valuable loot. Reap the reward of being a monk!&lt;br /&gt;
* Between level 0 and 19, when skills migrate near instantly, max out Trading every time you&#039;re about to sell things.&lt;br /&gt;
* Between level 0 and 19, push First Aid and Survival up when you&#039;re out hunting so you can get value from skinning. Unlearn them afterward so you can...&lt;br /&gt;
* Between level 5 and 19, learn Glamour and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* Between level 12 and 19, learn Shroud of Deception and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* For your final level 19.9 build, as you&#039;re forced to commit to your skills, have at least 20 ranks of Trading and know at least your first 12 Minor Mental spells.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I did. I got to see delightful lines in my SKILL command like:&lt;br /&gt;
&lt;br /&gt;
 You started this migration period on Saturday, 5/25/2024 at 01:55:18 EDT.  You have 4 days, 20 hours, 8 minutes remaining in your current 30 day migration period.&lt;br /&gt;
 &lt;br /&gt;
 You&#039;re currently migrating at a rate of .001 skill points per pulse, and &#039;&#039;&#039;have converted 25580.00 training points this migration period.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t go to this extreme, though, monks are the game&#039;s best at selling to NPC merchants. At the low end, monks skyrocket toward high sales value. At the high end in the post-cap world, monks reach the maximum sale bonus in almost every town.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maximum sale bonus&amp;quot; is 28% from Trading and Influence plus another 5% from race bonus. To be clear, the max bonus is 33%, but only sort of; the two bonuses are treated separately. For example, if you&#039;re an elf monk selling in Solhaven (no bonus), you can&#039;t just pump your Trading and Influence so high that you&#039;d make 33% from that alone; it&#039;s capped at 28% and the other 5% &#039;&#039;has to&#039;&#039; come from Shroud of Deception.&lt;br /&gt;
&lt;br /&gt;
My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===When Robes Aren&#039;t Robes: Alterations===&lt;br /&gt;
&lt;br /&gt;
For simplicity, I&#039;ve been talking about &amp;quot;robes&amp;quot; throughout this guide because that&#039;s the conventional name for that [[armor]] type.&lt;br /&gt;
&lt;br /&gt;
However, robes don&#039;t have to remain robes at all; they have the same leeway for alterations as other chest-worn clothing! Here are examples of post-alteration &amp;quot;robes&amp;quot; that my various characters (monks or otherwise) have worn or that I plan to create:&lt;br /&gt;
&lt;br /&gt;
* An airy white starsilk sundress sporting an asymmetrical knee-length skirt&lt;br /&gt;
* A sleeveless lily white tunic with a jet black silk sash&lt;br /&gt;
* A knee-length midnight blue silk dress aglisten with a constellation of stars&lt;br /&gt;
* A sleeveless white tunic splashed with an autumn-hued music motif&lt;br /&gt;
* A sleeveless white starsilk tunic spangled with sunset orange musical notes&lt;br /&gt;
* A midnight black silk tunic marked with a silver eight-pointed star&lt;br /&gt;
* A sleeveless sunlight gold tunic accented by bright white edges&lt;br /&gt;
* A royal purple starsilk tunic featuring an embroidered silver rose&lt;br /&gt;
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits)&lt;br /&gt;
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola)&lt;br /&gt;
* A thigh-slit scarlet starsilk dress accented by ivory edges&lt;br /&gt;
* A sleeveless white kimono featuring golden star embroidery&lt;br /&gt;
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves&lt;br /&gt;
* A sleeveless gold feather-patterned tunic tied at the waist&lt;br /&gt;
&lt;br /&gt;
Mine are mostly feminine designs, but even for a masculine character, you can turn your robes into shirts, vests, jackets, and more. Get your creativity on!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Likewise, unarmed combat footwear isn&#039;t limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Hunting Partner Tactics and Synergy===&lt;br /&gt;
&lt;br /&gt;
Who do monks team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer that&#039;s enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies&#039; UDF. In turn, warriors love monks&#039; Mind Over Body stamina cost reduction, the best group buff they can get other than bards&#039; [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day).&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don&#039;t necessarily mind being targeted more often since it offers more Spin Kick opportunities.&lt;br /&gt;
* &#039;&#039;&#039;A monk duo&#039;&#039;&#039; can keep up both Mind Over Body and Focus Barrier, but otherwise doesn&#039;t have any particular synergy.&lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don&#039;t have as much redux as warriors and rogues nor as much DS as them, so a boost can really help.&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don&#039;t offer much to rangers otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; can make a monk&#039;s attacks even faster, at least for now, since Song of Tonis is the game&#039;s best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they&#039;re already pretty durable as casters go. Monks simply being present as an additional target to split up enemies&#039; attacks is helpful to wizards and all casters.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks&#039; Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath&#039;s [[Mass Interference (217)|Mass Interference]] setting up a monk&#039;s Vertigo isn&#039;t the worst idea I&#039;ve ever had, but it&#039;s not an amazing one either. &lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it&#039;s still there when needed. Having a hunting partner&#039;s extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn&#039;t help monks as most other professions&#039; disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward.&lt;br /&gt;
&lt;br /&gt;
Nearly regardless of team composition, your monk training &#039;&#039;&#039;Coup de Grace&#039;&#039;&#039; and &#039;&#039;&#039;Side by Side&#039;&#039;&#039; (which also requires two ranks of &#039;&#039;&#039;Combat Movement&#039;&#039;&#039;) can be helpful to groups.&lt;br /&gt;
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&lt;br /&gt;
===The Weapon-Wielding Melee Monk===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk more about Martial Mastery, the level 0 feat. Although monks have access, it was primarily invented for warriors and rogues as an alternative to learning [[Elemental Targeting (425)|Elemental Targeting]], a Minor Elemental spell that increases AS.&lt;br /&gt;
&lt;br /&gt;
Far enough post-cap, magical warriors or magical rogues have the same AS ceiling as their non-magical counterparts. (Their non-magical counterparts do get there millions of experience points sooner while the magical ones have more DS and TD, but that&#039;s outside the scope of this guide...) Monks, on the other hand, don&#039;t have Elemental Targeting, so a monk maximizing Martial Mastery can have up to 50 more AS and UAF than a monk &#039;&#039;not&#039;&#039; maximizing it! Of course, UAF doesn&#039;t matter nearly as much as AS and the entire monk profession is built around unarmed combat. So I ask:&lt;br /&gt;
&lt;br /&gt;
Is there merit to a weapon-wielding, AS-based monk?&lt;br /&gt;
&lt;br /&gt;
Before I explore it, I&#039;ll repeat that I think people should make whatever kind of character they find fun and that I personally like wacky builds. However, I&#039;m not convinced that a melee monk even &#039;&#039;is&#039;&#039; a wacky build. When people consider making a melee-only character who isn&#039;t stealth-based, a warrior is probably their first thought, but let&#039;s seriously compare these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Training Cost Factor&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I&#039;ll use my (first) monk and warrior for the sake of illustration since they&#039;re both elves. At level 50, my warrior had a total pool of 2568 PTPs and 2242 MTPs while my monk had a total pool of 2319 PTPs and 2259 MTPs. You might think the warrior is hugely ahead, but no, not at all. I could show you paragraphs upon paragraphs of math I wrote, but let&#039;s just cut to the chase.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say my monk and warrior had both done dual katar builds that shared nearly identical core training. 2x Brawling, 2x Edged Weapons, 1x Thrown Weapons (to buff up Martial Mastery), 2x Two Weapon Combat, 2x Combat Maneuvers, 2x Physical Fitness, 50 Multi-Opponent Combat, and 1x Perception were all in common.&lt;br /&gt;
&lt;br /&gt;
From there, my warrior took 70 Armor Use to get metal breastplate, then trained as many Dodging ranks as possible with her remaining points. My monk learned Iron Skin, took 30 Transformation to buff up Iron Skin, and took 10 Harness Power, then trained as many Dodging ranks as possible with her remaining points. Their skills would be identical in most ways, but here&#039;s where they&#039;d differ:&lt;br /&gt;
&lt;br /&gt;
* Monk in robes that act like chain mail: 153 ranks of Dodging and 102 MTPs spare&lt;br /&gt;
* Warrior in metal breastplate: 109 ranks of Dodging and 21 MTPs spare&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to claim that my monk would basically just be better; there are too many factors to say that. Warriors have their guild skills. Monks have Perfect Self. Warriors have a higher parry chance because of [[Combat Mastery|their level 40 feat]]. Monks have a higher evade chance because of &#039;&#039;their&#039;&#039; level 40 feat. Warriors have [[Whirling Dervish]]. Monks have more DS, at least at this stage of the game. Warriors have [[Weapon Specialization]]. Monks have Burst of Swiftness. Warriors have [[Weapon Bonding]].&lt;br /&gt;
&lt;br /&gt;
My point is that a melee monk is even &#039;&#039;comparable&#039;&#039;--better in some ways and worse in others--to a warrior with the exact same build despite ignoring so much of what the monk skillset is tailored toward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Mental Acuity Possibility&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
What if you learned Mental Acuity even without Kroderine Soul? My above training cost example illustrated my monk stopping at two Minor Mental spells for Iron Skin, but another alternative (though this would be during later levels) would be taking Mental Acuity to retain access to the first 20 Minor Mental spells and still even allowing room for Spirit Warding I and Spirit Defense. (If you were okay with Martial Mastery capping out at +45 AS instead of 50, you could even learn Spirit Warding II!)&lt;br /&gt;
&lt;br /&gt;
The hypothetical Martial Mastery and Mental Acuity monk has almost the same AS as a Martial Mastery warrior, but her spells would pull her far ahead in DS while keeping all the silver selling benefits of Glamour and Shroud of Deception, plus saving tons of stamina via Mind Over Body. The tradeoff is making spelling up more of a hassle, but that might be worth the payoff of having a light armored warrior-like character whose combat maneuvers and weapon techniques have 35% stamina cost reduction!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Doubly Perfect Self&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
As great as Perfect Self is for unarmed combat, it&#039;s arguably even better for a melee monk. For UC purposes, it&#039;s mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you&#039;re getting AS--more useful than UAF--and RT reduction for &#039;&#039;two&#039;&#039; types of assault techniques: Brawling&#039;s Fury and Edged Weapons&#039; Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don&#039;t sweat it as much due to Mind Over Body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specializations and Katars&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
The Grapple, Kick, and Punch Specialization bonuses for their respective techniques &#039;&#039;do&#039;&#039; still apply even if you&#039;re using a brawling weapon instead of unarmed combat!&lt;br /&gt;
&lt;br /&gt;
Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.&lt;br /&gt;
&lt;br /&gt;
Ironically, if there&#039;s anywhere that I even sort of like Punch Specialization-powered Clash, it&#039;s on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash &#039;&#039;with&#039;&#039; Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you&#039;re regularly hunting things like bandits, pirates, warcamps, or areas that swarm.&lt;br /&gt;
&lt;br /&gt;
Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I&#039;d make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It&#039;s also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk&#039;s stamina cost reduction from Mind Over Body.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it&#039;s a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I&#039;d bring it up.&lt;br /&gt;
&lt;br /&gt;
Instead, after considering all the math and angles I did while writing this, it&#039;s made such a strong case for a bizarrely appealing build that I&#039;ve talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind&#039;s swirling and it seems clear that the melee monk is a very, very real idea that&#039;s gone unexplored because it&#039;s not an intuitive or obvious idea from a glance over the monk skillset.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infrequently Asked (or Imagined) Questions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-faq&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-faq&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This final section covers any random topics that people have asked me or that I can &#039;&#039;imagine&#039;&#039; them asking me if I feel that they&#039;re worth answering in this guide, but not worth a full tip or sidebar of their own.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things actually asked are red.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Things I imagine people should ask are pink.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things that are both red and pink come from comments I got that&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;weren&#039;t originally questions, but I&#039;ve reframed them into questions because they&#039;re worth discussing.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Does enchanting UC handwear and footwear help with DS?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Why do you rank half-krolvin monks so low?&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Flimbo&#039;s Guide and the [[Comprehensive Monk Guide]] really like them!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s guide likes half-krolvin monks because Perfect Self normalizes their Logic penalty and they have &amp;quot;solid physical stats with which to punch things quite well.&amp;quot; I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even kind of agree that if you&#039;re set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I&#039;d rather have a race without a Logic penalty to begin with! Exp-wise, that Logic penalty is less important than it used to be if you&#039;re paying for Temple of Lumnis donations or Fash&#039;lo&#039;nae&#039;s Tutelage, but it&#039;s still a penalty. The impact on Vertigo and Mindwipe also isn&#039;t negligible. (This is, after all, the Autumnwinds&#039; &#039;&#039;magical&#039;&#039; monk guide, not the Kroderine Soul monk guide.)&lt;br /&gt;
&lt;br /&gt;
Another point I agree with Flimbo on is that half-krolvin have solid physical stats with which to &#039;&#039;punch&#039;&#039; things quite well. However, I&#039;d rather have a faster Agidex race who has solid physical stats with which to also &#039;&#039;kick&#039;&#039; things quite well, meaning minimum RT for mstrike kick!&lt;br /&gt;
&lt;br /&gt;
The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn&#039;t matter! (Okay, fine, &#039;&#039;technically&#039;&#039; the math says UAF matters... fractionally.)&lt;br /&gt;
&lt;br /&gt;
Cold damage protection has some appeal if you&#039;re specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that?&lt;br /&gt;
&lt;br /&gt;
The Hinterwilds &#039;&#039;are&#039;&#039; a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you&#039;ve exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you&#039;ll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk.&lt;br /&gt;
&lt;br /&gt;
Like I said, any race can do well as a monk. I&#039;m not down on half-krolvin, exactly, but I&#039;d rather truly excel at &#039;&#039;something&#039;&#039; than be a generalist. Play a half-krolvin if you like their excellent verbs, though!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Should I train Ambush?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The short answer is no. Now for the long, fun answer!&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but back then, players had no visibility into the aiming formula. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you &#039;&#039;did,&#039;&#039; it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.&lt;br /&gt;
&lt;br /&gt;
In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:&lt;br /&gt;
&lt;br /&gt;
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)&lt;br /&gt;
* Knocking creatures down helps (I don&#039;t remember if we&#039;d known this or not)&lt;br /&gt;
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but we underestimated how much)&lt;br /&gt;
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Intuition Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you&#039;ve tanked Intuition instead of Discipline, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even &#039;&#039;standing&#039;&#039; foes. Of course, they need Acrobat&#039;s Leap for that.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let&#039;s use that in an example.&lt;br /&gt;
&lt;br /&gt;
With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you&#039;d have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let&#039;s say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.&lt;br /&gt;
&lt;br /&gt;
Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let&#039;s say everything had reached 91%, 86%, and 83%. Even that&#039;s not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you&#039;d need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that&#039;s +17 DS in offensive stance) at 3x costs!&lt;br /&gt;
&lt;br /&gt;
What if you eased back to the old 24 Ambush mark? Then you&#039;d need 148 Combat Maneuvers. Perfect Self has kicked in, so let&#039;s call it 144 Combat Maneuvers needed. Even that&#039;s already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)&lt;br /&gt;
&lt;br /&gt;
In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you &#039;&#039;can&#039;&#039; reach max or near-max success rates with some Ambush, but not &#039;&#039;so&#039;&#039; high that you reach max or near-max success rates even without Ambush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But even then,&#039;&#039; we&#039;re only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your &#039;&#039;unaimed&#039;&#039; attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head!&lt;br /&gt;
&lt;br /&gt;
Like PSM3&#039;s wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I&#039;ve made my choice: forget Ambush and play to my strengths.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The TL;DR Recap: Making Cookie Cutter Monks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-cookiecutter&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Low on time or thought processing power and just want a cookie cutter build you don&#039;t need to put much thought into? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-cookiecutter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(...by my wacky definition of &amp;quot;cookie cutter.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leafi, I love you and all, but I expanded every section, noticed my scroll bar is tiny, noticed your guide is crazy long, and ain&#039;t nobody got time for that. Please tl;dr this nonsense?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Okay, okay, I hear you.&lt;br /&gt;
&lt;br /&gt;
Some of you never wanted the Leafiara treatment where we seek to become real life monks with advanced spiritual and mental understanding by thoroughly exploring the unfathomable mysteries of reality and transcendent metareality (like math and logic).&lt;br /&gt;
&lt;br /&gt;
Some of you instead wanted the Saraphenia treatment where I tell you how to have a functional build that lets you have mechanical fun in an online text-based multiplayer video game and then you embark on your journey.&lt;br /&gt;
&lt;br /&gt;
So I included this section for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Race&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aelotoi, dark elves, dwarves, elves, half-elves, half-krolvin, halflings, and sylvankind are all basically the same power for monks. Faster is better, but more encumbrance is worse, so find your balance. Giantmen have a niche.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Stats&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See the table in the Placing Your Stats section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Society&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voln.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;How do I fight?&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Twinhammer&#039;&#039;&#039; as your opener once you learn it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jab&#039;&#039;&#039; at decent position, &#039;&#039;&#039;punch&#039;&#039;&#039; at good position if you&#039;re not Grapple Specialization and &#039;&#039;&#039;grapple&#039;&#039;&#039; at good position if you are, &#039;&#039;&#039;kick&#039;&#039;&#039; at excellent position. Regardless of those general rules, &#039;&#039;&#039;follow prompts&#039;&#039;&#039; and do what it tells you when it tells you.&lt;br /&gt;
&lt;br /&gt;
Against single targets, &#039;&#039;&#039;Weapon Fury&#039;&#039;&#039; until whenever you have enough Agidex for a 5-6 second &#039;&#039;&#039;mstrike kick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Against multiple targets, &#039;&#039;&#039;mstrike grapple&#039;&#039;&#039; if you&#039;re Grapple Specialization or &#039;&#039;&#039;mstrike kick&#039;&#039;&#039; if you&#039;re Kick Specialization. In either case, not until they&#039;re 7 seconds or less. If mstrike grapple is 7 seconds or less, but you&#039;re Kick Specialization and mstrike kick is 8 seconds or more, &#039;&#039;&#039;mstrike punch&#039;&#039;&#039; for now until mstrike kick doesn&#039;t take so long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Core skills to train every level&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2x &#039;&#039;&#039;Brawling&#039;&#039;&#039;, 2x &#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; (eventually 3x), 2x &#039;&#039;&#039;Dodging&#039;&#039;&#039; (eventually 3x), 1x &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Skills with breakpoints&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; in bursts for various breakpoints to pick up specific maneuvers. (For which ones and when, see the &amp;quot;combat maneuvers and feats&amp;quot; section below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; in bursts to 5, 10, 24, 30, 35, 50, 55, 60, 90, and 100 ranks.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Harness Power&#039;&#039;&#039; early, 20-30 mid-game, then push near cap if you want QoL for spelling up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental&#039;&#039;&#039; to 16 so you have both focus spells (1213 and 1216) as options, then slack off with spells until the midgame. Grab 1220 if you feel the DS need, especially if using 1213 instead of 1216.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathy&#039;&#039;&#039; lore in bursts to 6, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transformation lore&#039;&#039;&#039; in bursts to 5, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Climbing and Swimming&#039;&#039;&#039; until the midgame or as needs arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Tertiary skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiritual/Mental Mana Control&#039;&#039;&#039; only if sharing mana with friends and alts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid and Survival&#039;&#039;&#039; only if you want skinning.&lt;br /&gt;
&lt;br /&gt;
20 &#039;&#039;&#039;Trading&#039;&#039;&#039; by level 20 because monks make silver via Glamour (1205) and Shroud of Deception (1212). Get to 40 or the nearest multiple of 12 Trading+Influence bonus over time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Midgame skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; to 2, 3, or 7 ranks, but only after 3x Dodging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Combat maneuvers and feats&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; for your level 30 feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1 of Combat Maneuvers, making the super early game not painful:&lt;br /&gt;
&lt;br /&gt;
Get 3 CM ranks ASAP for your first rank of &#039;&#039;&#039;Rolling Krynch Stance&#039;&#039;&#039;, then another 6 CM ranks (so 9 total) for your second rank ASAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2 of Combat Maneuvers, improving the early game:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up the last rank of Krynch and first three ranks of &#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039; or &#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it&#039;s not necessarily an early game priority since you don&#039;t get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3 of Combat Maneuvers, fleshing out skills and diversifying your abilities through the midgame:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up three or more ranks of &#039;&#039;&#039;Bearhug&#039;&#039;&#039;, two or more ranks of &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;, all three ranks of &#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;, three or more ranks of &#039;&#039;&#039;Feint&#039;&#039;&#039;, and the remaining ranks of Grapple or Kick Specialization. If you went Kick Specialization, add &#039;&#039;&#039;Combat Mobility&#039;&#039;&#039; to the list sooner than later. If you picked a halfling or gnome, add Acrobat&#039;s Leap, but otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 of Combat Maneuvers, putting the last pieces in place:&lt;br /&gt;
&lt;br /&gt;
Pick up Combat Mobility (if you didn&#039;t already have it) and all three ranks of &#039;&#039;&#039;Ki Focus&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5 of Combat Maneuvers, player&#039;s choice:&lt;br /&gt;
&lt;br /&gt;
Whatever you want. Finish Bearhug, Bull Rush, and Feint or don&#039;t, depending how you like them. You can veer off in different directions with more niche maneuver options or not. Up to you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Armor upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy TD-boosting armor of +7 or more from a playershop. It&#039;ll cost 1-5 million silver and serve you fantastically. Add services of Enchant, Sanctify, and Ensorcell over time in roughly that order while adding padding via the WPS wagons. (Enchant and Sanctify can switch places easily enough, but Ensorcell is definitely last.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spending almost nothing (~1 million silver): Buy basic lightning flaring handwear and footwear.&lt;br /&gt;
* Spending moderately (~35k pay event currency (equivalent of 35 million silver)): Buy off-the-shelf Animalistic Spirit from Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.&lt;br /&gt;
* Spending a ton (~150k pay event currency): Buy Phytomorphic handwear from Duskruin. Add Phytomorphic upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Phytomorphic upgrades and unlocks.&lt;br /&gt;
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Phytomorphic upgrades and unlocks for your footwear.&lt;br /&gt;
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.&lt;br /&gt;
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.&lt;br /&gt;
&lt;br /&gt;
And if you&#039;re the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you&#039;re probably not reading this guide. &#039;&#039;But just in case&#039;&#039;, for fun, and to entertain the other 99.5%...&lt;br /&gt;
&lt;br /&gt;
* Whaling out beyond most people&#039;s imagination just because you can (~4.24 million pay event currency):  Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Phytomorphic script at Duskruin. Add a slew of Phytomorphic upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
&lt;br /&gt;
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They&#039;ve never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it&#039;s still around. I&#039;m guessing they learned the hard way that top end flares are so astonishingly powerful with UC&#039;s low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Other upgrades when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can&#039;t afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks are easy! Go have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Denouement: An Unexpected Journey==&lt;br /&gt;
&lt;br /&gt;
First, thank you for reading The Autumnwinds&#039; Magical Monk Guide.&lt;br /&gt;
&lt;br /&gt;
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I&#039;m thankful for every reader.&lt;br /&gt;
&lt;br /&gt;
Sometimes I write a &amp;quot;guide&amp;quot; partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I&#039;d take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally &#039;&#039;was&#039;&#039; a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters&#039; skills when they want a template of where to take their post-cap training.&lt;br /&gt;
&lt;br /&gt;
This one was for you guys, though. I hope it&#039;s been helpful, I hope it&#039;s gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.&lt;br /&gt;
&lt;br /&gt;
That said, if you were here only for mechanical informational purposes, I&#039;m pretty much done with those. There&#039;s one more at the very end for people with multiple character slots (not multiple accounts, but &#039;&#039;character slots&#039;&#039;), but otherwise, you can head out! I wish you a good day or good night and hopefully I&#039;ll see you around the lands.&lt;br /&gt;
&lt;br /&gt;
Thank you again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-denouement&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious on the backstory of why this guide exists and why now? Click here and we&#039;ll close out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-denouement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the rest of you, if you&#039;ll indulge my rambling a bit longer...&lt;br /&gt;
&lt;br /&gt;
The Magical Monk Guide existing is an emergent happy accident.&lt;br /&gt;
&lt;br /&gt;
The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK&#039;s strongest.&lt;br /&gt;
&lt;br /&gt;
I thought, but didn&#039;t have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don&#039;t have the history, nostalgia, momentum, or player population of other professions.&lt;br /&gt;
&lt;br /&gt;
To be honest, even if I had said it was impossible, that wouldn&#039;t have stopped Phenia. Even as I type this, I can picture how I&#039;d try to temper her expectations and she&#039;d come back with &amp;quot;Well, I&#039;m going to try anyway!&amp;quot; Phenia aimed high, never mind the odds.&lt;br /&gt;
&lt;br /&gt;
When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia&#039;s name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia.&lt;br /&gt;
&lt;br /&gt;
I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a &amp;quot;Monk tip!&amp;quot;--plus a &amp;quot;Bonus tip!&amp;quot; about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide!&lt;br /&gt;
&lt;br /&gt;
By coincidence, I&#039;d also been answering a few people&#039;s questions in the main GS Discord server&#039;s monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia&#039;s spot as the monk division lead, I agreed. I don&#039;t think I &#039;&#039;could&#039;&#039; have declined. Over that string of seven weeks, I was basically doing what she needed already.&lt;br /&gt;
&lt;br /&gt;
That morning, I decided I should write a new guide to replace Flimbo&#039;s old one.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know what I expected would come out of it, but it wasn&#039;t this. With a motive like honoring my departed friend, I &#039;&#039;knew&#039;&#039; I&#039;d put my all into it--but I didn&#039;t expect to write this much or this in-depth, I didn&#039;t expect to cover the topics I did, and, most of all, I didn&#039;t expect that I&#039;d be learning myself, not just passing along what I knew beforehand.&lt;br /&gt;
&lt;br /&gt;
I&#039;d never thought about a non-Kroderine Soul monk without Mental Acuity. I&#039;d barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I&#039;d barely thought about synergy between monks and other professions. I&#039;d never investigated how one rank of Sanctify interacted with Kai&#039;s Strike. I&#039;d never investigated how or if Stance of the Mongoose worked with unarmed combat. I&#039;d never even investigated how or if Clash worked with a specified UC attack type.&lt;br /&gt;
&lt;br /&gt;
But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you&#039;ve learned too.&lt;br /&gt;
&lt;br /&gt;
When Phenia said she wanted the monk division to be RYSK&#039;s strongest, I assumed she was talking about numbers. Maybe she was; I don&#039;t know either way. I &#039;&#039;do&#039;&#039; know that we want you monk players to be &#039;&#039;your&#039;&#039; strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you&#039;ll be your strongest. Any part I might have played in helping you get there is an honor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, for fun and because I can, here&#039;s one last obscure mechanical interaction for the road.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have a couple character slots where, even though I don&#039;t play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they&#039;d have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.)&lt;br /&gt;
&lt;br /&gt;
What&#039;s probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one&#039;s login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character &#039;&#039;had&#039;&#039; gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn&#039;t even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains.&lt;br /&gt;
&lt;br /&gt;
Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Farewell, have fun, and be good to one another!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=254014</id>
		<title>Leafiara (prime)/Mechanical Musings/The Autumnwinds&#039; Magical Monk Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=254014"/>
		<updated>2026-02-24T20:51:22Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: New table for post-cap training examples.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = The Autumnwinds&#039; Magical Monk Guide&lt;br /&gt;
|topic = Combat, Monks, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-06-19&lt;br /&gt;
|updated = 2026-02-24&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind, in loving memory of &#039;&#039;&#039;[[Saraphenia (prime)/Memorial|Saraphenia]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
&lt;br /&gt;
Last updated February 24, 2026.&lt;br /&gt;
&lt;br /&gt;
Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction: How to Use This Guide==&lt;br /&gt;
&lt;br /&gt;
This guide is for all magical monks from 0 exp to 55,000,000! (What do I mean by a magical monk? One not using [[Kroderine Soul]]. Somebody else will have to write that guide!) I&#039;ll go over monks&#039; strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, or at least it can be.&lt;br /&gt;
&lt;br /&gt;
* If you want an exhaustive guide, read through it in order.&lt;br /&gt;
* If you want the opposite of an exhaustive guide, jump to the &amp;quot;tl;dr Recap: Cookie Cutter&amp;quot; section at the end.&lt;br /&gt;
* If you&#039;re not sure whether you want an exhaustive guide, read the &amp;quot;Why Play a Monk&amp;quot; section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you&#039;re intrigued afterward. The Cookie Cutter section provides an overview of &#039;&#039;what&#039;&#039; to do and gives a small window into what the rest of the guide covers, which is &#039;&#039;why&#039;&#039; to do it.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
&lt;br /&gt;
Speaking of experience, what&#039;s mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I&#039;m now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.&lt;br /&gt;
&lt;br /&gt;
Speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn&#039;t have had the passion or interest--at least on my own. When I say I&#039;ve written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I&#039;ll call it a job well done!&lt;br /&gt;
&lt;br /&gt;
No further ado. Let&#039;s get on with it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Play a Monk or Why Not Play a Monk?==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a monk at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unarmed Combat===&lt;br /&gt;
&lt;br /&gt;
Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:&lt;br /&gt;
&lt;br /&gt;
# &amp;quot;Tiering up,&amp;quot; AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.&lt;br /&gt;
# Improving your [[multiplier modifier]] primarily through things like forcing a creature&#039;s stance down or inflicting status conditions.&lt;br /&gt;
&lt;br /&gt;
Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC&#039;s equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! &lt;br /&gt;
&lt;br /&gt;
I&#039;ll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still &#039;&#039;miss&#039;&#039; via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you&#039;ve played other physical characters and can&#039;t stand seeing a creature avoid an attack before it even gets to the roll, try a monk!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Gear Indifference===&lt;br /&gt;
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Monks have extremely low dependence on good gear.&lt;br /&gt;
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While GSIV is technically balanced around vanilla +20 gear, most people would agree there&#039;s a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I&#039;d put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!&lt;br /&gt;
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Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you&#039;re unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game&#039;s most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I&#039;d say monks are &#039;&#039;the best&#039;&#039; at not depending on gear nor even exp! Much more on that in the Ascension section.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Simplicity===&lt;br /&gt;
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Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it&#039;s difficult to get wrong. If you stick to unarmed combat, I&#039;d go so far as &#039;&#039;extremely&#039;&#039; difficult to get wrong.&lt;br /&gt;
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(If you want to do unusual things that don&#039;t involve UC, then read on in Odds and Ends!)&lt;br /&gt;
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===Fun Factor===&lt;br /&gt;
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Once monks hit their stride by level 40--maybe even level 30--they&#039;re great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!&lt;br /&gt;
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Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game&#039;s coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!&lt;br /&gt;
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===Might and Magic===&lt;br /&gt;
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If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!&lt;br /&gt;
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===Downsides or Lack Thereof===&lt;br /&gt;
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Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks &#039;&#039;can&#039;&#039;, if they want, operate like warriors who have more DS (until very far post-cap) but don&#039;t wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don&#039;t have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there&#039;s a very real case that a monk can be a better choice than a warrior.&lt;br /&gt;
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[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo&#039;s Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks&#039; offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.&lt;br /&gt;
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The best I can muster for legitimate monk downsides are that they can&#039;t obliterate an entire swarm of creatures in six seconds or less (that&#039;s the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your monk? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-creation&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If making a monk sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it&#039;s more a question of which ones are slightly better at any given thing. I don&#039;t think you can go wrong, which I don&#039;t say about other professions, so my honest suggestion is to pick whatever sounds interesting.&lt;br /&gt;
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If you&#039;re not sure what&#039;s interesting or are torn between options, my &#039;&#039;next&#039;&#039; suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk &#039;&#039;appear&#039;&#039; like other races, they can&#039;t perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!&lt;br /&gt;
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If verbs don&#039;t sound compelling either, then here&#039;s how I&#039;d rank monk races mechanically if I really had to:&lt;br /&gt;
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# &#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;: What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means faster mstrikes and assault techniques--the most key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they&#039;re slightly below average on encumbrance.&lt;br /&gt;
# &#039;&#039;&#039;[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]&#039;&#039;&#039;: All of these races tie for third place Agidex and second place in my overall rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...&lt;br /&gt;
#* Aelotoi have a [[Logic]] bonus, so they gain exp slightly faster (1 per pulse) and [[Vertigo (1219)|Vertigo]] and [[Mindwipe (1225)|Mindwipe]] are slightly more reliable.&lt;br /&gt;
#* Dark elves&#039; [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.&lt;br /&gt;
#* Half-elves have the best carrying capacity of my top five picks. The dwarves and halflings bullet points have more to say about encumbrance.&lt;br /&gt;
#* Sylvans&#039; Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.&lt;br /&gt;
# &#039;&#039;&#039;[[Dwarf|Dwarves]] and [[Halfling]]s&#039;&#039;&#039;: Unlike the above grouping of races that play roughly identically, dwarves and halflings have substantial differences alongside some similarities. The most eye-catching similarity is excellent defense against elemental warding spells, which monks would normally be weak against; dwarves have +30 TD and halflings have +40 TD. Dwarves and halflings do have -10 and -5 Aura bonuses respectively, which also defends against elemental spells, so the real numbers could be considered more like +20 and +35. (Enemy elemental warding spells &#039;&#039;are&#039;&#039; sort of rare, but you might be glad for the benefit when you do run into them.) Their heights require keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat&#039;s Leap]] to target heads as a finisher if you&#039;re trying to aim, though not all monks do. Dwarves and halflings have Logic bonuses for exp, Vertigo, and Mindwipe purposes. As for the differences...&lt;br /&gt;
#* Dwarves are the only race that&#039;s both short and slow, ranking second to last in Agidex. Still, if you&#039;re okay with slower attacks, then elemental TD remains a rare and valuable selling point. More importantly, dwarves can carry a surprising amount due to huge [[Strength]] and [[Constitution]] bonuses along with identical body weight to dark elves. I rank dwarven monks the best of the slower races. Dwarves also have a slew of amazing verbs!&lt;br /&gt;
#* Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults while being about as close as invulnerable to enemy maneuvers as it gets. This alone (never mind also having the elemental TD bonus) is important enough that older versions of this guide used to rank halflings as the second best monk race. However, 2026 changes to average box sizes and drop rates exacerbate halflings&#039; severe [[encumbrance]] issues. The question is your tolerance level for either A) frequently pulling back from hunts to [[locksmith pool|drop off boxes]] or B) buying encumbrance-reducing items like silvery blue potions and [[Blue_feather-shaped_charm|blue feather-shaped charms]]. If you don&#039;t mind, then halflings remain a very powerful option. If you do mind, you might want to look elsewhere.&lt;br /&gt;
# &#039;&#039;&#039;[[Half-krolvin]]&#039;&#039;&#039;: The fourth best race for Agidex, though there&#039;s as much of a speed gap between third best and fourth best as between best and third best. Like dwarves, half-krolvin have a slew of amazing verbs. In pre-2026 versions of this guide, I didn&#039;t see much purely mechanical reason to choose a half-krolvin over the previous seven races or gnomes, but things have changed. Their second best carrying capacity helps much more than before. On the flip side, their Logic penalty hurts less in a world with new options in silver or Simucoins for vastly accelerated exp. If you want carrying capacity without sacrificing anything, but also not specializing in anything else, half-krolvin monks are a perfectly good place to be.&lt;br /&gt;
# &#039;&#039;&#039;[[Forest Gnome]]s and [[Burghal Gnome]]s&#039;&#039;&#039;: These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are minor enough that I don&#039;t think anyone should sweat it. It just comes down to the same question of whether you can live with the encumbrance issues. If you can, have at it.&lt;br /&gt;
# &#039;&#039;&#039;[[Giantmen]]&#039;&#039;&#039;: Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance &#039;&#039;doesn&#039;t&#039;&#039; slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. However, giants are the worst at mstrikes via natural stats. Agidex-boosting enhancives can fix that, but maintaining charges on numerous enhancives can get even more expensive than the small race path of maintaining encumbrance potions, so I personally wouldn&#039;t take the trade. Still, there&#039;s a reason that some players choose giants near exclusively. If returning to town sounds aggravating or if you want to maximize the amount of time you spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.&lt;br /&gt;
# &#039;&#039;&#039;[[Erithian]]s and [[Human]]s&#039;&#039;&#039;: These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!&lt;br /&gt;
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Races from half-krolvin up are close enough that I wouldn&#039;t quibble about any of them being seriously better than the others. I understand people&#039;s case for giants too, even though they&#039;re not my style (I&#039;m okay with returning to town every two or three boxes!), and gnomes are similar enough to halflings. I find erithians and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can&#039;t go wrong, exactly, but Perfect Self also makes the rich richer.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you&#039;re used to playing a halfling or gnome warrior who wears full plate, don&#039;t expect your encumbrance life to be similar on a halfling or gnome monk in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let&#039;s talk about GS&#039; encumbrance paradox!&lt;br /&gt;
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[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes.&lt;br /&gt;
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Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly &#039;&#039;that&#039;&#039; much of the gap, so be warned!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar 2, 2026 Edition!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I didn&#039;t want to bog down the bullet points above by talking too much about encumbrance, which could have taken over the entire race section. In short, as of mid-January 2026, boxes drop a third as often as they used to, so encumbrance kicks in less often, but boxes also contain roughly three times as much as they used to, so once encumbrance does kick in, it kicks in much harder than it used to. You might jump from unencumbered to moderately encumbered in a single box.&lt;br /&gt;
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It might not be immediately apparent why I consider the loot changes to be impactful enough to move halflings down, half-krolvin up, and gnomes down, but not impactful enough to move giants or humans up. The answer is that the 2026 loot changes are a double-edged sword. While giants and (to a lesser extent) humans can handle the bigger boxes, that doesn&#039;t mean their containers can. For example, if you have a conventional &amp;quot;max deep&amp;quot; backpack (no epic deepening that can cost millions of silver) that holds 140 pounds and you find a 45 pound, 55 pound, and 65 pound box, you can&#039;t fit all of that inside even if your character can hold it no problem.&lt;br /&gt;
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Putting it another way, there&#039;s a point at which a character&#039;s max carrying capacity gets &amp;quot;wasted&amp;quot; because it exceeds the containers&#039; practical limits. I think giants are certainly over that. Humans aren&#039;t, necessarily, but carrying capacity can also be &amp;quot;wasted&amp;quot; in a different sense because the boxes themselves are less common. You have to be exactly on a threshold of weight at which you&#039;re saving encumbrance, which is a narrow margin in a world where encumbrance increases less incrementally before. In other words, the hit to the small races outweighs the gain to the large races as rankings go.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Placing Your Stats===&lt;br /&gt;
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At level 0, set Strength, Dexterity, and Agility high so you&#039;re at your best in combat and setting Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
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Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That&#039;s your cue to check in and decide your &amp;quot;real&amp;quot; stat placement!&lt;br /&gt;
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Here are my recommendations for each race. If you&#039;ve read Flimbo&#039;s older monk guide, a major difference between us is that he was on the side of tanking Influence while I&#039;m on the side of tanking Discipline or Intuition, which I&#039;ll explain.&lt;br /&gt;
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&#039;&#039;&#039;The Level 20 Stat Placement Tables!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
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&#039;&#039;&#039;Tanking Discipline Version &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;(Recommended!)&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||31||82||73||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||43||85||64||62||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||41||82||75||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||31||82||70||70||77||92&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||50||70||73||70||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||20||82||70||69||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||33||82||73||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||23||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||35||82||75||70||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||37||85||79||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||53||82||70||70||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||25||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||43||77||73||70||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Intuition Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||59||82||73||41||82||92&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||70||85||62||37||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||68||82||73||44||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||58||82||70||44||77||91&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||70||70||73||50||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||58||82||71||29||83||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||59||82||73||44||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||62||82||70||32||83||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||68||82||73||39||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||62||85||77||46||83||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||68||82||70||56||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||62||82||70||35||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||70||77||73||43||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline or Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, Influence, or occasionally Logic.&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wondering what relevant things each stat does, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). +1 TD against mental spells for every 1 bonus. Increased resistance to enemy warcries. Improves tattooing ability.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[Mana#Base_Mana|starting mana]] for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #1!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there&#039;s endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don&#039;t require good Agidex like hard-hitting melee weapons.&lt;br /&gt;
&lt;br /&gt;
Once mstrikes and weapon techniques are a regular part of your monk&#039;s arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren&#039;t the majority of commands in combat.&lt;br /&gt;
&lt;br /&gt;
Overall, in my example, there&#039;s a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #2!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s also endless debate across most professions on which stat to tank out of Discipline, Intuition, and Influence. The short answer is Discipline. The long answer requires more detail.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; monks&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition ultimately provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but it&#039;s once again more trivia than useful information. Warcry defense is at least potentially relevant, but many monks will rarely, if ever, interact with it. SSR bonus is a reasonable perk because Voln is the mechanically strongest society (a point that I &#039;&#039;do&#039;&#039; concur with the majority on) and SSR bonus improves the success rate of Symbol of Sleep, arguably Voln&#039;s strongest ability, along with a couple of its others. (More on Voln in the next section!) However, Influence also grants SSR bonus.&lt;br /&gt;
&lt;br /&gt;
The main reason that few players of any profession used to tank Discipline was experience. Instant Mind Clearers from login rewards can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the Wisdom of the Ages perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between that, the Ascension system introduced in 2020 (though that&#039;s more aimed at capped characters), and of course Perfect Self, it&#039;s far easier than ever to retain the all-important 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
One aspect of Discipline that has become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. If the trend keeps up, I can reevaluate Discipline in the future. However, for now, monks--at least magical monks using Dragonscale Skin (explained in the Feats section)--have better natural defenses against mental CS spells than any build of any other profession except for a warrior or rogue who has maxed or near-maxed spells, wears full plate, and uses a shield. Even that&#039;s debatable since it&#039;s assuming the warrior or rogue has infinite exp. Either way, the point is that magical monks have so much less to worry about from enemy mental spells than almost anyone else that tanking Discipline still leaves them ahead.&lt;br /&gt;
&lt;br /&gt;
Still, what if someone is set on maxing Discipline? Maybe they really do want the mental TD, or maybe they don&#039;t stay subscribed and don&#039;t do bounties. In that case, the question goes to whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. As already mentioned, Influence improves Symbol of Sleep and other Voln symbols. It also helps a little bit with Trading bonuses and making extra silver! (More on that in the Monk Merchants section toward the end.) As a monk, thank to Glamour, you can admittedly max Trading benefit in the end even if you do tank Influence, but that&#039;s a post-cap thing and this guide is aimed at everyone.&lt;br /&gt;
&lt;br /&gt;
The main argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it&#039;s much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter).&lt;br /&gt;
&lt;br /&gt;
To put it into perspective, my capped monk Tarine, who tanked Intuition (because Wisdom of the Ages didn&#039;t exist yet), has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive a difference!&lt;br /&gt;
&lt;br /&gt;
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn&#039;t maxed her stats yet, didn&#039;t have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn&#039;t sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn&#039;t appeal to me like improving the success of the absurdly powerful Symbol of Sleep.&lt;br /&gt;
&lt;br /&gt;
Even assuming that you &#039;&#039;do&#039;&#039; want improved defense, remember that having extra silver from higher Influence lets you pay for better gear and items, which are also their &#039;&#039;own&#039;&#039; paths to improved defense--and often simultaneously to improved offense as well. Ultimately, the Intuition benefit is more narrow than the Influence benefit. That said, the Discipline benefit is even more narrow still. That&#039;s my true choice for tank stat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Also, like I said in stats, Voln makes Influence very relevant, so it&#039;s worth considering right away. Which society is right for your monk?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)&lt;br /&gt;
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This society has a bit more mechanical appeal for monks.&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist&#039;s powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.&lt;br /&gt;
&lt;br /&gt;
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.&lt;br /&gt;
&lt;br /&gt;
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most or possibly all professions.&lt;br /&gt;
&lt;br /&gt;
Like all professions, monks get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat. There&#039;s also an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits. Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.&lt;br /&gt;
&lt;br /&gt;
Voln also features two UC-specific abilities in [[Kai&#039;s Strike]] and [[Kai&#039;s Smite]]. Kai&#039;s Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don&#039;t have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.&lt;br /&gt;
&lt;br /&gt;
Kai&#039;s Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn&#039;t. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren&#039;t those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.&lt;br /&gt;
&lt;br /&gt;
The idea of Kai&#039;s Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you&#039;re not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don&#039;t benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I&#039;d say it&#039;s a net loss for anyone with at least two flares.&lt;br /&gt;
&lt;br /&gt;
The inability to turn off Kai&#039;s Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai&#039;s Strike. Sanctify takes off 5% resistance per tier, so you&#039;d get 20% resistance while keeping your flares between blesses. While Kai&#039;s Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it&#039;s not a dealbreaker.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat Primer==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-unarmedcombat&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Still figuring out how unarmed combat works? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-unarmedcombat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s go over the unarmed combat system in more detail! If you&#039;re familiar with more conventional melee combat, put that knowledge aside--a great deal of it won&#039;t apply and might even interfere with understanding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beginner Basics===&lt;br /&gt;
&lt;br /&gt;
JAB, GRAPPLE, KICK, and PUNCH are your tools of the trade. What&#039;s the difference? Have a look at this table from the unarmed combat system page.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Attack Type&lt;br /&gt;
![[Armor|AG]]&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Scale&lt;br /&gt;
!Chain&lt;br /&gt;
!Plate&lt;br /&gt;
!Base [[Roundtime|RT]]&lt;br /&gt;
!Min [[Roundtime|RT]]&lt;br /&gt;
![[Critical table|Damage Type]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Jab]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.100&lt;br /&gt;
|.075&lt;br /&gt;
|.060&lt;br /&gt;
|.050&lt;br /&gt;
|.040&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[Jab critical table (UCS)|Jab]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Punch]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.275&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.170&lt;br /&gt;
|.140&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Punch critical table (UCS)|Punch]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[GRAPPLE (verb)|Grapple]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.160&lt;br /&gt;
|.120&lt;br /&gt;
|.100&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Grapple critical table (UCS)|Grapple]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Kick]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.400&lt;br /&gt;
|.350&lt;br /&gt;
|.300&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Kick critical table (UCS)|Kick]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Weak, but fast.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power, but less of the latter than punches.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Powerful, but slow (at least by UC standards).&lt;br /&gt;
&lt;br /&gt;
The use case for punches and kicks seems clear, but why jab when it&#039;s so weak and why grapple if punches are the same speed with more strength?&lt;br /&gt;
&lt;br /&gt;
One answer that applies to both jabs and grapples is the defining component of unarmed combat: &#039;&#039;&#039;positioning&#039;&#039;&#039;. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk&#039;s position, follow the combat prompts as they appear. Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
 You attempt to jab a mezic!&lt;br /&gt;
 As you strike, a deep golden light surrounds your hands!&lt;br /&gt;
 You have &#039;&#039;&#039;decent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137&lt;br /&gt;
  ... and hit for 4 points of damage!&lt;br /&gt;
  Fast slap only reddens the cheek.&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the cue to grapple:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
As you can see, the followup was significantly more powerful. That&#039;s partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here&#039;s one more example, this time going from good to excellent:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;jab&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You exploit the momentum of your previous strike to make a stronger attack against a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146&lt;br /&gt;
  ... and hit for 15 points of damage!&lt;br /&gt;
  Blow to kidney!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
 &lt;br /&gt;
 [2 seconds later...]&lt;br /&gt;
 &lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;excellent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158&lt;br /&gt;
  ... and hit for 48 points of damage!&lt;br /&gt;
  Powerful tug pulls right hip, and leg, free of the socket!&lt;br /&gt;
   A mezic falls to the ground grasping her mangled right leg!&lt;br /&gt;
 Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
This time the jab started at good positioning because of Rolling Krynch Stance (more on that in the Martial Stances section), but the followup grapple was still far more powerful. Tiering up is crucial!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting highlights can help! Since the text prompt is...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...you can either create four highlights for each individual message or create a highlight for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup&amp;lt;/font&amp;gt;, then four more highlights for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;jab attack!&amp;lt;/font&amp;gt; and the others.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, in unarmed combat&#039;s &#039;&#039;&#039;most basic form&#039;&#039;&#039; at the lowest levels, the use cases for each attack type are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning. &lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Only when needed to tier up.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Deliver a finishing blow during excellent positioning.&lt;br /&gt;
&lt;br /&gt;
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples. We&#039;ll get into that later, but first let&#039;s keep exploring the basics to lay the foundation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UAF, UDF, and MM===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to GemStone&#039;s AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a mezic!&lt;br /&gt;
 You have good positioning against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s look at an even more extreme example that doesn&#039;t go as well:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a spectral shade!&lt;br /&gt;
 You have good positioning against a spectral shade.&lt;br /&gt;
  UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102&lt;br /&gt;
  ... and hit for 1 point of damage!&lt;br /&gt;
  The spectral shade shakes off a weak arm grab.&lt;br /&gt;
&lt;br /&gt;
This is why I say you have to ignore what you know about AS-based combat.&lt;br /&gt;
&lt;br /&gt;
UAF isn&#039;t completely irrelevant, but the more important numbers are UDF and the &#039;&#039;&#039;multiplier modifier&#039;&#039;&#039; (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.&lt;br /&gt;
&lt;br /&gt;
What does that mean in practice? Higher lows and lower highs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rare that a monk outright &#039;&#039;couldn&#039;t possibly&#039;&#039; hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.&lt;br /&gt;
&lt;br /&gt;
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes&#039; stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is the number that drops so low in defensive that it can even become negative! This used to occasionally trip up Saraphenia&#039;s player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it&#039;s often easier to figure out that you&#039;re in the wrong stance because everything&#039;s failing to hit; that was how I&#039;d take notice and Leafi would tell Phenia to fix up her stance.&lt;br /&gt;
&lt;br /&gt;
Also unlike AS-based melee attacks, lying down not only doesn&#039;t reduce your UAF, but also doesn&#039;t even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you&#039;re not paying attention, you could be fighting from your back and not even know it! You&#039;d find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. Those can&#039;t be done from the ground.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release &#039;&#039;enemy creatures&#039;&#039; who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mstrikes===&lt;br /&gt;
&lt;br /&gt;
As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you&#039;ll eventually be able to use mstrikes or weapon techniques. (I&#039;ll refer to these as &amp;quot;techniques&amp;quot; from here on. Despite the name, the brawling &amp;quot;weapon techniques&amp;quot; don&#039;t require weapons--unless you&#039;re thinking of your monk&#039;s hands and feet as weapons!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are your means to fit more attacks into less time.&lt;br /&gt;
&lt;br /&gt;
Covering mstrikes first!&lt;br /&gt;
&lt;br /&gt;
Mstrikes with no target specified, AKA &#039;&#039;&#039;unfocused mstrikes&#039;&#039;&#039;, can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA &#039;&#039;&#039;focused mstrikes&#039;&#039;&#039;, can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.&lt;br /&gt;
&lt;br /&gt;
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you&#039;re at decent positioning against them and attacking them for the first time. Once you&#039;re into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.&lt;br /&gt;
&lt;br /&gt;
Mstrikes &#039;&#039;sort of&#039;&#039; have a cooldown after use, which is 15-20 seconds or so (depending on training). When on &amp;quot;cooldown,&amp;quot; you &#039;&#039;can&#039;&#039; still mstrike, but they&#039;ll consume a good chunk of stamina. (I can&#039;t give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.&lt;br /&gt;
&lt;br /&gt;
Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it&#039;ll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk&#039;s life, especially if you&#039;re a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn&#039;t increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fury and Clash===&lt;br /&gt;
&lt;br /&gt;
The unarmed combat assault technique is &#039;&#039;&#039;[[Fury]]&#039;&#039;&#039;, which you learn with 25 ranks of Brawling (level 11). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There&#039;s no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it&#039;s not a major selling point.&lt;br /&gt;
&lt;br /&gt;
The AoE unarmed combat technique is &#039;&#039;&#039;[[Clash]]&#039;&#039;&#039;, which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn&#039;t include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist &#039;&#039;before&#039;&#039; Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities &#039;&#039;and&#039;&#039; seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.&lt;br /&gt;
&lt;br /&gt;
Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can&#039;t be used while they&#039;re on cooldown. They do have separate cooldown timers, so you can alternate between them.&lt;br /&gt;
&lt;br /&gt;
However, you can&#039;t alternate mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you &#039;&#039;can&#039;&#039; use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it&#039;ll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn&#039;t intend for players to insert mstrikes into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)&lt;br /&gt;
&lt;br /&gt;
RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it&#039;ll execute them as 2 RT, 2 RT, and 1 RT.&lt;br /&gt;
&lt;br /&gt;
Compared to focused mstrikes, Fury&#039;s structure has upsides and downsides. One upside is that you&#039;ll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can &#039;&#039;also&#039;&#039; interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It&#039;s also less likely that your target will be dead as soon your command gets sent to the server since attacks don&#039;t happen all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Twin Hammerfists and Spin Kick===&lt;br /&gt;
&lt;br /&gt;
The other two UC techniques are &#039;&#039;&#039;[[Twin Hammerfists]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Spin Kick]]&#039;&#039;&#039;, respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won&#039;t lock you out of them.&lt;br /&gt;
&lt;br /&gt;
Twin Hammerfists is an [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! At only 2 RT and 7 stamina, it&#039;s a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.&lt;br /&gt;
&lt;br /&gt;
Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it&#039;s an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn&#039;t a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If highlighting tier up opportunities goes well for you, then &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;You could use this opportunity to Spin Kick!&amp;lt;/font&amp;gt; is another message to consider highlighting from level 35-36 on!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beyond Basics: Synchronizing Everything===&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.&lt;br /&gt;
&lt;br /&gt;
However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let&#039;s put everything together into a cohesive whole.&lt;br /&gt;
&lt;br /&gt;
Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot (&amp;quot;flare slot&amp;quot;), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of a Twin Hammerfists firing off three flares:&lt;br /&gt;
&lt;br /&gt;
 Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist&lt;br /&gt;
 [SMR result: 316 (Open d100: 89, Bonus: 107)]&lt;br /&gt;
 Perfectly executed strike to the crimson angargeist&#039;s back!  It staggers!&lt;br /&gt;
 The attack exposes a vulnerability in a roiling crimson angargeist&#039;s defenses!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps emit a searing bolt of lightning! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Hard shot to the crimson angargeist&#039;s back sends it drifting forward!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps spray forth a shower of pure water! **&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Incredible strike to the crimson angargeist&#039;s back smashes through the chest!&lt;br /&gt;
   Too bad it melts back together.&lt;br /&gt;
 Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.&lt;br /&gt;
 &lt;br /&gt;
 ** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **&lt;br /&gt;
 &lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Strong strike splits the belly open, revealing ghostly organs.&lt;br /&gt;
   Haggis anyone?&lt;br /&gt;
&lt;br /&gt;
The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it&#039;s a great illustration because of the particulars.&lt;br /&gt;
&lt;br /&gt;
First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk&#039;s entire life. That&#039;s the least interesting thing to say here, though.&lt;br /&gt;
&lt;br /&gt;
The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water.&lt;br /&gt;
&lt;br /&gt;
Angargeists are non-corporeal undead. Normally Kai&#039;s Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn&#039;t allow for one-shotting it; you have to take out its entire health pool.&lt;br /&gt;
&lt;br /&gt;
2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you&#039;re fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.&lt;br /&gt;
&lt;br /&gt;
Speaking of uncrittable creatures or creatures you&#039;re otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a more nuanced look at the unarmed combat core attack types than before:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can&#039;t hit a foe who&#039;s already downed, so it&#039;s not repeatable.)&lt;br /&gt;
* The fastest means of tiering up with single strikes.&lt;br /&gt;
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.&lt;br /&gt;
* Poor as the specified command of a Fury or mstrike since they have little or (usually) no speed advantage over the other commands in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.&lt;br /&gt;
* The best aimed attack at excellent positioning. I&#039;m not particularly a fan of aimed UC attacks for reasons we&#039;ll delve into later, but it is there.&lt;br /&gt;
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.&lt;br /&gt;
* Poor as the specified command of an unfocused mstrike or Clash since it&#039;s unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but can&#039;t help tier up.)&lt;br /&gt;
* Good against individual threatening creatures that need to be slowed down.&lt;br /&gt;
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.&lt;br /&gt;
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The best finishing blow at excellent positioning per hit.&lt;br /&gt;
* The highest damage output per hit.&lt;br /&gt;
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or exactly as fast as the other commands.)&lt;br /&gt;
* Poor at tiering up with single strikes. (Same as above.)&lt;br /&gt;
&lt;br /&gt;
In short, pick the right tool for the right job. They can all be the right tool at times!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Macros and Aliases===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Grapple&lt;br /&gt;
* Punch&lt;br /&gt;
* Kick&lt;br /&gt;
* Weapon Twinhammer&lt;br /&gt;
* Weapon Fury [Grapple/Punch/Kick (depending on your level, training, specialization, and preference)]&lt;br /&gt;
* Weapon Spinkick&lt;br /&gt;
* Mstrike Grapple&lt;br /&gt;
* Mstrike Punch&lt;br /&gt;
* Mstrike Kick&lt;br /&gt;
* Mstrike Grapple Target&lt;br /&gt;
* Mstrike Punch Target&lt;br /&gt;
* Mstrike Kick Target&lt;br /&gt;
&lt;br /&gt;
For macros, this just means tying each one you care about to a single key press. You can configure them in Options -&amp;gt; Macros if using [[Wrayth]].&lt;br /&gt;
&lt;br /&gt;
For Lich aliases, I&#039;ve set mine as jj for jab, gg for grapple, pp for punch, kk for kick, twin for Twin Hammerfists, utf for Fury Grapple (stands for &amp;quot;unarmed technique Fury&amp;quot;), uts for Spin Kick, mg for mstrike grapple, mp for mstrike punch, and mk for mstrike kick. I could create things like an mkt alias for mstrike kick target if I wanted, but in that case I just type out &amp;quot;mk target&amp;quot; or &amp;quot;mk [target noun].&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your monk&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
&lt;br /&gt;
These are skills you consistently train with little to no deviation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Brawling]]&#039;&#039;&#039;: Max every level.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more stamina early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more DS early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Combat Maneuvers as Core Skills?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I&#039;d say &#039;&#039;roughly&#039;&#039; 1x minimum is mandatory and you&#039;ll almost certainly want far more than that early on. However, philosophically, I don&#039;t consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That&#039;s why it&#039;s in the Breakpoint Skills section below!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Breakpoint Skills===&lt;br /&gt;
&lt;br /&gt;
Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]]&#039;&#039;&#039;: One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn&#039;t that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it&#039;s also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you&#039;re going self-spelled. Up to you!&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and &#039;&#039;possibly&#039;&#039; 90 or 100. The good technique breakpoints are 10, 24, 50, and &#039;&#039;possibly&#039;&#039; 100. If you&#039;re using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Mental]] up to 13 or 16 ranks&#039;&#039;&#039;: The major early benchmarks are [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I&#039;m not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body&#039;s stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.&lt;br /&gt;
* &#039;&#039;&#039;[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore&#039;&#039;&#039;: To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why anyone would train to account for the mstrike MOC thresholds &#039;&#039;and&#039;&#039; the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.&lt;br /&gt;
&lt;br /&gt;
My monk, Sariara, preferred Fury in most hunts while leveling, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don&#039;t even get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I&#039;ll discuss in the Offensive Specialization section.&lt;br /&gt;
&lt;br /&gt;
However, Clash is a very weak AoE technique compared to unfocused mstrikes. Mstrikes&#039; bonus jab allows double the number of attacks for the first engagement with the enemy, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she would use focused mstrikes for single targets, even though they&#039;re slightly weaker than Fury because of her Grapple Specialization, since that left the unfocused mstrike option open for battling hordes.&lt;br /&gt;
 &lt;br /&gt;
Your MOC training plan doesn&#039;t need to assume that mstrikes or techniques are either/or!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Niche Skills===&lt;br /&gt;
&lt;br /&gt;
Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]] and [[Mental Mana Control]]&#039;&#039;&#039;: Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game &#039;&#039;unless&#039;&#039; you&#039;re surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Monks get immense value out of at least the first 20 ranks. See the Trade Secrets section!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s more expensive than First Aid. Slightly reduces duration of stuns, but monks don&#039;t get stunned very often. Like First Aid, I recommend it during the first 19 levels. Afterward, train it only if you want to excel at skinning bounties &#039;&#039;and&#039;&#039; have already trained First Aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk mana sharing breakpoints!&lt;br /&gt;
&lt;br /&gt;
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.&lt;br /&gt;
&lt;br /&gt;
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.&lt;br /&gt;
&lt;br /&gt;
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.&lt;br /&gt;
&lt;br /&gt;
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.&lt;br /&gt;
&lt;br /&gt;
Just remember: 5, 7, 10, 24!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at 24 mana control, consider going to 25! This unlocks [[Multicast|multicasting]], the ability to cast a buff spell twice in one cast. For self-cast spells, that&#039;ll take you to full duration in 3 RT instead of 6, which is nice quality of life!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
&lt;br /&gt;
Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
&lt;br /&gt;
Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midgame and Later Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]] at half your level&#039;&#039;&#039;: After you&#039;re finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you&#039;re still not feeling hardy enough.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Spiritual]] up to 2 or 7 ranks&#039;&#039;&#039;: I&#039;d ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It&#039;s very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you&#039;re a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that&#039;s all the way at 20 ranks.) If you don&#039;t want to rely on the invoker or others, I&#039;d say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.&lt;br /&gt;
* &#039;&#039;&#039;Minor Mental up to 20 or 25 ranks&#039;&#039;&#039;: [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #4: The Spirit Barrier Irony!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! &#039;&#039;Lowering&#039;&#039; your UAF in exchange for increasing your DS via Spirit Barrier isn&#039;t nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren&#039;t like (weapon-using) rangers who would find trading &#039;&#039;AS&#039;&#039; for DS completely untenable. This spell can be worth a second look!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Post-Cap Skills===&lt;br /&gt;
&lt;br /&gt;
Eventually you can train everything if you play long enough, but here are some considerations for what to prioritize if or when you reach post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Edged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that&#039;s not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can&#039;t be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]]. If you want to do this, I highly recommend also maxing Two Weapon Combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery is another possibility for diversifying. Unlike with katars, AS-based &#039;&#039;ranged&#039;&#039; attacks don&#039;t necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren&#039;t exactly &#039;&#039;poor&#039;&#039; at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Item Use]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Supplementing DS with [[small statue]]s is eventually a good idea for every profession and MIU bolsters their duration. (As a historical note, MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta&#039;Faendryl, the Ruined Temple, or the Sanctum of Scales. However, that&#039;s largely immaterial these days. [[Spell sever]] has supplanted spellburst in newer capped hunting grounds like the Hinterwilds, Moonsedge Castle, and the Hive--and, although these are technically Ascension grounds aimed at far post-cap characters, monks are able to do well in them long before other professions, including even at fresh cap, due to the unique qualities of unarmed combat.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual up to 20 or 40 ranks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It&#039;ll become apparent enough when that&#039;s the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I&#039;m fairly certain that my second monk Sariara never will. Voln already offers a fine substitute for fogging, Wall of Force isn&#039;t what it used to be when it had no cooldown, and having fewer spell ranks means more redux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental up to 48 or 50 ranks (or beyond)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they&#039;re more for hunting things like bandits and pirates or just messing around than for casting in &amp;quot;real&amp;quot; hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I&#039;ll elaborate further there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secret Sauce of Lores===&lt;br /&gt;
&lt;br /&gt;
This section contains tables to visualize lore thresholds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Telepathy Ranks&#039;&#039;&#039;||0||6||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039;&amp;lt;/font&amp;gt;||80||150&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mind Over Body Stamina Reduction&#039;&#039;&#039;||20%||25%||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;35%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Green&amp;lt;/font&amp;gt;&#039;&#039;&#039;: The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.&lt;br /&gt;
&lt;br /&gt;
Aside from Mind Over Body, a couple of Telepathy&#039;s more minor claims to fame for monks include:&lt;br /&gt;
&lt;br /&gt;
* 25 ranks allow [[Soothing Word (1201)|Soothing Word]] to remove sheer fear and grant 30 seconds of immunity to it&lt;br /&gt;
* 15, 45, and 90 ranks improve the spawn rate of [[Provoke (1235)|Provoke]]&lt;br /&gt;
&lt;br /&gt;
You can work around sheer fear in other ways by being in Voln or getting your robes sanctified, but the Soothing Word option exists.&lt;br /&gt;
&lt;br /&gt;
Provoke is an interesting niche, but not a major selling point in my eyes. Training 35 Minor Mental ranks asks a ton pre-cap and Provoke becomes less effective the more people are hunting in an area. Most capped hunting grounds are either very crowded, so Provoke does little, or they&#039;re not crowded because they&#039;re extremely dangerous, which makes Provoke a bad idea.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 2&#039;&#039;&#039;||&#039;&#039;&#039;Level 5&#039;&#039;&#039;||&#039;&#039;&#039;Level 15&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Full leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforced leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Double leather||Leather breastplate||Cuirbouilli leather||Studded leather&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||||Double leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Leather breastplate&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Cuirbouilli leather||Studded leather||Brigandine&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||||||Cuirbouilli leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Studded leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Brigandine&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||||||||Brigandine||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Double chain&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||||||||Double chain||Augmented chain&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||||||||Chain hauberk&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;105 Transformation&amp;lt;/font&amp;gt;|||||||||||||Metal breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;140 Transformation&amp;lt;/font&amp;gt;|||||||||||||Augmented breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;180 Transformation&amp;lt;/font&amp;gt;|||||||||||||Half plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You&#039;ll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it &#039;&#039;is&#039;&#039; amazing and I recommend it highly for a magical monk--I&#039;d consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won&#039;t be the majority of my readers.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Pink&#039;&#039;&#039;&amp;lt;/font&amp;gt;: My recommendations for which levels to meet which Iron Skin thresholds if you&#039;re undecided. You have more leeway at level 50 on to push lores higher, so I&#039;ve highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.&lt;br /&gt;
&lt;br /&gt;
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell&#039;s effect has improved over the previous breakpoint.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||&#039;&#039;&#039;Dragonclaw UAF Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Brace Disarm Rate&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0||10||25%&lt;br /&gt;
|-&lt;br /&gt;
||1||11||&lt;br /&gt;
|-&lt;br /&gt;
||3||12||27%&lt;br /&gt;
|-&lt;br /&gt;
||6||13||&lt;br /&gt;
|-&lt;br /&gt;
||7||||29%&lt;br /&gt;
|-&lt;br /&gt;
||10||14||&lt;br /&gt;
|-&lt;br /&gt;
||12||||31%&lt;br /&gt;
|-&lt;br /&gt;
||15||15||&lt;br /&gt;
|-&lt;br /&gt;
||18||||33%&lt;br /&gt;
|-&lt;br /&gt;
||21||16||&lt;br /&gt;
|-&lt;br /&gt;
||25||||35%&lt;br /&gt;
|-&lt;br /&gt;
||28||17||&lt;br /&gt;
|-&lt;br /&gt;
||33||||37%&lt;br /&gt;
|-&lt;br /&gt;
||36||18||&lt;br /&gt;
|-&lt;br /&gt;
||42||||39%&lt;br /&gt;
|-&lt;br /&gt;
||45||19||&lt;br /&gt;
|-&lt;br /&gt;
||52||||41%&lt;br /&gt;
|-&lt;br /&gt;
||55||20||&lt;br /&gt;
|-&lt;br /&gt;
||63||||43%&lt;br /&gt;
|-&lt;br /&gt;
||66||21||&lt;br /&gt;
|-&lt;br /&gt;
||75||||45%&lt;br /&gt;
|-&lt;br /&gt;
||78||22||&lt;br /&gt;
|-&lt;br /&gt;
||88||||47%&lt;br /&gt;
|-&lt;br /&gt;
||91||23||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn&#039;t make a huge difference. Brace, on the other hand, can be impactful &#039;&#039;if&#039;&#039; you&#039;re getting hit by physical attacks. I wouldn&#039;t go out of my way to push Transformation for Brace alone, but if you&#039;re already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we&#039;ll look at in the Meditation Resistance section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Training Snapshots===&lt;br /&gt;
&lt;br /&gt;
For illustration and discussion purposes, here&#039;s what my most recent monk Sariara has looked like at &#039;&#039;&#039;various level thresholds&#039;&#039;&#039;--or, in the case of level 30, what she &#039;&#039;should&#039;&#039; have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Level 20&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 40&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 60&#039;&#039;&#039;||&#039;&#039;&#039;Level 70&#039;&#039;&#039;||&#039;&#039;&#039;Level 80&#039;&#039;&#039;||&#039;&#039;&#039;Level 90&#039;&#039;&#039;||&#039;&#039;&#039;Level 100 (fresh)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||0||0||0||0||0||0||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||24||48||74||100||114||134||134||144||144&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||44||65||85||105||125||149||165||187||207&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||24||35||55||55||55||55||55||60||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||44||64||84||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||44||64||125||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||10||10||10||10||20||20||38||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||5||5||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||15||15||15||15||15||15||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||20||30||40||50||60||72||82||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||10||10||10||20||20||40||40||60||60&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||10||10||10||10||10||10||40||0||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||20||30||20||25||30||35||40||42||42&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||40||43||42||48||60||72||83||95||167&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039;||0||0||0||0||3||3||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Mental&#039;&#039;&#039;||12||13||14||16||20||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;(spare TPs)&#039;&#039;&#039;||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s break down some of the more unusual things you might notice!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I could have done the one rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039; much sooner, but didn&#039;t particularly feel the need for the quick DS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.&lt;br /&gt;
&lt;br /&gt;
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she&#039;d maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM &#039;&#039;is&#039;&#039; her second post-cap goal, finally; it&#039;s currently at 190 as she approaches 8.6m experience.)&lt;br /&gt;
&lt;br /&gt;
Max &#039;&#039;&#039;Brawling&#039;&#039;&#039;, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Fitness and Dodging&#039;&#039;&#039; are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks&#039; training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
I took a little bit of early &#039;&#039;&#039;Harness Power&#039;&#039;&#039;, then slacked off for a while, then finally only began pushing it in the late game as an efficient way to wear more spells in &#039;&#039;spellburst&#039;&#039; hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90). This table only shows up to fresh cap, but later in the guide, in the Ascension section, I&#039;ll show a &amp;quot;final build&amp;quot; where she drops Harness Power to 40; as she moved out of spellburst areas and into spell sever areas, the extra mana became frivolous.&lt;br /&gt;
&lt;br /&gt;
I started &#039;&#039;&#039;First Aid&#039;&#039;&#039; relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She eventually picked it back up post-cap, but the table only shows up to fresh 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swimming and Climbing&#039;&#039;&#039; are skills that you might not need at fresh cap if you intend to stick to a specific hunting ground for a long time. I dropped Swimming since the Sanctum doesn&#039;t have any water and the only swimming in the Hinterwilds can be bypassed with Water Walking or Symbol of Return (among other options), but hunters of the Atoll, Ruined Temple, or Sailor&#039;s Grief would want it. Conversely, I kept Climbing because the Sanctum has a pretty tough check, but various other hunting grounds don&#039;t. For where Saria&#039;s currently at long after the initial publication of this guide, she could actually skip both Swimming and Climbing, but I keep them just in case.&lt;br /&gt;
&lt;br /&gt;
Saria heavily pushed &#039;&#039;&#039;Trading&#039;&#039;&#039; early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated.) Similar story for &#039;&#039;&#039;Minor Mental&#039;&#039;&#039;, which came out of the gate fast, then inched to 20 at level 60 and stayed there.&lt;br /&gt;
&lt;br /&gt;
Level 30 and 100 spare TPs are there because I was hoarding for the next &#039;&#039;&#039;Multi Opponent Combat&#039;&#039;&#039; thresholds while level 70 spare TPs are there because I was hoarding for the 20 &#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn&#039;t care about any of the in-between spells, so might as well preserve higher redux until then.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re interested in a training snapshot far post-cap, see further below in the Ascension section!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Exclusive Choices==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meditation Resistance===&lt;br /&gt;
&lt;br /&gt;
One neat monk perk I haven&#039;t mentioned yet is that their [[Verb:MEDITATE#Damage_Resistance|MEDITATE verb]] allows them to gain resistance to one selected damage type! It offers 10% resistance to start, then improves at these thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||0||1||3||6||10||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;15&amp;lt;/font&amp;gt;&#039;&#039;&#039;||21||28||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;36&amp;lt;/font&amp;gt;&#039;&#039;&#039;||45||55||66||78||91&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||10%||12%||14%||16%||18%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;20%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||22%||24%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;26%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||28%||30%||32%||34%||36%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And if you decide to go ham post-cap with Ascension and enhancives:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||38%||40%||42%||44%||46%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted 15 and 36 Transformation because 20% and 26% (translation: &amp;quot;25% or more&amp;quot;) are extremely notable benchmarks. I &#039;&#039;could&#039;&#039; fully elaborate, but people who aren&#039;t Whirlin and me would probably get bored to tears by the rows and charts I&#039;d need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV&#039;s crit system, and how it relates to order of operations with redux and crit padding.&lt;br /&gt;
&lt;br /&gt;
Suffice it to say this:&lt;br /&gt;
&lt;br /&gt;
Because of rounding and the nature of GSIV crits, it wouldn&#039;t be merely &#039;&#039;underestimating&#039;&#039; 20% and 25% resistance to say that they&#039;re twice as effective or two and a half times as effective as 10% resistance, but &#039;&#039;completely off base&#039;&#039; by orders of magnitude. The upgrade is huge.&lt;br /&gt;
&lt;br /&gt;
That said, which damage type should you resist? You can change your type any time, but these jump out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold&#039;&#039;&#039;: Useful for Icemule-based hunting at various levels.&lt;br /&gt;
* &#039;&#039;&#039;Crush&#039;&#039;&#039;: A very common damage type, like all physical damage types. Particularly helpful for gigantic creatures that fall on you as they die.&lt;br /&gt;
* &#039;&#039;&#039;Electrical&#039;&#039;&#039;: The most lethal damage type, albeit somewhat rare. If you&#039;re hunting creatures that use it, though, protect yourself!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;: Useful for Teras Isle, among other specific areas.&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Great against various rock-themed creatures or shield-using creatures, among some others.&lt;br /&gt;
* &#039;&#039;&#039;Puncture&#039;&#039;&#039;: Another common physical damage type. Very deadly if it hits the eyes even on a fairly tame enemy attack, so 20% or 25% resistance will help immensely.&lt;br /&gt;
* &#039;&#039;&#039;Slash&#039;&#039;&#039;: The last of the common physical damage types. Probably the least impressive in a vacuum, but it &#039;&#039;is&#039;&#039; very common.&lt;br /&gt;
&lt;br /&gt;
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!&lt;br /&gt;
&lt;br /&gt;
The only damage types I&#039;d generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn&#039;t stop that aspect. Still, if you&#039;re in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything&#039;s worth considering in the right context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Grapple Specialization]], [[Kick Specialization]], and [[Punch Specialization]], which each improve their respective attacks, but which is right for you? I&#039;ll write about each one as if it&#039;s maxed, but during the earliest levels, these ramp up by gaining 20% of their max effectiveness per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. &amp;quot;Before&amp;quot; is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists.&lt;br /&gt;
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone.&lt;br /&gt;
* If you love Fury or hate setups, this could be the specialization for you!&lt;br /&gt;
* In a vacuum, grapples aren&#039;t ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.&lt;br /&gt;
* Grapple Specialization has little to offer if you exclusively use mstrikes. &amp;quot;Exclusively&amp;quot; is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Turns your [[Spin Kick]] into two Spin Kicks!&lt;br /&gt;
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It&#039;s great fun and can save you in situations where the other two specializations couldn&#039;t.&lt;br /&gt;
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it&#039;s flat out the best mstrike option.&lt;br /&gt;
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven&#039;t become as fast as they&#039;ll eventually be and Spin Kick might not even be an option yet (pre-level 35-36).&lt;br /&gt;
* While Spin Kick performs exceptionally well against like-level foes, it&#039;s not nearly as good against overleveled ones for two reasons: it&#039;s less likely to succeed and you&#039;re much more incentivized to disable those foes immediately. If they don&#039;t attack, you don&#039;t evade, so you don&#039;t Spin Kick.&lt;br /&gt;
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Punch Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.&lt;br /&gt;
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn&#039;t a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.&lt;br /&gt;
* Despite the above, the buff to Clash being minor doesn&#039;t matter if the monk isn&#039;t using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can&#039;t bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specialization Sidebar: Mstrikes with Specified Attack Types!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In case it isn&#039;t clear or in case going into math would be helpful...&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mstrike kick&#039;&#039;&#039; becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike punch&#039;&#039;&#039; can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they&#039;re slower because your Agidex isn&#039;t up to par, punches can still win overall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike grapple&#039;&#039;&#039; is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.&lt;br /&gt;
&lt;br /&gt;
In short...&lt;br /&gt;
&lt;br /&gt;
Use mstrike kick if you&#039;re a high Agidex race who&#039;s at or close to the peak of your Agidex growth.&lt;br /&gt;
&lt;br /&gt;
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you&#039;re a moderate Agidex race or a high Agidex race not yet near your peak, you&#039;re against foes in armor lighter than chain, and you trained Grapple Specialization, but you&#039;re in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)&lt;br /&gt;
&lt;br /&gt;
Use mstrike punch if neither of the above applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I&#039;ve been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).&lt;br /&gt;
&lt;br /&gt;
As for Punch Specialization, I wouldn&#039;t honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn&#039;t necessarily wrong either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Defensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one&#039;s a lot easier than the last!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Block Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they&#039;re expensive to train, monks can&#039;t learn shield skills, and shields significantly decrease their MM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Parry Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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At max, a +15% chance to parry melee or ranged attacks--assuming you have [[Brace (1214)|Brace]] active. After parrying, it gives a 25% chance of gaining the [[Counter]] effect, which means your next attack has 1 less RT and costs 25% less stamina (if applicable). This might sound neat until it&#039;s compared to...&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say &amp;quot;Brawling&amp;quot; because I&#039;m not even limiting this to unarmed combat. Even if you&#039;re using brawling &#039;&#039;weapons&#039;&#039; like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)&lt;br /&gt;
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===Martial Stances===&lt;br /&gt;
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Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let&#039;s review them.&lt;br /&gt;
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&#039;&#039;&#039;[[Duck and Weave]]&#039;&#039;&#039;:&lt;br /&gt;
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The most flavorful martial stance.&lt;br /&gt;
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Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.&lt;br /&gt;
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This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker&#039;s AS and weapon type have to be good enough compared to the defending creature&#039;s DS and armor type to do meaningful damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Delightful, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Flurry of Blows]]&#039;&#039;&#039;:&lt;br /&gt;
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The screen scrolliest martial stance.&lt;br /&gt;
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Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.&lt;br /&gt;
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When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren&#039;t good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn&#039;t say it comes close to being worthwhile.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Again, great fun, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Inner Harmony]]&#039;&#039;&#039;:&lt;br /&gt;
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The most wasted potential of martial stances.&lt;br /&gt;
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At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you&#039;d most want to remove are exactly the ones you can&#039;t because you can&#039;t use Inner Harmony while bound or RT-locked. [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]] this definitely isn&#039;t!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I appreciate the idea behind this stance, but it has little to no appeal in practice.&lt;br /&gt;
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&#039;&#039;&#039;[[Rolling Krynch Stance]]&#039;&#039;&#039;:&lt;br /&gt;
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Almost surely the best martial stance for UC monks.&lt;br /&gt;
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This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won&#039;t kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least &#039;&#039;might&#039;&#039; kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap.&lt;br /&gt;
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When I wrote that monks rarely one-shot creatures, that&#039;s true in a vacuum, but Rolling Krynch can at least open that door for them.&lt;br /&gt;
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Bottom line: the less time you spend in decent positioning, the better off you are, and that&#039;s what Rolling Krynch offers.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.&lt;br /&gt;
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&#039;&#039;&#039;[[Slippery Mind]]&#039;&#039;&#039;:&lt;br /&gt;
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The most defensive martial stance.&lt;br /&gt;
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When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you&#039;re in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don&#039;t avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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This stance is simple, but really good, offering two lines of defense against a monk&#039;s biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I&#039;d say it&#039;s the very best for a weapon-wielding monk in robes!&lt;br /&gt;
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&#039;&#039;&#039;[[Stance of the Mongoose]]&#039;&#039;&#039;:&lt;br /&gt;
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The most &amp;quot;almost got there&amp;quot; martial stance.&lt;br /&gt;
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This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you&#039;re running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you&#039;re doing that, thank you for making it this far into the guide for reasons I don&#039;t understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.&lt;br /&gt;
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If you&#039;re a more typical unarmed combat monk, the good news is that Stance of the Mongoose&#039;s retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it&#039;s always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it&#039;ll pick the tier up type.&lt;br /&gt;
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That last bit might sound good--and, truthfully, it &#039;&#039;is&#039;&#039; good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it&#039;s not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That&#039;s not necessarily saying much; I&#039;d put it distantly behind Rolling Krynch Stance and Slippery Mind. If you&#039;re running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I&#039;m not knocking wildly niche monks. Many of my characters who &#039;&#039;aren&#039;t&#039;&#039; monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I&#039;m torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and &#039;&#039;can&#039;&#039; have immense defensive gain!)&lt;br /&gt;
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This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you&#039;re doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the &#039;&#039;creatures&#039;&#039; do--things you&#039;re actively trying to prevent them from doing, no less!--and, for that matter, only &#039;&#039;some&#039;&#039; of them do it and only &#039;&#039;some&#039;&#039; of the time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Striking Asp Stance]]&#039;&#039;&#039;:&lt;br /&gt;
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The best... uh... PvP martial stance?&lt;br /&gt;
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[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.&lt;br /&gt;
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Whoever this stance might be good for--if anyone, because I&#039;m not convinced it&#039;s worthwhile in any context other than PvP duels--it&#039;s not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp&#039;s own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs&#039; worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp&#039;s reduced stamina cost.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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No.&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Acrobat&#039;s Leap]]&#039;&#039;&#039;:&lt;br /&gt;
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Useful for short races to make up the height gap.&lt;br /&gt;
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&#039;&#039;&#039;[[Bearhug]]&#039;&#039;&#039;:&lt;br /&gt;
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Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that &#039;&#039;are&#039;&#039; so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don&#039;t necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. It&#039;s also a bit worse for small races, but, since it&#039;s an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first.&lt;br /&gt;
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Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you&#039;re already using them!&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a need of controlling the enemy hordes so you can systematically pick them off.&lt;br /&gt;
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&#039;&#039;&#039;[[Burst of Swiftness]]&#039;&#039;&#039;:&lt;br /&gt;
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You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
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If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don&#039;t recommend using it until you have at least four ranks since the cooldown is very long before then.&lt;br /&gt;
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If your monk is a fast race, there&#039;s still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar &#039;&#039;mstrikes&#039;&#039;&#039; don&#039;t get faster than 5 seconds regardless of Agidex.) &lt;br /&gt;
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&#039;&#039;&#039;[[Cheapshots]]&#039;&#039;&#039;:&lt;br /&gt;
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I love this suite of disabling skills on rogues and bards, but I don&#039;t think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can&#039;t, Cheapshots won&#039;t either since they&#039;re all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I&#039;d rather get Bearhug or Coup de Grace.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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I like two or three ranks to slightly shore up TD weaknesses if you can spare the points, but it&#039;s not mandatory by any means.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Mobility]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points &#039;&#039;are&#039;&#039; a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.&lt;br /&gt;
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&#039;&#039;&#039;[[Coup de Grace]]&#039;&#039;&#039;:&lt;br /&gt;
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A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.&lt;br /&gt;
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The AS/UAF buff isn&#039;t what matters (at least for solo UC-oriented monks; it&#039;s amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can&#039;t be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup&#039;s insta-kill, so it&#039;s another helpful option in your toolbox.&lt;br /&gt;
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&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
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Even though UAF attacks &#039;&#039;can&#039;&#039; power through turtled creatures, turning that &amp;quot;can&amp;quot; into &amp;quot;most likely&amp;quot; is ideal. Feint is the premier combat maneuver for lowering enemies&#039; stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier.&lt;br /&gt;
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&#039;&#039;&#039;[[Hamstring]]&#039;&#039;&#039;:&lt;br /&gt;
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I mention this for the katar builds. Hamstring can only be used with an edged weapon, but it&#039;s a devastatingly powerful setup-and-damage maneuver all in one. Two Weapon Combat characters will find it even more exceptional.&lt;br /&gt;
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&#039;&#039;&#039;[[Ki Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver&#039;s wiki page recommends it if you aren&#039;t using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.&lt;br /&gt;
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That said, the stamina cost to use it too often &#039;&#039;is&#039;&#039; real, even with Mind Over Body, so you&#039;ll need heavy Physical Fitness training. It&#039;s more of a midgame or late game skill to me.&lt;br /&gt;
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Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don&#039;t cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.&lt;br /&gt;
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&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
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You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
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I&#039;d consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge&#039;s cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you&#039;re willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Further Character Progression==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats, meditating, or upgrading your monk&#039;s gear later? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
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Monks gain new abilities called Feats at various levels, which are as follows:&lt;br /&gt;
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====Level 0 Monk Feat - [[Kroderine Soul]]====&lt;br /&gt;
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Kroderine Soul is an opt-in feat that I won&#039;t cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.&lt;br /&gt;
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In exchange, before level 30, you can&#039;t learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I&#039;ll explain in the level 30 feat section.&lt;br /&gt;
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====Level 0 Monk Feat - [[Martial Mastery]]====&lt;br /&gt;
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After you&#039;ve maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two &#039;&#039;additional&#039;&#039; weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I&#039;ll explain that too in the level 30 feat section.&lt;br /&gt;
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While Martial Mastery is technically learned automatically from level 0, most monks won&#039;t make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I&#039;ll speak more about that in the Odds and Ends section discussing builds off the beaten path.&lt;br /&gt;
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====Level 20 Monk Feat - [[Mystic Tattoo]]====&lt;br /&gt;
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Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from &#039;&#039;[[Stock_tattoo|nearly 1000 different options]]&#039;&#039; from a stock tattoo list! These are called mundane tattoos.&lt;br /&gt;
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From level 20 on, monks can upgrade a character&#039;s existing tattoo--including one for which the monk wasn&#039;t the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!&lt;br /&gt;
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For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer&#039;s choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)&lt;br /&gt;
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As profession services go--so I&#039;m comparing Mystic Tattoos to Battle Standards, [[Bloodsmith (1135)|Bloodstone Jewelry]], [[Covert Arts]], enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this &#039;&#039;can&#039;&#039; be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.&lt;br /&gt;
&lt;br /&gt;
Mystic Tattoos are in the midrange of profession service value overall; don&#039;t create a monk expecting to start rolling in silver like a cleric, sorcerer, or wizard eventually can (...at least not via tattooing, but more on the silver-making secrets of monks later!), but they&#039;ll likely make more from tattooing than non-capped bards, paladins, or rangers, or any level rogues or warriors do from their services. At the time of this writing, empaths make more than monks with their service, but they also have the newest service, so that might be a temporary situation. Either way, GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Advanced Tattooing Tips!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mystic Tattoos were designed with the intent that a typically trained monk should be able to do a tier 1 at level 20, a tier 2 at level 40, a tier 3 at level 60, a tier 4 at level 80, and a tier 5 at level 100. In practice, I find that many monks are anywhere from 5-15 levels ahead of that schedule--&#039;&#039;and&#039;&#039; that&#039;s even assuming that you want a 100% success rate unboosted! Here are some options to jump ahead of the curve:&lt;br /&gt;
&lt;br /&gt;
* Use BOOST ENHANCIVE STATS (from [[Login_Rewards|daily login rewards]]) for +10 tattooing skill. (However, since this temporarily increases your max health and max spirit and your tattooing ability gets reduced when those two stats aren&#039;t full, you&#039;ll need to wait until health and spirit recover after using the boost. Voln members can do this most easily since Symbol of Renewal is one of the game&#039;s very few tools to instantly recover spirit.)&lt;br /&gt;
* Use BOOST GIFT EONAK (also from daily login rewards) to take the best of two rolls when determining your success. To put that in perspective, a 50% success rate would become 75% with Gift of Eonak active, a 60% success rate would become 84%, a 70% success rate would become 91%, an 80% success rate would become 96%, and a 90% success rate would become 99%.&lt;br /&gt;
* Suffusion allows converting your Motes of Tranquility to extra skill bonus on a single tattoo upgrade at a rate of 2000 motes to 1 skill bonus. Since it&#039;s a one-off boost and yet requires trading potentially weeks of resource gain, I don&#039;t recommend using suffusion for tattooing characters other than your own monk. Even with your own monk, I&#039;d usually just advise patience--but if patience isn&#039;t your thing, then trading off a week of resources for five levels or so of skill might appeal to you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
====Level 25 Monk Feat - [[Mystic Strike]]====&lt;br /&gt;
&lt;br /&gt;
A weird one, to say the least. FEAT MYSTICSTRIKE allows a monk to use a small amount of stamina to infuse their next physical UC or melee attack with an effect that debuffs a foe&#039;s defense against warding spells after it lands. While monks do have a few warding spells like Thought Lash, Vertigo, and Mindwipe, those spells are normally better off as setups--if they&#039;re even used at all--than something to set up &#039;&#039;toward&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
====Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]====&lt;br /&gt;
&lt;br /&gt;
At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; is a straightforward buff that improves monks&#039; Iron Skin spell.&lt;br /&gt;
&lt;br /&gt;
Reviewing the basics of Iron Skin first, it improves a monk&#039;s robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA &#039;&#039;without&#039;&#039; Dragonscale Skin.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Dragonscale Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||Double chain||Augmented chain (23 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||Chain hauberk (24 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||105 Transformation|||||||Metal breastplate (33 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||140 Transformation|||||||Augmented breastplate (34 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||180 Transformation|||||||Half plate (35 benefit)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For illustration&#039;s sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she&#039;ll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.&lt;br /&gt;
&lt;br /&gt;
To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.&lt;br /&gt;
&lt;br /&gt;
The alternative to Dragonscale Skin, &#039;&#039;&#039;Mental Acuity&#039;&#039;&#039;, is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk&#039;s first 20 learned Minor Mental spells don&#039;t count. However, instead of a monk&#039;s first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won&#039;t necessarily be exactly twice.)&lt;br /&gt;
&lt;br /&gt;
The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it&#039;s not a route I&#039;m interested in.&lt;br /&gt;
&lt;br /&gt;
In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There &#039;&#039;are&#039;&#039; still reasons to do it. Saving 20 spell ranks&#039; worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks&#039; worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.&lt;br /&gt;
&lt;br /&gt;
Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I&#039;ll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can&#039;t cast Iron Skin &#039;&#039;unless&#039;&#039; they have Mental Acuity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 40 Monk Feat - [[Martial Arts Mastery]]====&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).&lt;br /&gt;
&lt;br /&gt;
If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.&lt;br /&gt;
&lt;br /&gt;
Level 40 draws a line in the sand, though, to establish that unarmed combat &#039;&#039;is&#039;&#039; the monk&#039;s wheelhouse because Martial Arts Mastery &#039;&#039;is&#039;&#039; the monk&#039;s premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you&#039;ll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like &#039;&#039;double-maxing&#039;&#039; it.&lt;br /&gt;
&lt;br /&gt;
Unleash the power and never look back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 50 Monk Feat - [[Perfect Self]]====&lt;br /&gt;
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Perfect Self raises all your stats by +10 (or +5 bonus). That&#039;s it! Your monk hits level 50 and great power drops on their head.&lt;br /&gt;
&lt;br /&gt;
Like I&#039;ve said, there&#039;s pretty much no bad monk stat split from level 50 on because of this feat. It&#039;s also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you&#039;re using mstrikes and weapon techniques at all, you&#039;ll notice the improvement!&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Gear Upgrades: Armor===&lt;br /&gt;
&lt;br /&gt;
Even though fancy gear is more a luxury than a necessity for monks, you might as well upgrade your monk&#039;s gear eventually if you enjoy them! But how and in what way?&lt;br /&gt;
&lt;br /&gt;
For armor, I think the answer is to keep it really simple. Most of the expensive armor you can pick up doesn&#039;t do all that much for monks. (...at least not magical non-Kroderine Soul monks, the subject of this guide. I assume expensive armor does way more for KS monks who are tanking more hits.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Rusalkan: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts UAF and CS for 10 seconds if it does knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, but the expenses  are enormous. Some contact-based combat maneuvers like Bull Rush can also trigger rusalkan flares.&lt;br /&gt;
* Zelnorn: Uses half of what would be the DS from its enchant as AS (or in monks&#039; case UAF) instead, but doesn&#039;t allow flares or a TD boost to go in the ability slot (AKA category B). Players hit creatures more than creatures hit players, so zelnorn can be fantastic for AS-based professions--but most monks aren&#039;t AS-based. Improving UAF is fairly irrelevant, not justifying the base cost of 50k bloodscrip in the case of monks. Either flares or increased TD would more greatly benefit monks, making use of the ability slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you&#039;re a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.&lt;br /&gt;
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn&#039;t screaming for more DS and a flare chance for crit padding.&lt;br /&gt;
* [[Forest Armor]]? Monks don&#039;t need a tiny boost to UAF and CS.&lt;br /&gt;
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.&lt;br /&gt;
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk&#039;s seeking.&lt;br /&gt;
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip. Pass.&lt;br /&gt;
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!&lt;br /&gt;
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.&lt;br /&gt;
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You&#039;d have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So my actual answer to the armor question is:&lt;br /&gt;
&lt;br /&gt;
* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I&#039;ll come back and update the guide at that point!&lt;br /&gt;
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&lt;br /&gt;
===Gear Upgrades: Weapons===&lt;br /&gt;
&lt;br /&gt;
I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I&#039;ll go over the few that I think are worth looking into depending on your budget--plus flourishes, flares, and one material!&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;No script or flourish, just basic elemental flares (especially lightning)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is where I think you should begin if you&#039;re uncertain or just dipping your toe in the water.&lt;br /&gt;
&lt;br /&gt;
You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares &#039;&#039;on top&#039;&#039; of it, but that means even heavier investment.&lt;br /&gt;
&lt;br /&gt;
Nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later!&lt;br /&gt;
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&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; (price range: 30k to 210k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.&lt;br /&gt;
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You might hear dispel flares commonly cited as better than lightning flares in a weapon&#039;s ability slot and the best in class (unless you&#039;re using Flare Affinity for 400k bloodscrip, in which case lightning flares come roaring back). I generally agree with this and would say it&#039;s even more true that dispel is great for UC than for other weapon types due to three factors:&lt;br /&gt;
&lt;br /&gt;
# High volume of attacks&lt;br /&gt;
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount&lt;br /&gt;
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature&lt;br /&gt;
&lt;br /&gt;
There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don&#039;t affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong.&lt;br /&gt;
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All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. These aren&#039;t starter gear, but for committed and reasonably wealthy monks, and should only go onto UC gear that started with a script like Animalistic Spirit, Knockout, or Phytomorphic Weapons. (GEF can&#039;t use dispel flares.)&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn&#039;t the best since it&#039;s mainly good for knockdowns and monks are very adept at that on their own. My higher exp monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that&#039;s an extra expense.&lt;br /&gt;
&lt;br /&gt;
The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (As a caveat, though, I highly recommend against the Savage Power unlock, which isn&#039;t particularly good for any build of any profession, and the Wild Backlash unlock, which is excellent for some professions but not all that useful for monks. Animalistic Fury upgrades can be worth it &#039;&#039;if&#039;&#039; you first change the damage type.)&lt;br /&gt;
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Overall, this script has been monks&#039; top pick for years for very good reason on the strength of Revenge Flares, messaging, and being one of the only games in town. However, it&#039;s been five years since Animalistic Spirit and the creator of Animalistic Spirit, GM Avaluka, has debuted a new script called Phytomorphic Weapons that I think is even better for monks! More on that further below.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
For unarmed combat, Energy Weapons are only available in the form of &#039;&#039;held&#039;&#039; weapons like a [[cestus]], not handwear and footwear. That&#039;s immediately anathema to some people. I&#039;d agree with them when talking about a -10 or -15 MM weapon, but I&#039;m actually not down on the -5 MM held UC weapons like others.&lt;br /&gt;
&lt;br /&gt;
Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.&lt;br /&gt;
&lt;br /&gt;
That &#039;&#039;is&#039;&#039; an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don&#039;t use it. Easy enough.&lt;br /&gt;
&lt;br /&gt;
The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren&#039;t very useful to monks, so I called mine a one and done.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Obscure Trivia Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you&#039;re wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon&#039;s flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?&lt;br /&gt;
&lt;br /&gt;
Well, let&#039;s say my Animalistic Spirit gloves still had their default grapple flares, which I don&#039;t value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.&lt;br /&gt;
&lt;br /&gt;
This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren&#039;t as favorable or you&#039;re spending currency to upgrade gloves &#039;&#039;and&#039;&#039; a cestus. Still, I stand behind it as at least an &#039;&#039;option&#039;&#039; if your stopping point is a flare and a script flare.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Greater elemental flare|Greater Elemental Flares]] script&#039;&#039;&#039; (price: 40k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
These are a gold standard of midrange weapon scripts, at least if you&#039;d consider 40k bloodscrip per item &amp;quot;midrange.&amp;quot; Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.&lt;br /&gt;
&lt;br /&gt;
GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I&#039;ve used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the &amp;quot;You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!&amp;quot; messaging.&lt;br /&gt;
&lt;br /&gt;
That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than other options such as Animalistic Spirit or Phytomorphic Weapons. Some people pick Knockout for for their handwear or footwear and a different script for the others.&lt;br /&gt;
&lt;br /&gt;
As for Skullcrusher, see everything I just said about Knockout, because Skullcrusher costs the same and is mechanically identical except that it goes into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; Animalistic Spirit or Phytomorphic if you were willing to pay for it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Phytomorphic Weapon Shield|Phytomorphic Weapon]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Another highly customizable instant hit of a script in the vein of Animalistic Spirit and from the same creator! This one is plant-themed instead of animal-themed and you can customize it yourself via foraging plants. Arboreal Agony is the big selling point of unlockable features here, which makes creatures Disoriented so they&#039;ll have difficulty casting spells--which are one of a monk&#039;s weak points. The default damage type is disintegrate, which is also broadly useful and can have killing power.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (Like with Animalistic Spirit&#039;s Wild Backlash, I&#039;ll give the caveat that Phytomorphic&#039;s Deciduous Decay is far more useful for AS-based professions than UAF-based professions like most monks. Phytomorphic Putrescence upgrades, on the other hand, don&#039;t need you to change the damage type first to get full value, which makes them either better or cheaper than Animalistic Spirit&#039;s Animalistic Fury counterpart depending on how you look at it.)&lt;br /&gt;
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RP-wise, I think there&#039;s a very real chance that people will continue to favor Animalistic Spirit going forward. Mechanically, though, I&#039;d say that Arboreal Agony not allowing enemy casters to cast is even better than Animalistic Spirit&#039;s Revenge Flares firing off when dodging physical attacks--and not needing to change the base damage type is also a big win.&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Telepathy or Transformation&#039;&#039;&#039; (price: 400k bloodcsrip):&lt;br /&gt;
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At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training &#039;&#039;and&#039;&#039; great enhancives, but hey, I did say this guide was for 0 exp to 55,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that&#039;s mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.&lt;br /&gt;
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You probably aren&#039;t even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can&#039;t stack on a single creature, so it&#039;s more valuable to have a stronger initial hit since you&#039;d be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that&#039;s a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, &#039;&#039;focused&#039;&#039; mstrikes still favor Transformation due to DoTs not stacking.&lt;br /&gt;
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&#039;&#039;&#039;[[Somnis]] material&#039;&#039;&#039; (price range: 100k or 250k bloodscrip bought as-is, or 300k bloodscrip transmuted into when available)&lt;br /&gt;
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Lesser somnis is a 100k bloodscrip material that flares to put a creature to sleep after it hits while greater somnis is a 250k bloodscrip material that flares to put a creature to sleep &#039;&#039;before&#039;&#039; it hits. Alternatively, instead of starting with somnis items as the base, you could wait for greater somnis transmutation to re-enter the Duskruin rotation every so often for 300k bloodscrip.&lt;br /&gt;
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This powerful effect significantly increases MM for the next hit (or current hit) in most cases! Materials in general are far behind flares and scripts in terms of bang for your buck, and behind the Skullcrusher flourish as well (not as much so), so there are typically two demographics who should be considering this: 1) those to whom money is no object, who would be well served to buy greater somnis as the starting point because it could be years before the ability to convert existing weapons to it returns to Duskruin, or 2) those who can wait for years for transmutation to be available and have picked up everything else or almost everything else already, making greater somnis a great final touch to add after exhausting other avenues.&lt;br /&gt;
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&#039;&#039;&#039;[[Vethinye|Starsong, AKA vethinye]] material&#039;&#039;&#039; (price range: 100k, 250k, or 400k raikhen bought as-is, or 450k bloodscrip transmuted into when available):&lt;br /&gt;
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A 100k raikhen base cost material that flares disruption. Starsong can be upgraded up to twice for 150k raikhen per upgrade, which can make it flare disruption up to one extra time per upgrade. Fully upgraded, it flares disruption 1 to 3 times; if there&#039;s only one creature against the room, all three flares would hit the same creature, but if there&#039;s more than one, then additional flares would hit other creatures. Alternatively, instead of starting with starsong items as the base, you could wait for maxed starsong transmutation to re-enter the Duskruin rotation every so often for 450k bloodscrip.&lt;br /&gt;
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Like always, more flares are an excellent thing when firing from UC&#039;s flurry of free jabs or otherwise quick attacks. The main problem for starsong handwear and footwear is that it&#039;s competing with somnis, which in the context of UC is either stronger, cheaper, or both. Personally, I love the extra screen scroll fun of starsong flares blasting all over the place. Objectively, somnis is the way to go. It&#039;s a classic matter of fun vs. power.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. For example, buying Phytomorphic gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Phytomorphic to it later. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf, so it should be done later. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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Buying a base material like somnis or starsong and fully unlocking it costs 50k bloodscrip less than transmuting later, but if you want a script--which you should since a script is stronger than the material--then you break even because it&#039;ll cost 50k bloodscrip later to add a script to it. However, transmutation prices assume you want the highest tier of the material at all; if you don&#039;t, then starting with the base material is by far superior.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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If there&#039;s only one service I&#039;d recommend for a monk, it&#039;s Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)&lt;br /&gt;
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As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you&#039;re only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won&#039;t, but even a lighter hit might stun a creature--and stunning increases UC&#039;s most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Battle Standards have a few other perks, but these are the main ones making them so good for monks.&lt;br /&gt;
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Battle Standards have charges and periodically need recharging, which will cost you. I don&#039;t believe we have hard confirmation on how the charges drain, but &#039;&#039;if&#039;&#039; (if!) it&#039;s identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith (1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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The temporary healing is difficult to advise on because its value heavily depends on how much risk you take in hunting. That benefit is about knowing yourself well enough to know if you&#039;ll like it or not. Same goes for more max health; I see the value for small races roughly doubling their health, but otherwise don&#039;t consider it particularly valuable. However, opinions vary widely. As for max stamina, monks already have Mind Over Body--but, even if they didn&#039;t, you can shore up stamina far more cheaply with conventional regen enhancives than with Bloodstone Jewelry.&lt;br /&gt;
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As for everything else, the value for a monk--at least a magical monk--is like a mishmash of weaker Battle Standards and weaker Ensorcell. Bloodstone Jewelry and Ensorcell both offer stamina regeneration, which is a great in a vacuum, but Ensorcell&#039;s version of stamina regeneration is a flare chance (which is effective with frequent UC attacks) instead of a per minute effect and never requires paying again for recharging. There is something to be said for having both Bloodstone Jewelry and Ensorcell since Ensorcell usually won&#039;t restore stamina unless your health is full and Bloodstone Jewelry helps keep your health full--but, then again, just having herbs or using society abilities could also keep your health full.&lt;br /&gt;
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Extra health damage, on the other hand, is a reasonable selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it does affect every attack instead of 20% of attacks--and 1-5 damage might not sound like a lot, but when it&#039;s every attack, it does matter. On average, you&#039;ll get the Major Bleed effect after every 16.67 attacks, which is decently powerful in its own right. All that said, Bloodstone Jewelry doesn&#039;t add extra damage until its fifth and final tier, so you&#039;d probably be paying a premium to get it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Either go all the way with this service or pass on it unless someone&#039;s offering a steal. I wouldn&#039;t call this a particularly monk-oriented service unless you&#039;re a Kroderine Soul build or a small race.&lt;br /&gt;
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(Since this is alphabetically the first service I&#039;m recommending against, I&#039;ll clarify that that doesn&#039;t mean it&#039;s a bad service; even Enchant isn&#039;t particularly great for monks, as we&#039;ll see later, and that&#039;s a classic service. I&#039;m simply saying that, when you&#039;re reading a monk guide because you&#039;re making a monk, don&#039;t view this service through the lens of playing your warrior, your semi, or your Sunfist pure, who would all make better use of more of the Bloodstone Jewelry perks.)&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like most other non-gear-based profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they&#039;re already amazing at. (By contrast, casters see good benefit from things like FOF defense and the myriad bonuses to maneuver defense unless already far post-cap.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat by preventing kicks.&lt;br /&gt;
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Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. The biggest is that, unlike with Battle Standards, jabs don&#039;t flare with Poisoncraft. Poisons don&#039;t affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren&#039;t lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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It&#039;s worth learning at least Poisoncraft even though the other Covert Arts don&#039;t do much for monks. Recharging Poisoncraft isn&#039;t much cheaper--if any cheaper--than learning more Arts and learning them &#039;&#039;also&#039;&#039; recharges, so once you&#039;re in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves UAF (or AS if you&#039;re using a weapon) while enchanting armor improves DS.&lt;br /&gt;
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UAF offers minimal help for all the reasons described in the Unarmed Combat Primer. DS is more compelling, especially once you&#039;re hunting areas with the [[spell sever]] mechanic. Monks have the game&#039;s cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they &#039;&#039;are&#039;&#039; regularly in offensive stance. I don&#039;t go hard on improving monk DS, but it can&#039;t hurt either.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but improving it doesn&#039;t matter much otherwise.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling armor improves CvA and enemy spells are a weak point, so I&#039;d say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling adds much more gear difficulty than sanctifying. (For much more on the intricacies of gear difficulty and order of operations for upgrading gear, see [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|my service guide]]! For our purposes here, though, basically just know that tiers 2-5 of Ensorcell should usually be done after finishing the enchanting and sanctifying you want. The order of enchanting and sanctifying doesn&#039;t matter much, though.)&lt;br /&gt;
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For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.&lt;br /&gt;
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I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy. You already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul, but only after finished with enchanting and sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible for almost everybody. They improve virtually every offensive and defensive aspect of combat, which is like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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...but monks aren&#039;t most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.&lt;br /&gt;
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Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you&#039;re probably firing off a lot of those. On the bright side, since Lucky Items&#039; charges drain depending on the amount of time spent in combat, that aspect does pair well with monks&#039; high volume of attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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If this were any other profession, I&#039;d be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they&#039;re tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you&#039;re a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I&#039;d recommend your silvers go elsewhere first--but only &amp;quot;first.&amp;quot; Luck is powerful and you should get it eventually, just not as a high priority. I&#039;d take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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Despite Mystic Tattooing being a monk&#039;s own ability, it&#039;s not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won&#039;t consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include:&lt;br /&gt;
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* Strength to decrease encumbrance, especially for small races&lt;br /&gt;
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to slightly improve defense against spiritual magic&lt;br /&gt;
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Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can&#039;t go further than &amp;quot;arguably&amp;quot; since the others will have more impact when they &#039;&#039;do&#039;&#039; have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would.&lt;br /&gt;
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Mystic Tattoos are slated for a future upgrade. The current proposal includes adding a skill bonus up to +10, flares to double the stat and skill bonuses for a short duration, an activated ability with a cooldown to double the stat and skill bonuses for a short duration, and ignoring enhancive limits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Until the future update, I&#039;d only tattoo yourself in your spare time when you can&#039;t find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins&#039; Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there&#039;s &#039;&#039;some&#039;&#039; merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you&#039;d have to know you&#039;ll be running into that damage type consistently for a while.&lt;br /&gt;
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On an obscure note, nature resistance is unique to ranger trinkets. Monks can&#039;t meditate against it and even the Ascension system can&#039;t train to defend against it. However, an extremely small number of creatures use nature damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
&lt;br /&gt;
Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.&lt;br /&gt;
&lt;br /&gt;
The first five tiers of Sanctify have dubious value for UC gear (unless you&#039;re buying the first tier specifically because of the Kai&#039;s Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you&#039;re willing to pay for the first five tiers&#039; minimal value just to get to holy fire.&lt;br /&gt;
&lt;br /&gt;
Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it&#039;ll only trigger for certain combat maneuvers or when the undead hit you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Get the first five tiers on your robes unless you&#039;re absolutely certain you&#039;ll never have interest in hunting high-level undead. Holy fire isn&#039;t a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don&#039;t bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
&lt;br /&gt;
Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It&#039;s still marginally useful for good positioning (very specifically good positioning). Crit padding is more broadly useful. Either way, neither is useful enough to justify paying warriors unless they&#039;re charging less than the automated WPS smithy that comes around every couple of months. (They probably aren&#039;t!) Use that instead to bring your robes up to speed.&lt;br /&gt;
&lt;br /&gt;
Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn&#039;t terribly desirable for most players, monks or otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I&#039;d say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
* Battle Standard up to P3 as soon as possible&lt;br /&gt;
* Enchant armor up to +30 relatively quickly&lt;br /&gt;
* Ensorcell UC gear to T1 relatively quickly&lt;br /&gt;
* Battle Standard up to P5 relatively quickly&lt;br /&gt;
* Either Sanctify UC gear all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Sanctify armor unless very rarely hunting undead&lt;br /&gt;
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Slowly enchant UC gear over time&lt;br /&gt;
* Padding to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Slowly Ensorcell armor over time&lt;br /&gt;
* Weighting to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge&lt;br /&gt;
* Bloodstone Jewelry if you want it&lt;br /&gt;
* Slowly enchant armor past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell UC gear past T1 over time, if ever&lt;br /&gt;
* Mystic Tattoo only if you can&#039;t sell yours, but selling it is preferable to fund all of the above&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Super Post-Cap Advancement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Congratulations, you&#039;ve got a cap and a half worth of exp--or more! ...now what?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ascending Even Further Beyond===&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s not relevant to the large majority of players, I&#039;ve only vaguely talked about monks&#039; advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they&#039;re &amp;quot;done enough&amp;quot; with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements.&lt;br /&gt;
&lt;br /&gt;
Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.&lt;br /&gt;
&lt;br /&gt;
I did say this guide was for magical monks from 0 to 55,000,000 experience, so what should you do with Ascension Training Points (ATPs)?&lt;br /&gt;
&lt;br /&gt;
The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
&lt;br /&gt;
So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race.&lt;br /&gt;
* &#039;&#039;&#039;Brawling&#039;&#039;&#039;: +2 UAF per rank. I&#039;m not going to knock UAF this time because, once we&#039;re talking Ascension, we&#039;re talking marginal gains almost no matter what you do. Get it if you like numbers going up!&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Increased maneuver defense every two ranks, but half as much increase as Agility. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race. For the weapon route, specifically, Dexterity also adds crit weighting.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: +0.75 DS (in offensive) per rank and a tiny extra chance of outright evading for more Spin Kicks.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction by 2 pounds per rank. &#039;&#039;Now&#039;&#039; I&#039;ll knock UAF again! If we&#039;re in the realm of diminishing returns from exp anyway, then Porter is a reasonable low-hanging fruit option for races with lower carrying capacity.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: If you&#039;re firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body and Ensorcell no longer enough. If that&#039;s you, you&#039;ll know when to train this--or just buy stamina regen enhancives and Bloodstone Jewelry.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks.&lt;br /&gt;
&lt;br /&gt;
During earlier versions of this guide, I was also open to Aura, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let&#039;s finally delve into the Elite skill!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is Monks&#039; Everything&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones potentially relevant to (magical) monks in green:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Automatic Success of Certain Spells&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;UC - Tier Up Probability&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I&#039;d argue that usually it&#039;s at or near the top end of value &#039;&#039;in&#039;&#039; that application:&lt;br /&gt;
&lt;br /&gt;
* Improving UC tier ups is, naturally, at its best for the profession most built around UC.&lt;br /&gt;
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy&#039;s EBP means improving MM, which is a UC monk&#039;s most important offensive combat number.&lt;br /&gt;
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don&#039;t use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here.&lt;br /&gt;
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn&#039;t go so far to say it&#039;s at its best here, which I think goes to pures who become capable of warding off spells from (some) &#039;&#039;pure&#039;&#039;-style Ascension creatures, but it&#039;s a pretty narrow win.&lt;br /&gt;
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln.&lt;br /&gt;
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks.&lt;br /&gt;
* Improving ambush defense is a benefit I place almost no value on for any profession and build &#039;&#039;except&#039;&#039; magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don&#039;t have 105 or more Transformation lore, so defense is valuable.&lt;br /&gt;
&lt;br /&gt;
(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do &#039;&#039;have&#039;&#039; the occasional spots of value. The auto-success spell benefits don&#039;t do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.)&lt;br /&gt;
&lt;br /&gt;
Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can!&lt;br /&gt;
&lt;br /&gt;
Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I&#039;d also argue that there&#039;s less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds.&lt;br /&gt;
&lt;br /&gt;
As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they&#039;re both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn&#039;t have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more &#039;&#039;total&#039;&#039; Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she&#039;s only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn&#039;t need to work for at all because monks have Perfect Self and Burst of Swiftness.&lt;br /&gt;
&lt;br /&gt;
Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They&#039;re simply the most exp-efficient profession in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Post-Cap Snapshots===&lt;br /&gt;
&lt;br /&gt;
Like the earlier snapshots for normal skills, here are illustrations of both of my monks &#039;&#039;&#039;far post-cap&#039;&#039;&#039; at points where they are or will eventually be. The second column is where I&#039;ve planned for Saria to end up at the time she never touches normal skills again. This time the table more clearly delineates normal skills and Ascension.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Sariara, 19.88m exp (10.77+9.11)&#039;&#039;&#039;||&#039;&#039;&#039;Sariara, final normal skills plan&#039;&#039;&#039;||&#039;&#039;&#039;Tarine, 55.22m exp (23.79+31.43)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||1||50||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||202||202||202+10&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Edged Weapons&#039;&#039;&#039;||0||0||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||202+10||202+10||202+10&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||100||190||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||303||303||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||303+15||303+15||303+19&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Magic Item Use&#039;&#039;&#039;||0||0||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||40||40||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Mana Control&#039;&#039;&#039;||0||10||25&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||7||25&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||0||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Transformation&#039;&#039;&#039;||15||101+4||86+19&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Survival&#039;&#039;&#039;||202||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||101||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||60||101||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||0||101||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||202||202||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||191||191||202&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Ascension Transcend Destiny&#039;&#039;&#039;||2||4||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are some divergences here, which are mostly down to Tarine having leveled in a different era of GemStone IV.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TWC edged weapons&#039;&#039;&#039; were for Tarine to blast through Duskruin Arena, where overleveled creatures hindered UC tier up chances and slowed her down. However, in the modern day, Transcend Destiny exists to also &amp;quot;overlevel&amp;quot; yourself and all of the Duskruin activities pay out about as well as the arena does, so there&#039;s no particular reason for Saria to pick up Edged Weapons. At most, I can imagine Saria going to 100 Two Weapon Combat for a tiny bit of extra DS over her 50 plan. However, barring some extreme changes to overall gameplay mechanics, 200 TWC simply won&#039;t happen--and if that won&#039;t, then neither will Edged Weapons.&lt;br /&gt;
&lt;br /&gt;
You might notice that, despite Tarine having over 35 million more exp than Saria--and over 22m in Ascension alone--their &#039;&#039;&#039;Brawling&#039;&#039;&#039; skill is exactly the same. Like I&#039;ve said, UAF simply isn&#039;t important enough to think about too much! Tarine&#039;s advantages are mainly Transcend Destiny (10 ranks vs. 2), lores (Tarine&#039;s Iron Skin is at the metal breastplate equivalent while Saria&#039;s is still at chain mail for now), and spells (with a 64 CS advantage between spell ranks and Transcend Destiny, Tarine can land Mindwipe or even Vertigo on just about anything while Saria doesn&#039;t even know Mindwipe yet and would miss many Ascension creatures with it even if she did know it). Saria does have a redux advantage of 29.23% to 23.68% because of fewer spell ranks, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Item Use, Harness Power, and mana controls&#039;&#039;&#039; are more relics of Tarine coming from a different era. In this case, I&#039;m talking about the time before Transcend Destiny existed and before self-cast minimum spell durations were kicked up to two hours by default. Since I already had these skills trained, there&#039;s no point to untraining them, but they&#039;re a bit frivolous these days and I wouldn&#039;t push them that far on a new monk--like Sariara!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading&#039;&#039; is also a relic. Saria stopped at 191 because that&#039;s the mark where she can max selling ability with Glamour up. Tarine&#039;s an elf, so her Influence bonus would let her hang back even further at 176. However, back then, finishing a skill for completionism&#039;s sake made more sense since fewer alternatives were competing for your exp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; stopping at 190 or 200 (or 202 for completionism) comes down to whether you use mstrikes or techniques, respectively. Techniques are much better with weapons than they are with unarmed combat, so Tarine went to 200 because she has weapons trained and Saria won&#039;t because she doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
Finally, regarding that &#039;&#039;&#039;Transcend Destiny&#039;&#039;&#039; line for clarity&#039;s sake... given enough time, Saria will eventually get to 10 Transcend Destiny. What I&#039;m saying is that she&#039;s working toward 4 Transcend Destiny now as a reasonable breakpoint, but after that&#039;s done, she&#039;ll go back and finish the other things like Two Weapon Combat, Multi-Opponent Combat, Transformation lore, Climbing, Swimming, and a few mana control ranks that she doesn&#039;t have now. &#039;&#039;That&#039;s&#039;&#039; the point where she&#039;ll be done with normal skills forever and commence the 10 Transcend Destiny push.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
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* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
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The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and you want them to hit more reliably.&lt;br /&gt;
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&#039;&#039;&#039;Bold Brawler&#039;&#039;&#039;&lt;br /&gt;
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 Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
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A self-explanatory staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy!&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
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Pretty good reactive damage that comes at full power out of the gate. Needing an SMR check does slightly hinder its efficiency against overleveled creatures, but that&#039;s offset by the fact that it can go after multiple targets to hit at least one of them. Importantly, note that &amp;quot;a rank 2+ critical strike&amp;quot; refers to a rank 2 critical &#039;&#039;based on a crit table,&#039;&#039; not a rank 2 wound. Usually a rank 2 critical only creates a rank 1 wound; for example, rank 2 [[Slash_critical_table|slash crits]] are always rank 1 wounds unless they hit an eye. In other words, even very light hits can get this going, but just not the absolute lightest hits.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
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 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
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Reasonable if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to monks&#039; combination of inexpensive Harness Power costs, not much to spend that mana on, not being in full plate like warriors (and so valuing the DS more), and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don&#039;t know any of those other than my own).&lt;br /&gt;
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&#039;&#039;&#039;Ether Flux&#039;&#039;&#039;&lt;br /&gt;
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 When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
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(For clarity, it can occur once &#039;&#039;per creature&#039;&#039; per minute. You can basically consider it once per creature, period. For even more clarity, Ether Flux itself isn&#039;t a flare &#039;&#039;chance&#039;&#039;; it&#039;s described as a flare because it deals a random amount of disruption damage, but it always triggers once you meet the condition.)&lt;br /&gt;
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Ether Flux has no tiers and comes at full power immediately, which is definitely nice and it&#039;s a very good perk &#039;&#039;if&#039;&#039; you can get it going! ...but can you? Even though monks don&#039;t innately deal elemental damage, it still might be easier than you think.&lt;br /&gt;
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Some options for elemental flares include conventional ability slot flares, Battle Standards of applicable Arkati or spirits, certain Gemstone properties like Blood Boil or Infusion or Thorns, holy fire or holy water when hunting undead, or script flares of elemental types. That&#039;s already up to seven sources of elemental flares and I&#039;m not describing anything too wildly out of the way or anything that&#039;s very expensive by post-cap standards. The most expensive of those would be buying flare type changes for Animalistic Spirit or Phytomorphic Weapons.&lt;br /&gt;
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Whether you&#039;re mstriking or using Fury, monks fire off a lot of attacks, so with a decent base of varied flare types, the odds can stack up to force a lot of Ether Flux triggers through! However, if you don&#039;t have that decent base, I wouldn&#039;t go out of my way working up to it just because you find an Ether Flux. This is a very solid B or maybe B+ common, but it&#039;s no Bold Brawler, Flare Resonance, Stamina Prism, or Storm of Rage.&lt;br /&gt;
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&#039;&#039;&#039;Flare Resonance&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
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Assuming you have flares on your handwear and your footwear (and if you don&#039;t, then you should!), this is another staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries.&lt;br /&gt;
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[[Flare Affinity]] basically supercharges your flares to hit substantially harder--and, for that matter, more often! Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. (If you &#039;&#039;are&#039;&#039; someone who already has the Flare Affinity flourish, you wouldn&#039;t want this property since they don&#039;t stack.) The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk&#039;s handwear &#039;&#039;and&#039;&#039; footwear would cost 800k bloodscrip.&lt;br /&gt;
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In short, get more flares and make them spend less time poking and more time killing. &lt;br /&gt;
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&#039;&#039;&#039;Force of Will&#039;&#039;&#039;&lt;br /&gt;
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 You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
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This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! Alternatively, if you find it on a Gemstone with at least one other property that&#039;s good for somebody else but isn&#039;t good for you, you can try to sell it for a good chunk of silver since solo hunters of almost every profession like Force of Will for general purposes. (The exceptions are bards, who can already get rid of almost all of these conditions with their own [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]], and maybe clerics, who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die.)&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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The UAF boost is fairly immaterial for all the reasons you know by now about UAF, but the maneuver boost makes for an acceptable placeholder for most monks to use while looking for better Gemstones in the long run. That said, I wouldn&#039;t recommend upgrading it except possibly on a monk who makes very heavy use of extremely endroll-dependent attacks like Spin Kick or Bearhug.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
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 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
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Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
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 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
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This might be the highest ceiling Gemstone property of all for monks. It&#039;s easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don&#039;t run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they&#039;re off cooldown and Ki Focus when the mstrikes &#039;&#039;are&#039;&#039; on cooldown, thus basically only using stamina for the latter. However, if you started stacking on enhancives, Ascension, and Stamina Prism to start recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and &#039;&#039;still&#039;&#039; not run out of stamina.&lt;br /&gt;
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In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits, but you can be even more of a whirlwind in battle if you build for it!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
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If you&#039;ll battle just about any creature in your preferred hunting ground and it&#039;s a fairly swarmy place, this is an extraordinary property since you&#039;ll have the boost going constantly. UC monks or weapon monks will both love this property! Even if you&#039;re picky about which creatures you battle or if you hunt a slower area, it&#039;s still excellent. The only other thing is to consider is that it&#039;s a top tier common for virtually every build of virtually every profession--any weapon user, any UC build, any magical bolter--and so people are likely to pay very well for it if you&#039;d rather have the silvers!&lt;br /&gt;
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&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
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Mini Storm of Rage, except you always have the boost even if you&#039;re in the slowest of areas or if you&#039;re selectively hunting a single creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you&#039;ll almost definitely have at least one of those.&lt;br /&gt;
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&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
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 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
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If you&#039;re using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn&#039;t.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
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Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death. Don&#039;t use this if you go the Kroderine Soul route.&lt;br /&gt;
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&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
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A high quality Gemstone property for almost every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky; they can&#039;t outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened. A possibly bigger obstacle is that Blood Boil, of course, only works on creatures with blood! That won&#039;t be an obstacle in most hunting grounds, but if you try to exclusively hunt undead who have no blood (most undead by far don&#039;t; a few do), this wouldn&#039;t be the property for you.&lt;br /&gt;
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&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
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 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
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Despite having some anti-synergy with Spin Kick, it&#039;s very hard to ignore the value of a universal 5% chance to avoid and (to an extent) counter AS attacks. All else being equal, it &#039;&#039;is&#039;&#039; better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!)&lt;br /&gt;
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&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
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Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you&#039;re one of the rare monks who uses CS spells in combat.&lt;br /&gt;
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&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
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 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
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Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that&#039;s exactly what I&#039;d recommend, but they&#039;re mutually exclusive.)&lt;br /&gt;
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&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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Journeyman Tactician, but twice as good. Like its common counterpart, the UAF boost isn&#039;t noteworthy for a UC monk (it is good for a weapon monk, though!), but if you make heavy use of SMR attacks, I think it can be a reasonable long-term property for you. If not, I&#039;d either sell it to someone willing to pay top silvers or reroll until you get a better rare property.&lt;br /&gt;
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&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
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If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That&#039;s an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you&#039;re looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I&#039;ll cover shortly, you might consider working your entire build around it...&lt;br /&gt;
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&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
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 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
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A reasonable option for lighter races. It&#039;s not necessarily going to help with the newer and bigger boxes of 2026 on, but can help with the lower end loot like solid moonstone cubes or wands that add up when you&#039;re tiny. Definitely not a flashy property, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS, and this is a solution to at least part of that!&lt;br /&gt;
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&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
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From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
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&#039;&#039;&#039;Thirst for Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
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Twice as strong as its already very powerful common counterpart, Taste of Brutality... or is it? The common version&#039;s 5% penalty when taking hits is negligible, but a 10% penalty isn&#039;t as easily dismissed. Still,  the increased DF is fantastic, so I&#039;d say you should consider your options with this one. If you have high redux &#039;&#039;and&#039;&#039; high Transformation lore, get it, love it, and upgrade it all the way. If you only have one of those, then you could simply treat it like Taste of Brutality by leaving it un-upgraded. 6% on both ends with no upgrades is comparable to the fully upgraded Taste of Brutality&#039;s 5%, after all, and nothing says you have to upgrade it at any point, never mind right away.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
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 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
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Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It&#039;s actually difficult to even sell you on this because it&#039;s so straightforward that I shouldn&#039;t have to. It&#039;s a 10% double attack chance on every attack!&lt;br /&gt;
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If you&#039;re playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that&#039;s also solid for monks and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
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&#039;&#039;&#039;Mystic Impulse&#039;&#039;&#039;&lt;br /&gt;
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 After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
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Hear me out. This is a very, very specific niche, but it&#039;s incredible within that niche, which is that you&#039;re a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise.&lt;br /&gt;
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If all of that&#039;s true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you&#039;ll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them.&lt;br /&gt;
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&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
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If you&#039;re running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you &#039;&#039;aren&#039;t&#039;&#039; running the Serendipitous Hex build, then I&#039;d honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.&lt;br /&gt;
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Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power&#039;s effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that&#039;s with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)&lt;br /&gt;
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&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
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 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
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Great general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!&lt;br /&gt;
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&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;&lt;br /&gt;
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 You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.&lt;br /&gt;
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The AS/UAF boost is, as always, borderline immaterial unless you&#039;re a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy that works well with the free jabs in your mstrikes! Unlike traditional dispel flares, these are post-resolution, so they&#039;re slightly less reliable. However, UC monks tend to have no trouble making their attacks land.&lt;br /&gt;
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====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
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By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here are some hypothetical ideal layouts!&lt;br /&gt;
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Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Traditional Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# &#039;&#039;(Blood Boil)&#039;&#039; (rare 2 of 3)&lt;br /&gt;
# &#039;&#039;(Thirst for Brutality)&#039;&#039; (rare 3 of 3)&lt;br /&gt;
# Force of Will (common 5 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 6 of 7)&lt;br /&gt;
# Journeyman Tactician if using Thirst for Brutality, otherwise Taste of Brutality (common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
Blood Boil and Thirst of Brutality are parenthetical and italicized because they&#039;re slightly conditional picks. For general purposes, that&#039;s what I&#039;d go with, but specific hunting ground choices or even gear can change everything. Blood Boil might be useless if you primarily hunt undead without blood. Tethered Strike, not listed, might be superior to either Blood Boil or Thirst of Brutality if you regularly hunt evasive creatures. Anointed Defender, also not listed, could be the way to go if you&#039;ve managed your gear and training in such a way that the TD boost can push you just out of range of dangerous CS attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Very Magic-Heavy Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# &#039;&#039;(Serendipitous Hex)&#039;&#039; (rare 1 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Greater Arcane Intensity (rare 3 of 3)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# Arcane Intensity (common 5 of 7)&lt;br /&gt;
# Taste of Brutality (common 6 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
This has enough overlap that you might think they&#039;re the same picture, but the subtle differences add up to large ones. This Gemstone setup assumes a high CS monk, then Greater Arcane Intensity and Arcane Intensity push CS even higher. That means that Vertigo and Mindwipe land more consistently, which means that creatures are disabled more often, which means Force of Will shouldn&#039;t be as necessary. It also means that your MM will be higher, which means I wouldn&#039;t even think about Journeyman Tactician. Conversely, Taste of Brutality claims a solid place because its rare counterpart has been traded off to secure Greater Arcane Intensity and maybe Serendipitous Hex.&lt;br /&gt;
&lt;br /&gt;
Speaking of Serendipitous Hex, even though I ranked it highly, it gets the parenthetical italics treatment because I only recommend it if you&#039;re regularly casting Web! It doesn&#039;t trigger with Vertigo or Mindwipe, so if those are your go-tos, then bring in some other top end rare like Blood Boil, Tethered Strike, or Thirst for Brutality. (Unlike the traditional monk, the magic-heavy monk doesn&#039;t risk as much from the double DF hit of using Taste and Thirst simultaneously because their more consistent disablers will keep enemies contained. Still, just in case of the worst, &#039;&#039;definitely&#039;&#039; use Ephemera&#039;s Extension over Ether Flux if you go the double Brutality route!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we draw close to the end, I&#039;ll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Magic After Dark===&lt;br /&gt;
&lt;br /&gt;
...wait, I can&#039;t write about that on the wiki! Moving on.&lt;br /&gt;
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&lt;br /&gt;
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===Trade Secrets of the Sneaky Monk Merchants===&lt;br /&gt;
&lt;br /&gt;
I&#039;m one of the bigger advocates of training [[Trading]] in the GS community, but even more so for monks than others!&lt;br /&gt;
&lt;br /&gt;
Monks have easier and more universal means to make more silvers per item sold than any other profession--and they can do it almost anywhere in Elanthia.&lt;br /&gt;
&lt;br /&gt;
Except for [[Mist Harbor]] and [[Kraken&#039;s Fall]], every town&#039;s NPC shops will pay +5% extra silver to at least one race when players sell. ([[Trading#Trading_chart|See the chart of favored races here!]])&lt;br /&gt;
&lt;br /&gt;
Monks have a &#039;&#039;&#039;secret weapon&#039;&#039;&#039; in the profit war: &#039;&#039;&#039;[[Shroud of Deception (1212)|Shroud of Deception]]&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Even monks who live in a geographic region where their race can&#039;t get a bonus can configure their Shroud profile to appear as another race and get the bonus anyway! It&#039;s that easy!&lt;br /&gt;
&lt;br /&gt;
But wait, it gets better! Monks also have &#039;&#039;[[Glamour (1205)|Glamour]]&#039;&#039;&#039;, which gives an enhancive boost of 20 Trading ranks or 50 Trading skill, whichever is lower. (50 Trading skill will be lower before you have 20 Trading ranks on your own.)&lt;br /&gt;
&lt;br /&gt;
What does Trading do, though?&lt;br /&gt;
&lt;br /&gt;
You get an extra 1% silver for every combined 12 bonus between Influence and Trading bonus. That&#039;s &#039;&#039;bonus&#039;&#039;, not ranks! So, for example, if you had 44 Trading ranks, which is 144 Trading bonus, you&#039;d make 12% more silver for selling items than if you had 0 Trading ranks. Shroud of Deception takes that 12% to 17%, then Glamour takes that 17% to 18%--and, actually, 8/12ths of the way to 19%. If you took my advice and set Influence high from the start, Influence will also get you to 19% if not 20%!&lt;br /&gt;
&lt;br /&gt;
This is a big part of how Sariara made 2,509,473 million silver within a week of existing. By now she&#039;s existed for four weeks and a day and is up to 23,108,060 silver, only 1,500,000 of which came from selling a Mystic Tattoo.&lt;br /&gt;
&lt;br /&gt;
Some general tips on early silvers:&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t hunt overcrowded Landing areas, but find the rich lower level creatures. There are plenty of them because characters don&#039;t stay low level for long, so hunting pressure is low. (For more on hunting pressure, see the [[treasure system]] page and [[Treasure_system/saved_posts|saved posts subpage]].)&lt;br /&gt;
* Take advantage of Glamour and Shroud of Deception to get a percentage boost to these rich creatures&#039; already valuable loot. Reap the reward of being a monk!&lt;br /&gt;
* Between level 0 and 19, when skills migrate near instantly, max out Trading every time you&#039;re about to sell things.&lt;br /&gt;
* Between level 0 and 19, push First Aid and Survival up when you&#039;re out hunting so you can get value from skinning. Unlearn them afterward so you can...&lt;br /&gt;
* Between level 5 and 19, learn Glamour and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* Between level 12 and 19, learn Shroud of Deception and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* For your final level 19.9 build, as you&#039;re forced to commit to your skills, have at least 20 ranks of Trading and know at least your first 12 Minor Mental spells.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I did. I got to see delightful lines in my SKILL command like:&lt;br /&gt;
&lt;br /&gt;
 You started this migration period on Saturday, 5/25/2024 at 01:55:18 EDT.  You have 4 days, 20 hours, 8 minutes remaining in your current 30 day migration period.&lt;br /&gt;
 &lt;br /&gt;
 You&#039;re currently migrating at a rate of .001 skill points per pulse, and &#039;&#039;&#039;have converted 25580.00 training points this migration period.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t go to this extreme, though, monks are the game&#039;s best at selling to NPC merchants. At the low end, monks skyrocket toward high sales value. At the high end in the post-cap world, monks reach the maximum sale bonus in almost every town.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;quot;Maximum sale bonus&amp;quot; is 28% from Trading and Influence plus another 5% from race bonus. To be clear, the max bonus is 33%, but only sort of; the two bonuses are treated separately. For example, if you&#039;re an elf monk selling in Solhaven (no bonus), you can&#039;t just pump your Trading and Influence so high that you&#039;d make 33% from that alone; it&#039;s capped at 28% and the other 5% &#039;&#039;has to&#039;&#039; come from Shroud of Deception.&lt;br /&gt;
&lt;br /&gt;
My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===When Robes Aren&#039;t Robes: Alterations===&lt;br /&gt;
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For simplicity, I&#039;ve been talking about &amp;quot;robes&amp;quot; throughout this guide because that&#039;s the conventional name for that [[armor]] type.&lt;br /&gt;
&lt;br /&gt;
However, robes don&#039;t have to remain robes at all; they have the same leeway for alterations as other chest-worn clothing! Here are examples of post-alteration &amp;quot;robes&amp;quot; that my various characters (monks or otherwise) have worn or that I plan to create:&lt;br /&gt;
&lt;br /&gt;
* An airy white starsilk sundress sporting an asymmetrical knee-length skirt&lt;br /&gt;
* A sleeveless lily white tunic with a jet black silk sash&lt;br /&gt;
* A knee-length midnight blue silk dress aglisten with a constellation of stars&lt;br /&gt;
* A sleeveless white tunic splashed with an autumn-hued music motif&lt;br /&gt;
* A sleeveless white starsilk tunic spangled with sunset orange musical notes&lt;br /&gt;
* A midnight black silk tunic marked with a silver eight-pointed star&lt;br /&gt;
* A sleeveless sunlight gold tunic accented by bright white edges&lt;br /&gt;
* A royal purple starsilk tunic featuring an embroidered silver rose&lt;br /&gt;
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits)&lt;br /&gt;
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola)&lt;br /&gt;
* A thigh-slit scarlet starsilk dress accented by ivory edges&lt;br /&gt;
* A sleeveless white kimono featuring golden star embroidery&lt;br /&gt;
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves&lt;br /&gt;
* A sleeveless gold feather-patterned tunic tied at the waist&lt;br /&gt;
&lt;br /&gt;
Mine are mostly feminine designs, but even for a masculine character, you can turn your robes into shirts, vests, jackets, and more. Get your creativity on!&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Likewise, unarmed combat footwear isn&#039;t limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Hunting Partner Tactics and Synergy===&lt;br /&gt;
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Who do monks team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
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* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer that&#039;s enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies&#039; UDF. In turn, warriors love monks&#039; Mind Over Body stamina cost reduction, the best group buff they can get other than bards&#039; [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day).&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don&#039;t necessarily mind being targeted more often since it offers more Spin Kick opportunities.&lt;br /&gt;
* &#039;&#039;&#039;A monk duo&#039;&#039;&#039; can keep up both Mind Over Body and Focus Barrier, but otherwise doesn&#039;t have any particular synergy.&lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don&#039;t have as much redux as warriors and rogues nor as much DS as them, so a boost can really help.&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don&#039;t offer much to rangers otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; can make a monk&#039;s attacks even faster, at least for now, since Song of Tonis is the game&#039;s best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they&#039;re already pretty durable as casters go. Monks simply being present as an additional target to split up enemies&#039; attacks is helpful to wizards and all casters.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks&#039; Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath&#039;s [[Mass Interference (217)|Mass Interference]] setting up a monk&#039;s Vertigo isn&#039;t the worst idea I&#039;ve ever had, but it&#039;s not an amazing one either. &lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it&#039;s still there when needed. Having a hunting partner&#039;s extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn&#039;t help monks as most other professions&#039; disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward.&lt;br /&gt;
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Nearly regardless of team composition, your monk training &#039;&#039;&#039;Coup de Grace&#039;&#039;&#039; and &#039;&#039;&#039;Side by Side&#039;&#039;&#039; (which also requires two ranks of &#039;&#039;&#039;Combat Movement&#039;&#039;&#039;) can be helpful to groups.&lt;br /&gt;
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===The Weapon-Wielding Melee Monk===&lt;br /&gt;
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Let&#039;s talk more about Martial Mastery, the level 0 feat. Although monks have access, it was primarily invented for warriors and rogues as an alternative to learning [[Elemental Targeting (425)|Elemental Targeting]], a Minor Elemental spell that increases AS.&lt;br /&gt;
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Far enough post-cap, magical warriors or magical rogues have the same AS ceiling as their non-magical counterparts. (Their non-magical counterparts do get there millions of experience points sooner while the magical ones have more DS and TD, but that&#039;s outside the scope of this guide...) Monks, on the other hand, don&#039;t have Elemental Targeting, so a monk maximizing Martial Mastery can have up to 50 more AS and UAF than a monk &#039;&#039;not&#039;&#039; maximizing it! Of course, UAF doesn&#039;t matter nearly as much as AS and the entire monk profession is built around unarmed combat. So I ask:&lt;br /&gt;
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Is there merit to a weapon-wielding, AS-based monk?&lt;br /&gt;
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Before I explore it, I&#039;ll repeat that I think people should make whatever kind of character they find fun and that I personally like wacky builds. However, I&#039;m not convinced that a melee monk even &#039;&#039;is&#039;&#039; a wacky build. When people consider making a melee-only character who isn&#039;t stealth-based, a warrior is probably their first thought, but let&#039;s seriously compare these options.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Training Cost Factor&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;ll use my (first) monk and warrior for the sake of illustration since they&#039;re both elves. At level 50, my warrior had a total pool of 2568 PTPs and 2242 MTPs while my monk had a total pool of 2319 PTPs and 2259 MTPs. You might think the warrior is hugely ahead, but no, not at all. I could show you paragraphs upon paragraphs of math I wrote, but let&#039;s just cut to the chase.&lt;br /&gt;
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Let&#039;s say my monk and warrior had both done dual katar builds that shared nearly identical core training. 2x Brawling, 2x Edged Weapons, 1x Thrown Weapons (to buff up Martial Mastery), 2x Two Weapon Combat, 2x Combat Maneuvers, 2x Physical Fitness, 50 Multi-Opponent Combat, and 1x Perception were all in common.&lt;br /&gt;
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From there, my warrior took 70 Armor Use to get metal breastplate, then trained as many Dodging ranks as possible with her remaining points. My monk learned Iron Skin, took 30 Transformation to buff up Iron Skin, and took 10 Harness Power, then trained as many Dodging ranks as possible with her remaining points. Their skills would be identical in most ways, but here&#039;s where they&#039;d differ:&lt;br /&gt;
&lt;br /&gt;
* Monk in robes that act like chain mail: 153 ranks of Dodging and 102 MTPs spare&lt;br /&gt;
* Warrior in metal breastplate: 109 ranks of Dodging and 21 MTPs spare&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to claim that my monk would basically just be better; there are too many factors to say that. Warriors have their guild skills. Monks have Perfect Self. Warriors have a higher parry chance because of [[Combat Mastery|their level 40 feat]]. Monks have a higher evade chance because of &#039;&#039;their&#039;&#039; level 40 feat. Warriors have [[Whirling Dervish]]. Monks have more DS, at least at this stage of the game. Warriors have [[Weapon Specialization]]. Monks have Burst of Swiftness. Warriors have [[Weapon Bonding]].&lt;br /&gt;
&lt;br /&gt;
My point is that a melee monk is even &#039;&#039;comparable&#039;&#039;--better in some ways and worse in others--to a warrior with the exact same build despite ignoring so much of what the monk skillset is tailored toward.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Mental Acuity Possibility&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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What if you learned Mental Acuity even without Kroderine Soul? My above training cost example illustrated my monk stopping at two Minor Mental spells for Iron Skin, but another alternative (though this would be during later levels) would be taking Mental Acuity to retain access to the first 20 Minor Mental spells and still even allowing room for Spirit Warding I and Spirit Defense. (If you were okay with Martial Mastery capping out at +45 AS instead of 50, you could even learn Spirit Warding II!)&lt;br /&gt;
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The hypothetical Martial Mastery and Mental Acuity monk has almost the same AS as a Martial Mastery warrior, but her spells would pull her far ahead in DS while keeping all the silver selling benefits of Glamour and Shroud of Deception, plus saving tons of stamina via Mind Over Body. The tradeoff is making spelling up more of a hassle, but that might be worth the payoff of having a light armored warrior-like character whose combat maneuvers and weapon techniques have 35% stamina cost reduction!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Doubly Perfect Self&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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As great as Perfect Self is for unarmed combat, it&#039;s arguably even better for a melee monk. For UC purposes, it&#039;s mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you&#039;re getting AS--more useful than UAF--and RT reduction for &#039;&#039;two&#039;&#039; types of assault techniques: Brawling&#039;s Fury and Edged Weapons&#039; Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don&#039;t sweat it as much due to Mind Over Body.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specializations and Katars&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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The Grapple, Kick, and Punch Specialization bonuses for their respective techniques &#039;&#039;do&#039;&#039; still apply even if you&#039;re using a brawling weapon instead of unarmed combat!&lt;br /&gt;
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Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.&lt;br /&gt;
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Ironically, if there&#039;s anywhere that I even sort of like Punch Specialization-powered Clash, it&#039;s on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash &#039;&#039;with&#039;&#039; Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you&#039;re regularly hunting things like bandits, pirates, warcamps, or areas that swarm.&lt;br /&gt;
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Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I&#039;d make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It&#039;s also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk&#039;s stamina cost reduction from Mind Over Body.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it&#039;s a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I&#039;d bring it up.&lt;br /&gt;
&lt;br /&gt;
Instead, after considering all the math and angles I did while writing this, it&#039;s made such a strong case for a bizarrely appealing build that I&#039;ve talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind&#039;s swirling and it seems clear that the melee monk is a very, very real idea that&#039;s gone unexplored because it&#039;s not an intuitive or obvious idea from a glance over the monk skillset.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infrequently Asked (or Imagined) Questions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-faq&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-faq&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This final section covers any random topics that people have asked me or that I can &#039;&#039;imagine&#039;&#039; them asking me if I feel that they&#039;re worth answering in this guide, but not worth a full tip or sidebar of their own.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things actually asked are red.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Things I imagine people should ask are pink.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things that are both red and pink come from comments I got that&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;weren&#039;t originally questions, but I&#039;ve reframed them into questions because they&#039;re worth discussing.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Does enchanting UC handwear and footwear help with DS?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Why do you rank half-krolvin monks so low?&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Flimbo&#039;s Guide and the [[Comprehensive Monk Guide]] really like them!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s guide likes half-krolvin monks because Perfect Self normalizes their Logic penalty and they have &amp;quot;solid physical stats with which to punch things quite well.&amp;quot; I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even kind of agree that if you&#039;re set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I&#039;d rather have a race without a Logic penalty to begin with! Exp-wise, that Logic penalty is less important than it used to be if you&#039;re paying for Temple of Lumnis donations or Fash&#039;lo&#039;nae&#039;s Tutelage, but it&#039;s still a penalty. The impact on Vertigo and Mindwipe also isn&#039;t negligible. (This is, after all, the Autumnwinds&#039; &#039;&#039;magical&#039;&#039; monk guide, not the Kroderine Soul monk guide.)&lt;br /&gt;
&lt;br /&gt;
Another point I agree with Flimbo on is that half-krolvin have solid physical stats with which to &#039;&#039;punch&#039;&#039; things quite well. However, I&#039;d rather have a faster Agidex race who has solid physical stats with which to also &#039;&#039;kick&#039;&#039; things quite well, meaning minimum RT for mstrike kick!&lt;br /&gt;
&lt;br /&gt;
The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn&#039;t matter! (Okay, fine, &#039;&#039;technically&#039;&#039; the math says UAF matters... fractionally.)&lt;br /&gt;
&lt;br /&gt;
Cold damage protection has some appeal if you&#039;re specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that?&lt;br /&gt;
&lt;br /&gt;
The Hinterwilds &#039;&#039;are&#039;&#039; a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you&#039;ve exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you&#039;ll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk.&lt;br /&gt;
&lt;br /&gt;
Like I said, any race can do well as a monk. I&#039;m not down on half-krolvin, exactly, but I&#039;d rather truly excel at &#039;&#039;something&#039;&#039; than be a generalist. Play a half-krolvin if you like their excellent verbs, though!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Should I train Ambush?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The short answer is no. Now for the long, fun answer!&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but back then, players had no visibility into the aiming formula. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you &#039;&#039;did,&#039;&#039; it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.&lt;br /&gt;
&lt;br /&gt;
In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:&lt;br /&gt;
&lt;br /&gt;
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)&lt;br /&gt;
* Knocking creatures down helps (I don&#039;t remember if we&#039;d known this or not)&lt;br /&gt;
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but we underestimated how much)&lt;br /&gt;
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Intuition Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you&#039;ve tanked Intuition instead of Discipline, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even &#039;&#039;standing&#039;&#039; foes. Of course, they need Acrobat&#039;s Leap for that.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let&#039;s use that in an example.&lt;br /&gt;
&lt;br /&gt;
With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you&#039;d have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let&#039;s say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.&lt;br /&gt;
&lt;br /&gt;
Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let&#039;s say everything had reached 91%, 86%, and 83%. Even that&#039;s not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you&#039;d need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that&#039;s +17 DS in offensive stance) at 3x costs!&lt;br /&gt;
&lt;br /&gt;
What if you eased back to the old 24 Ambush mark? Then you&#039;d need 148 Combat Maneuvers. Perfect Self has kicked in, so let&#039;s call it 144 Combat Maneuvers needed. Even that&#039;s already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)&lt;br /&gt;
&lt;br /&gt;
In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you &#039;&#039;can&#039;&#039; reach max or near-max success rates with some Ambush, but not &#039;&#039;so&#039;&#039; high that you reach max or near-max success rates even without Ambush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But even then,&#039;&#039; we&#039;re only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your &#039;&#039;unaimed&#039;&#039; attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head!&lt;br /&gt;
&lt;br /&gt;
Like PSM3&#039;s wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I&#039;ve made my choice: forget Ambush and play to my strengths.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The TL;DR Recap: Making Cookie Cutter Monks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-cookiecutter&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Low on time or thought processing power and just want a cookie cutter build you don&#039;t need to put much thought into? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-cookiecutter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(...by my wacky definition of &amp;quot;cookie cutter.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leafi, I love you and all, but I expanded every section, noticed my scroll bar is tiny, noticed your guide is crazy long, and ain&#039;t nobody got time for that. Please tl;dr this nonsense?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Okay, okay, I hear you.&lt;br /&gt;
&lt;br /&gt;
Some of you never wanted the Leafiara treatment where we seek to become real life monks with advanced spiritual and mental understanding by thoroughly exploring the unfathomable mysteries of reality and transcendent metareality (like math and logic).&lt;br /&gt;
&lt;br /&gt;
Some of you instead wanted the Saraphenia treatment where I tell you how to have a functional build that lets you have mechanical fun in an online text-based multiplayer video game and then you embark on your journey.&lt;br /&gt;
&lt;br /&gt;
So I included this section for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Race&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aelotoi, dark elves, dwarves, elves, half-elves, half-krolvin, halflings, and sylvankind are all basically the same power for monks. Faster is better, but more encumbrance is worse, so find your balance. Giantmen have a niche.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Stats&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See the table in the Placing Your Stats section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Society&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voln.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;How do I fight?&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Twinhammer&#039;&#039;&#039; as your opener once you learn it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jab&#039;&#039;&#039; at decent position, &#039;&#039;&#039;punch&#039;&#039;&#039; at good position if you&#039;re not Grapple Specialization and &#039;&#039;&#039;grapple&#039;&#039;&#039; at good position if you are, &#039;&#039;&#039;kick&#039;&#039;&#039; at excellent position. Regardless of those general rules, &#039;&#039;&#039;follow prompts&#039;&#039;&#039; and do what it tells you when it tells you.&lt;br /&gt;
&lt;br /&gt;
Against single targets, &#039;&#039;&#039;Weapon Fury&#039;&#039;&#039; until whenever you have enough Agidex for a 5-6 second &#039;&#039;&#039;mstrike kick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Against multiple targets, &#039;&#039;&#039;mstrike grapple&#039;&#039;&#039; if you&#039;re Grapple Specialization or &#039;&#039;&#039;mstrike kick&#039;&#039;&#039; if you&#039;re Kick Specialization. In either case, not until they&#039;re 7 seconds or less. If mstrike grapple is 7 seconds or less, but you&#039;re Kick Specialization and mstrike kick is 8 seconds or more, &#039;&#039;&#039;mstrike punch&#039;&#039;&#039; for now until mstrike kick doesn&#039;t take so long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Core skills to train every level&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2x &#039;&#039;&#039;Brawling&#039;&#039;&#039;, 2x &#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; (eventually 3x), 2x &#039;&#039;&#039;Dodging&#039;&#039;&#039; (eventually 3x), 1x &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Skills with breakpoints&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; in bursts for various breakpoints to pick up specific maneuvers. (For which ones and when, see the &amp;quot;combat maneuvers and feats&amp;quot; section below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; in bursts to 5, 10, 24, 30, 35, 50, 55, 60, 90, and 100 ranks.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Harness Power&#039;&#039;&#039; early, 20-30 mid-game, then push near cap if you want QoL for spelling up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental&#039;&#039;&#039; to 16 so you have both focus spells (1213 and 1216) as options, then slack off with spells until the midgame. Grab 1220 if you feel the DS need, especially if using 1213 instead of 1216.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathy&#039;&#039;&#039; lore in bursts to 6, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transformation lore&#039;&#039;&#039; in bursts to 5, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Climbing and Swimming&#039;&#039;&#039; until the midgame or as needs arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Tertiary skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiritual/Mental Mana Control&#039;&#039;&#039; only if sharing mana with friends and alts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid and Survival&#039;&#039;&#039; only if you want skinning.&lt;br /&gt;
&lt;br /&gt;
20 &#039;&#039;&#039;Trading&#039;&#039;&#039; by level 20 because monks make silver via Glamour (1205) and Shroud of Deception (1212). Get to 40 or the nearest multiple of 12 Trading+Influence bonus over time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Midgame skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; to 2, 3, or 7 ranks, but only after 3x Dodging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Combat maneuvers and feats&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; for your level 30 feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1 of Combat Maneuvers, making the super early game not painful:&lt;br /&gt;
&lt;br /&gt;
Get 3 CM ranks ASAP for your first rank of &#039;&#039;&#039;Rolling Krynch Stance&#039;&#039;&#039;, then another 6 CM ranks (so 9 total) for your second rank ASAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2 of Combat Maneuvers, improving the early game:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up the last rank of Krynch and first three ranks of &#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039; or &#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it&#039;s not necessarily an early game priority since you don&#039;t get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3 of Combat Maneuvers, fleshing out skills and diversifying your abilities through the midgame:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up three or more ranks of &#039;&#039;&#039;Bearhug&#039;&#039;&#039;, two or more ranks of &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;, all three ranks of &#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;, three or more ranks of &#039;&#039;&#039;Feint&#039;&#039;&#039;, and the remaining ranks of Grapple or Kick Specialization. If you went Kick Specialization, add &#039;&#039;&#039;Combat Mobility&#039;&#039;&#039; to the list sooner than later. If you picked a halfling or gnome, add Acrobat&#039;s Leap, but otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 of Combat Maneuvers, putting the last pieces in place:&lt;br /&gt;
&lt;br /&gt;
Pick up Combat Mobility (if you didn&#039;t already have it) and all three ranks of &#039;&#039;&#039;Ki Focus&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5 of Combat Maneuvers, player&#039;s choice:&lt;br /&gt;
&lt;br /&gt;
Whatever you want. Finish Bearhug, Bull Rush, and Feint or don&#039;t, depending how you like them. You can veer off in different directions with more niche maneuver options or not. Up to you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Armor upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy TD-boosting armor of +7 or more from a playershop. It&#039;ll cost 1-5 million silver and serve you fantastically. Add services of Enchant, Sanctify, and Ensorcell over time in roughly that order while adding padding via the WPS wagons. (Enchant and Sanctify can switch places easily enough, but Ensorcell is definitely last.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spending almost nothing (~1 million silver): Buy basic lightning flaring handwear and footwear.&lt;br /&gt;
* Spending moderately (~35k pay event currency (equivalent of 35 million silver)): Buy off-the-shelf Animalistic Spirit from Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.&lt;br /&gt;
* Spending a ton (~150k pay event currency): Buy Phytomorphic handwear from Duskruin. Add Phytomorphic upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Phytomorphic upgrades and unlocks.&lt;br /&gt;
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Phytomorphic upgrades and unlocks for your footwear.&lt;br /&gt;
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.&lt;br /&gt;
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.&lt;br /&gt;
&lt;br /&gt;
And if you&#039;re the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you&#039;re probably not reading this guide. &#039;&#039;But just in case&#039;&#039;, for fun, and to entertain the other 99.5%...&lt;br /&gt;
&lt;br /&gt;
* Whaling out beyond most people&#039;s imagination just because you can (~4.24 million pay event currency):  Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Phytomorphic script at Duskruin. Add a slew of Phytomorphic upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
&lt;br /&gt;
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They&#039;ve never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it&#039;s still around. I&#039;m guessing they learned the hard way that top end flares are so astonishingly powerful with UC&#039;s low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Other upgrades when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can&#039;t afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks are easy! Go have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Denouement: An Unexpected Journey==&lt;br /&gt;
&lt;br /&gt;
First, thank you for reading The Autumnwinds&#039; Magical Monk Guide.&lt;br /&gt;
&lt;br /&gt;
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I&#039;m thankful for every reader.&lt;br /&gt;
&lt;br /&gt;
Sometimes I write a &amp;quot;guide&amp;quot; partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I&#039;d take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally &#039;&#039;was&#039;&#039; a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters&#039; skills when they want a template of where to take their post-cap training.&lt;br /&gt;
&lt;br /&gt;
This one was for you guys, though. I hope it&#039;s been helpful, I hope it&#039;s gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.&lt;br /&gt;
&lt;br /&gt;
That said, if you were here only for mechanical informational purposes, I&#039;m pretty much done with those. There&#039;s one more at the very end for people with multiple character slots (not multiple accounts, but &#039;&#039;character slots&#039;&#039;), but otherwise, you can head out! I wish you a good day or good night and hopefully I&#039;ll see you around the lands.&lt;br /&gt;
&lt;br /&gt;
Thank you again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-denouement&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious on the backstory of why this guide exists and why now? Click here and we&#039;ll close out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-denouement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the rest of you, if you&#039;ll indulge my rambling a bit longer...&lt;br /&gt;
&lt;br /&gt;
The Magical Monk Guide existing is an emergent happy accident.&lt;br /&gt;
&lt;br /&gt;
The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK&#039;s strongest.&lt;br /&gt;
&lt;br /&gt;
I thought, but didn&#039;t have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don&#039;t have the history, nostalgia, momentum, or player population of other professions.&lt;br /&gt;
&lt;br /&gt;
To be honest, even if I had said it was impossible, that wouldn&#039;t have stopped Phenia. Even as I type this, I can picture how I&#039;d try to temper her expectations and she&#039;d come back with &amp;quot;Well, I&#039;m going to try anyway!&amp;quot; Phenia aimed high, never mind the odds.&lt;br /&gt;
&lt;br /&gt;
When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia&#039;s name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia.&lt;br /&gt;
&lt;br /&gt;
I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a &amp;quot;Monk tip!&amp;quot;--plus a &amp;quot;Bonus tip!&amp;quot; about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide!&lt;br /&gt;
&lt;br /&gt;
By coincidence, I&#039;d also been answering a few people&#039;s questions in the main GS Discord server&#039;s monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia&#039;s spot as the monk division lead, I agreed. I don&#039;t think I &#039;&#039;could&#039;&#039; have declined. Over that string of seven weeks, I was basically doing what she needed already.&lt;br /&gt;
&lt;br /&gt;
That morning, I decided I should write a new guide to replace Flimbo&#039;s old one.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know what I expected would come out of it, but it wasn&#039;t this. With a motive like honoring my departed friend, I &#039;&#039;knew&#039;&#039; I&#039;d put my all into it--but I didn&#039;t expect to write this much or this in-depth, I didn&#039;t expect to cover the topics I did, and, most of all, I didn&#039;t expect that I&#039;d be learning myself, not just passing along what I knew beforehand.&lt;br /&gt;
&lt;br /&gt;
I&#039;d never thought about a non-Kroderine Soul monk without Mental Acuity. I&#039;d barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I&#039;d barely thought about synergy between monks and other professions. I&#039;d never investigated how one rank of Sanctify interacted with Kai&#039;s Strike. I&#039;d never investigated how or if Stance of the Mongoose worked with unarmed combat. I&#039;d never even investigated how or if Clash worked with a specified UC attack type.&lt;br /&gt;
&lt;br /&gt;
But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you&#039;ve learned too.&lt;br /&gt;
&lt;br /&gt;
When Phenia said she wanted the monk division to be RYSK&#039;s strongest, I assumed she was talking about numbers. Maybe she was; I don&#039;t know either way. I &#039;&#039;do&#039;&#039; know that we want you monk players to be &#039;&#039;your&#039;&#039; strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you&#039;ll be your strongest. Any part I might have played in helping you get there is an honor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, for fun and because I can, here&#039;s one last obscure mechanical interaction for the road.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have a couple character slots where, even though I don&#039;t play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they&#039;d have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.)&lt;br /&gt;
&lt;br /&gt;
What&#039;s probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one&#039;s login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character &#039;&#039;had&#039;&#039; gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn&#039;t even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains.&lt;br /&gt;
&lt;br /&gt;
Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Farewell, have fun, and be good to one another!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear&amp;diff=253808</id>
		<title>Leafiara (prime)/Mechanical Musings/Order of Operations: Servicing Gear</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear&amp;diff=253808"/>
		<updated>2026-02-20T21:25:40Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = Order of Operations: Servicing Gear&lt;br /&gt;
|topic = Gear, Profession Services&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2023-07-05&lt;br /&gt;
|updated = 2026-02-20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
&lt;br /&gt;
Last updated February 20, 2026.&lt;br /&gt;
&lt;br /&gt;
Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Disclaimer / Recommended Reading==&lt;br /&gt;
&lt;br /&gt;
This wiki page assumes familiarity with item properties and the profession services being described. If these topics are mysterious to you, please read the following first:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;More on item properties&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* [[Item_properties|Item properties page]] - &amp;quot;Just the facts&amp;quot; of what item properties are.&lt;br /&gt;
* [[Silverwood_Manor_Events_-_2023-01-29_-_Nothing_to_Fear_but_Gear_Itself_(log)|Nothing to Fear but Gear Itself]] - A more colloquial discussion where Jervil and Leafiara host an event to discuss gear properties at Silverwood Manor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;More on profession services&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* [[Enchant_(925)|Enchant page]] - The basics of enchanting.&lt;br /&gt;
* [[Ensorcell_(735)|Ensorcell page]] - The basics of ensorcelling.&lt;br /&gt;
* [[Sanctify_(330)|Sanctify page]] - The basics of sanctifying.&lt;br /&gt;
* [[Weighting,_Padding,_Sighting|WPS page]] - The basics of weighting, padding, and sighting (&amp;quot;WPS&amp;quot;).&lt;br /&gt;
* [[Silverwood_Manor_Events_-_2023-03-11_-_At_Your_Service_with_a_Smile_(log)|At Your Service with a Smile]] - A more colloquial discussion where Leafiara hosts an event to discuss profession services at Silverwood Manor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Short Version==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What do I do and when?===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enchant&#039;&#039;&#039; from +0 to +25: Whenever.&lt;br /&gt;
* &#039;&#039;&#039;Enchant&#039;&#039;&#039; from +25 to +35: Whenever. Skippable on a budget.&lt;br /&gt;
* &#039;&#039;&#039;Enchant&#039;&#039;&#039; beyond +35: After ensorcelling and sanctification. Before flares and scripts when possible. Skippable on a budget.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ensorcell&#039;&#039;&#039; tier 1 on a physical weapon: Ideally after sanctification. Before flares and scripts when possible.&lt;br /&gt;
* &#039;&#039;&#039;Ensorcell&#039;&#039;&#039; on anything else or past tier 1 on a physical weapon: Before flares and scripts when possible. Skippable on a budget.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sanctify&#039;&#039;&#039; on physical weapons: Whenever. Skippable on a budget.&lt;br /&gt;
* &#039;&#039;&#039;Sanctify&#039;&#039;&#039; on anything else: Whenever. Skippable on a budget, either entirely or after sufficient tiers to avoid sheer fear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WPS&#039;&#039;&#039; from 0 to 5 CER: Whenever.&lt;br /&gt;
* &#039;&#039;&#039;WPS&#039;&#039;&#039; from 5 to 8 CER: Whenever. Skippable on a budget.&lt;br /&gt;
* &#039;&#039;&#039;WPS&#039;&#039;&#039; from 8 to 10 CER: Ideally after enchanting, ensorcelling, and sanctification, but whenever is also fine. Skippable on a budget.&lt;br /&gt;
* &#039;&#039;&#039;WPS&#039;&#039;&#039; beyond 10 CER: After enchanting, ensorcelling, and sanctification. Skippable on a budget.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This final bullet point section generally presumes that all desired player services are already done.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Creature bane&#039;&#039;&#039;: 400k bloodscrip to add. Add near last when possible due to expense. (Creature bane is very scarce and unlikely to have as an item&#039;s starting point. However, sometimes boxfound bane items do get sold on the player market.)&lt;br /&gt;
* &#039;&#039;&#039;Flares&#039;&#039;&#039;: 7.5k to 90k event currency to add, so typically right after player services. If you&#039;re willing to pay a minimum 15k event currency, then [[Flare Gloves]] are potentially a better option since those add flares in a roundabout way that adds no gear difficulty. If your end goal is a basic elemental flare, which might only cost 7.5k depending on the base item you&#039;re adding flares to, it&#039;s possible to have flares before player services and still negate the gear difficulty increase by paying fairly negligible silver costs for [[alchemy]]-produced (player-produced) [[Enchanting_potion#Pre-tempering_Potions|potions]] available in playershops.&lt;br /&gt;
* &#039;&#039;&#039;Material properties&#039;&#039;&#039;: 50k to 450k event currency to add if not started with, so either first or pretty late in a project depending on which material. Skippable on a budget.&lt;br /&gt;
* &#039;&#039;&#039;Perfect forging&#039;&#039;&#039;: 1.5m bloodscrip to add when it&#039;s even available at all (which is very rarely), so either before player services, one of the last things added, or never. Skippable on a budget, but depends on how much budget and which scripts, if any, are desired for the end item.&lt;br /&gt;
* &#039;&#039;&#039;Scripts&#039;&#039;&#039;: 50k bloodscrip to add. Starting with it before player services is an option that many players take, especially if they&#039;re not interested in perfect forging, but scripts can also be added at any time after player services to save on gear difficulty.&lt;br /&gt;
* &#039;&#039;&#039;Combat flourishes&#039;&#039;&#039;: 100k to 400k bloodscrip to add (of the ones currently available). Add near last when possible due to expenses and/or gear difficulty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If this is all too abstract and you need examples,&#039;&#039;&#039; see the Examples section at the end, which goes over how to approach hypothetical scenarios depending on what you intend for the final form of your item and how much money (whether silvers or real-world) you&#039;re willing to spend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What else could I spend silvers on instead?===&lt;br /&gt;
&lt;br /&gt;
The following services don&#039;t go onto gear, so they can largely be considered benefits in a vacuum and purchased at any time.&lt;br /&gt;
&lt;br /&gt;
* [[Battle Standard (1620)|Battle Standards]] offer rescuing to town, passively firing flares, conventional flares, reactive defense boosts upon getting hit, and powered up modes with cooldowns for the flares and defensive boosts.&lt;br /&gt;
* [[Bloodsmith (1135)|Bloodstone Jewelry]] offers increases to max health, mana, and stamina, increases to regeneration of those three resources, activated near-instant regeneration of those three resources with a cooldown, temporary wound removal, and extra damage (only damage) on attacks that eventually creates a flare.&lt;br /&gt;
* [[Covert Arts]] offer a cornucopia of scattered benefits like flares, maneuver defense, passively finding lost children for bounties, protection against Rooted and Staggered, search RT reduction, and more.&lt;br /&gt;
* [[Song of Luck (1006)|Lucky Items]] offer chances for better combat rolls of every offensive and defensive variety.&lt;br /&gt;
* [[Mystic Tattoo]]s offer enhancive stat boosts.&lt;br /&gt;
* [[Resist Nature (620)|Ranger Resistance Trinkets]] offer defense and chances against immunity against various elements.&lt;br /&gt;
&lt;br /&gt;
(Caveat on Mystic Tattoos: When getting a tattoo for [[Strength]], &#039;&#039;if&#039;&#039; AS is your primary or only concern, then enchanting your weapon to at least +30 first will usually be the more cost-effective option. That said, [[Dexterity]] tattoos are a strong alternative for melee characters as a stat that pulls double duty of increasing weighting and potentially decreasing RT. When getting a tattoo for a casting stat like [[Wisdom]] or [[Aura]], on the other hand, the tattoo is a more universal option than sanctifying a runestaff (since the latter is only for undead) and a more cost-effective option--at least for the first few years of recharges--than ensorcelling a runestaff (since the latter is only a flare chance instead of increased CS for every spell).)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why is any of the above true?===&lt;br /&gt;
&lt;br /&gt;
For that you&#039;ll need the long version, which is the rest of this page!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Before You Begin==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What&#039;s your long-term vision?===&lt;br /&gt;
&lt;br /&gt;
The Enchant, Ensorcell, and Sanctify sections below primarily cover the topic of sequencing those services based on possible skill ranges for different professions. Before any of that, though, several questions need to be asked:&lt;br /&gt;
&lt;br /&gt;
* What will your project look like when you&#039;ve finished everything?&lt;br /&gt;
* How much in-game currency are you willing to spend on your project?&lt;br /&gt;
* How much real-world currency are you willing to spend on your project?&lt;br /&gt;
* How much real-world time are you willing to spend on your project?&lt;br /&gt;
&lt;br /&gt;
These answers vary wildly by individual, but the one safe assumption is that nobody has infinite time or infinite money. Therefore, the only common wisdom says to add flares and scripted abilities to your gear as late as possible. However, depending on your answers to the questions, &amp;quot;as late as possible&amp;quot; might mean starting off with a scripted ability! It will only rarely mean starting off with a flare, however, unless you have no interest in scripted abilities.&lt;br /&gt;
&lt;br /&gt;
Now to elaborate on why that&#039;s the common wisdom!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What can low-end clerics, sorcerers, and wizards work on?===&lt;br /&gt;
&lt;br /&gt;
The most straightforward method to keep your sanctifying, ensorcelling, and enchanting costs as low as possible is to keep the gear difficulty as low as possible. (Less straightforward methods include leveling several characters of different professions on a premium account, running multiple accounts, networking to find people willing to give deep discounts, and so on.)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s put some numbers to this.&lt;br /&gt;
&lt;br /&gt;
* A typical level 25 wizard who just learned Enchant is likely to have in the realm of 199 to 219 skill, allowing them to work on items of roughly 95 to 115 difficulty.&lt;br /&gt;
* A typical level 30 cleric who just learned Sanctify is likely to have in the realm of 166 to 186 skill, allowing them to work on items of 46 to 66 difficulty.&lt;br /&gt;
* A typical level 35 sorcerer who just learned Ensorcell is likely to have at least in the realm of 178 to 198 skill, allowing them to work on items of 28 to 48 difficulty. (Add 10 to these numbers if they&#039;re a dark elf.)&lt;br /&gt;
&lt;br /&gt;
The above assumes that the characters&#039; associated stats for their services are at 10-20 bonus each and they&#039;re training profession spell circles once per level, Magic Item Use and Arcane Symbols once per level, mana controls twice per level for wizards and clerics, each of a sorcerer&#039;s types of mana control once per level.&lt;br /&gt;
&lt;br /&gt;
Of these three professions, sorcerers are the ones most likely to be outside these assumptions and could certainly have 20-25 more skill bonus, as they&#039;re the least incentivized of the three to train [[Spell Aiming]] or to use a relatively even spell split in the early levels to round out their combat toolkits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How much do flares and scripts get in the way?===&lt;br /&gt;
&lt;br /&gt;
Nearly all flares add (at minimum) 100 difficulty to an item. To put that in perspective, I wouldn&#039;t expect a level 50 wizard to have gained more than 115 or so skill over the fresh level 25 wizard unless the player is specifically aiming to push enchanting ability.&lt;br /&gt;
&lt;br /&gt;
(Conversely, clerics and sorcerers &#039;&#039;are&#039;&#039; incentivized to heavily push their profession circles eventually, so they&#039;ll likely make more progress in 25 levels than a wizard would, but they&#039;ll also have come from a worse starting point due to wizards&#039; hefty workshop bonus. These are all just fine details for those who care, though. The point is that...)&lt;br /&gt;
&lt;br /&gt;
In other words, the moment you add flares to an item, you&#039;ve guaranteed that the lowest end clerics and sorcerers can&#039;t work on that item--at least, not without a tempering potion, but even those only apply to basic acid, cold (ice), heat (fire), impact (earth), lightning, steam, and vacuum (void) flares.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, scripted abilities typically add in the range of 50 to 200 difficulty. Most of the popular ones trend toward that 200 mark, though there are some exceptions: greater elemental flares and knockout flares &amp;quot;only&amp;quot; add 150 while multi-tiered scripts like Sigil Staves or Twin Weapons have lower difficulties at lower tiers. In the latter case, the least expensive route is delaying &#039;&#039;upgrading&#039;&#039; the tiers of the script until after profession services are mostly or entirely finished.&lt;br /&gt;
&lt;br /&gt;
Aside from those exceptions, a variety of popular scripts like Animalistic Spirit, Daybringer/Nightbringer, Energy Weapons/Shields, Parasite Armor/Weapons, and Sprite Armor/Weapons all have 200 difficulty immediately and will require mid-level clerics, sorcerers, and wizards at minimum.&lt;br /&gt;
&lt;br /&gt;
Still, this is where the question comes in of what you intend your project gear to look like at the end. Buying scripted gear off the shelf and needing to pay mid-level-and-up prices to mid-level-and-up characters right away is but a fraction of the cost that it would take to pay low-level prices to low-level characters and then add a script later.&lt;br /&gt;
&lt;br /&gt;
(One possible exception would be if greater elemental flaring weapons were sold off the shelves in the future. Those aren&#039;t offered as I write this, but since adding that script is only 40,000 bloodscrip, it&#039;s at least &#039;&#039;conceivable&#039;&#039; that you&#039;d be able to save more than 30 million silver (the exchange rate at time of writing) by finishing all services first.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Conclusion===&lt;br /&gt;
&lt;br /&gt;
That covers the groundwork of why many players delay adding flares and scripted abilities when they can. I could go into further details and examples like perfect forging, material properties, banes, and more, but I&#039;ll reserve that for later updates to the guide in the Examples section.&lt;br /&gt;
&lt;br /&gt;
For now, on to the main event of enchanting, ensorcelling, and sanctifying!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enchant==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How much enchanting is enough?===&lt;br /&gt;
&lt;br /&gt;
Here are some different schools of thought:&lt;br /&gt;
&lt;br /&gt;
* +20 is enough because, except for post-cap areas intended to be the most difficult hunting in the game, all other content is designed with the expectation that +20 is viable.&lt;br /&gt;
* +25 is enough because enchanting even from +0 to +25 consumes less than two weeks of a [[wizard]]&#039;s weekly resource points, but enchanting from +25 to +30 consumes three weeks, consuming from +30 to +35 consumes 6.75 weeks, and it only gets more intense from there.&lt;br /&gt;
* +35 is enough because it&#039;s the maximum an item can be enchanted by players without acquiring potions from pay events, raffles, or other means not ubiquitously available.&lt;br /&gt;
* +40 is enough because that&#039;s the minimum necessary enchantment for a weapon to hit certain demon creatures without going through several layers of dispelling.&lt;br /&gt;
* +50 is enough because it&#039;s the maximum an item can be enchanted in commonly occurring circumstances and/or because, even when enchanting higher is offered, it&#039;s prohibitively expensive. (As I write this, enchanting up to +75 has been offered exactly once at a cost of 275,000 bloodscrip per +5 over +50.)&lt;br /&gt;
* +75 is enough because it&#039;s the maximum possible.&lt;br /&gt;
* Enchanting is irrelevant because you can make up a deficit from a low enchant with heavy investment in the enhancive and Ascension systems or simply using other tools available like maneuvers (offensively) or scripted abilities (defensively).&lt;br /&gt;
&lt;br /&gt;
(The latter would typically only be argued in the case of, say, an auction item that has a lower base enchant but is attractive due to extraordinary properties that come with the downside of adding high gear difficulty to make further enchantment less feasible.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Are there any additional considerations based on build?===&lt;br /&gt;
&lt;br /&gt;
Excellent value for Enchant:&lt;br /&gt;
* Bows and crossbows used by any profession and build because archery has fewer alternative ways to increase AS than other physical weapons.&lt;br /&gt;
&lt;br /&gt;
Poor value for Enchant:&lt;br /&gt;
* Armor and runestaves used by builds that spend a lot of time in guarded or defensive stance since they&#039;re likely to be untouchable by AS attacks regardless.&lt;br /&gt;
* Unarmed combat gear used by any profession or build due to UAF mattering only fractionally as much to unarmed combat as AS does to physical weapons.&lt;br /&gt;
&lt;br /&gt;
Roughly average value for Enchant:&lt;br /&gt;
* Everything else. See previous section for why.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===When should I enchant?===&lt;br /&gt;
&lt;br /&gt;
According to [[Enchant_(925)#Difficulty_Penalty_Modifier_Formula|the enchanting formula]], some enchanting benchmarks are:&lt;br /&gt;
&lt;br /&gt;
* +20 is 36 gear difficulty&lt;br /&gt;
* +25 is 58 gear difficulty&lt;br /&gt;
* +30 is 87 gear difficulty&lt;br /&gt;
* +35 is 121 gear difficulty&lt;br /&gt;
* +40 is 160 gear difficulty&lt;br /&gt;
* +50 is 256 gear difficulty&lt;br /&gt;
&lt;br /&gt;
To put this in perspective, each tier of Ensorcell adds 50 gear difficulty, the first five tiers of Sanctify add 20 gear difficulty each, and holy fire adds 50 gear difficulty. Most gear you&#039;ll work on will already be +20 as a baseline, so the case could be made that moving to +25 is only another 22 difficulty, moving to +30 is only another 51 difficulty (over +20), and so on. Viewed in that light, Enchant is among the least gear difficulty-intensive of services.&lt;br /&gt;
&lt;br /&gt;
In other words...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adding to an item&#039;s enchantment at any step in the process of gear improvement is less likely to get in the way of ensorcelling and sanctifying it later than vice versa.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;However&#039;&#039; (and it&#039;s a very big however!), this is speaking very generically and assumes that the final result of your intent for the item could be reasonably handled by sufficiently skilled player [[cleric]]s, [[sorcerer]]s, and wizards without requiring suffusion, super potions from [[Bloodriven Village]], or fixskills and mutant builds.&lt;br /&gt;
&lt;br /&gt;
For example, it&#039;s viable to enchant an [[Animalistic Spirit Weapon]] to +35, add flares to it, and still expect that a player cleric can add all five tiers of sanctification to it. However, if you additionally wanted to add holy fire and the first tier of Ensorcell, then either the flares shouldn&#039;t have been added until after those services were finished, the weapon should have been left at +20, or both.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As safe as it can feel--and, in many cases, &#039;&#039;be&#039;&#039;!--to add enchanting early in the process, it&#039;s paradoxically even safer to add enchanting late in the process.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are several reasons why enchanting late or even last is viable:&lt;br /&gt;
&lt;br /&gt;
* Clerics need 120 more skill than an item&#039;s difficulty to safely sanctify it (or 150 more skill in the case of holy fire) and sorcerers need 150 more skill than difficulty to safely ensorcell, but wizards only need 100-111 more skill than difficulty due to the more multi-step mechanics of enchanting. In other words, all else being equal, wizards would be able to work on higher difficulty items than clerics and sorcerers.&lt;br /&gt;
* All else isn&#039;t equal in the first place! Wizards get 75 total bonus to their enchanting skill from having a familiar summoned and being in a workshop; clerics and sorcerers only get 20 bonus from being in, respectively, a shrine of their [[Arkati]]/spirit or a workshop. This is somewhat offset in that clerics and sorcerers tend to push their respective native spell circles higher than wizards do, but ignoring stat bonuses from race, high end post-cap wizards will have higher bonus than their cleric and sorcerer counterparts. (More on that with sorcerers, however, as they&#039;re typically dark elves...)&lt;br /&gt;
* As for uncommon mutant builds, I don&#039;t have hard numbers, but they do seem to be more common--or at least more well-advertised--than mutant clerics and sorcerers. At absolute least, there are certainly more wizards in general than clerics or sorcerers. Furthermore, because clerics and sorcerers train more ranks of their spell circles than wizards, that means wizards have more room to grow when they &#039;&#039;do&#039;&#039; go mutant.&lt;br /&gt;
* Wizards&#039; suffusion is five times as efficient as clerics&#039; or sorcerers&#039; suffusion, converting a week of resources into up to 125 skill instead of 25 skill. This means that as long as your item doesn&#039;t need more than five times as many casts of Enchant as it does casts of Sanctify or Ensorcell, it would be easier to push extra requirements onto the wizard than onto the cleric or sorcerer. (And that&#039;s even disregarding the likelihood that the wizard has higher skill in the first place!)&lt;br /&gt;
&lt;br /&gt;
And, of course, if all else fails...&lt;br /&gt;
&lt;br /&gt;
* The Duskruin pay event offers a path, albeit expensive, to enchant items with no consideration of gear difficulty at a rate of 150,000 bloodscrip per +5. The same isn&#039;t true of ensorcelling or sanctification.&lt;br /&gt;
* The Duskruin pay event also offers potions for 50,000 bloodscrip that grant +500 to a wizard&#039;s skill for their next CHANNEL of Enchant. These potions notably have five pours each (to make them suitable for, say, going from +45 to +50), unlike the cleric and sorcerer counterparts that have one pour each for the same price.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How high does wizard skill get?===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 645 is achievable without using Ascension nor enhancives nor a Consummate Professional Gemstone on a [[race]] with a neutral 25 [[Logic]] bonus and 25 [[Intuition]] bonus using a fairly typical post-cap build with 128 ranks of Wizard Base and all other relevant enchanting skills maxed out through ordinary training.&lt;br /&gt;
* 655 is the same as the above, but with the use of BOOST ENHANCIVE STATS from daily logins.&lt;br /&gt;
* 720 is the same as the above, but now also wearing an incredible enhancive set to finish maxing out Logic and Intuition in addition to maxing out Magic Item Use, Arcane Symbols, and Elemental Mana Control. (Finding someone with such an enhancive set is very unlikely!)&lt;br /&gt;
* 770 is the same as the above, but now also with a maxed-out Consummate Professional Gemstone equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 820 is achievable without using Ascension nor enhancives nor a Consummate Professional Gemstone on a race with a neutral 25 Logic bonus and 25 Intuition bonus using a mutant build with 303 ranks of Wizard Base and all other relevant enchanting skills maxed out through ordinary training.&lt;br /&gt;
* 830 is the same as the above, but with BOOST ENHANCIVE STATS.&lt;br /&gt;
* 895 is the same as the above, but now with the full set of enhancives.&lt;br /&gt;
* 945 is the same as the above, but now with a Consummate Professional Gemstone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 995 is the same as the above, but now with the extremely expensive +50 spell rank enhancives from the High End Scrip Shop.&lt;br /&gt;
* 1070 is the same as the above, but now with the extremely time-consuming 1135 Ascension Training Points to nearly max out every skill. (Magic Item Use and Arcane Symbols can stop two ranks short of maxing while Elemental Mana Control can stop one rank short.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Add 15 to any of the above numbers if the character is a [[burghal gnome]] or [[halfling]], the races statistically best at enchanting. [[Aelotoi]] and [[human]]s also get +10 while [[dark elf|dark elves]], [[dwarf|dwarves]], [[erithian]]s, and [[forest gnome]]s get +5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In summary, 1105 is as high as theoretically possible, but a range of 645 to 700 is what you could more likely expect from ordinary post-cap wizard builds while 820 to 875 is what you could more likely expect from post-cap mutant wizard builds.&lt;br /&gt;
&lt;br /&gt;
(The upper ends of these ranges assume some degree of Ascension or enhancives, but not maxed out sets. They assume no Consummate Professional Gemstones, which are still rarely seen at the time of this update. However, over the long term, the upper ends of these ranges are likely to increase as more Consummate Professional Gemstones are eventually looted.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===So how tough an item can I realistically get enchanted?===&lt;br /&gt;
&lt;br /&gt;
* 544 difficulty: a conventional far post-cap wizard with no investment in Ascension nor enhancives nor a Consummate Professional Gemstone.&lt;br /&gt;
* ~594 difficulty: with at least one of the above.&lt;br /&gt;
* ~644 difficulty: at least two of the above.&lt;br /&gt;
* ~694 difficulty: all three of the above.&lt;br /&gt;
&lt;br /&gt;
* 719 difficulty: a far post-cap mutant wizard with no investment in Ascension nor enhancives nor a Consummate Professional Gemstone.&lt;br /&gt;
* ~769 difficulty: with at least one of the above.&lt;br /&gt;
* ~819 difficulty: at least two of the above.&lt;br /&gt;
* ~869 difficulty: all three of the above.&lt;br /&gt;
&lt;br /&gt;
Add +125 to difficulty numbers if you&#039;re willing to pay for an extra week of suffusion, +250 if you&#039;re willing to pay for two extra weeks of suffusion, and so on.&lt;br /&gt;
&lt;br /&gt;
In short, try not to push too far beyond these difficulty amounts if you&#039;ll still need a slew of enchanting afterward. These numbers are more forgiving than the ones for Ensorcell and Sanctify, though!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ensorcell==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How much ensorcelling is enough?===&lt;br /&gt;
&lt;br /&gt;
Some schools of thought for &#039;&#039;&#039;physical weapons&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* T1 is enough because it only adds 20% of the gear difficulty of T5, but still allows 60% as much stamina/health regeneration (on average) and 100% as much use of [[Spell Cleave]], [[Spell Parry]], and [[Spell Thieve]].&lt;br /&gt;
* T5 is enough because it&#039;s the maximum possible and/or because the AS boost scales proportionately with each tier (unlike frontloaded regen) and/or because [[Tainted Bond]] uses the AS boost.&lt;br /&gt;
* As far as you can go without requiring fixskills, suffusion, or super potions is enough.&lt;br /&gt;
* T0 is enough because the game isn&#039;t designed with the expectation that you have anything more and/or because stamina regeneration is an unlikely chance for a flare (which itself is only a chance) compared to AS.&lt;br /&gt;
&lt;br /&gt;
Some schools of thought for &#039;&#039;&#039;shields&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* T1 is enough because it only adds 20% of the gear difficulty of a T5, but still allows full use of [[Shield Mind]] and [[Spell Block]].&lt;br /&gt;
* T5 is enough because it&#039;s the maximum possible and/or all protection against CS spells is good because they&#039;re among the game&#039;s most deadly attacks.&lt;br /&gt;
* As far as you can go without requiring fixskills, suffusion, or super potions is enough.&lt;br /&gt;
* T0 is enough because the game isn&#039;t designed with the expectation that you have anything more.&lt;br /&gt;
&lt;br /&gt;
Some schools of thought for &#039;&#039;&#039;armor&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* T5 is enough because it&#039;s the maximum possible and/or the CvA boost scales proportionately with each tier and/or all protection against CS spells is good because they&#039;re among the game&#039;s most deadly attacks.&lt;br /&gt;
* As far as you can go without requiring fixskills, suffusion, or super potions is enough.&lt;br /&gt;
* T0 is enough because the game isn&#039;t designed with the expectation that you have anything more.&lt;br /&gt;
&lt;br /&gt;
Some schools of thought for &#039;&#039;&#039;runestaves&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* T1 is enough because it only adds 20% of the gear difficulty of a T5, but still allows 60% as much mana regeneration (on average).&lt;br /&gt;
* T5 is enough because it&#039;s the maximum possible and/or the CS boost scales proportionately with each tier (unlike frontloaded regen) and/or the CvA boost scales proportionately with each tier and/or improving your CS spells and protecting against enemies&#039; CS spells are good benefits since they&#039;re among the game&#039;s most deadly attacks.&lt;br /&gt;
* As far as you can go without requiring fixskills, suffusion, or super potions is enough.&lt;br /&gt;
* T0 is enough because the game isn&#039;t designed with the expectation that you have anything more.&lt;br /&gt;
&lt;br /&gt;
(Note: I&#039;ve only ever heard one person make the T1 argument for runestaves--and it was in response to me initially posting this page while mentioning that I left it out specifically because I&#039;d never heard anyone make it before then!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Are there any additional considerations based on build?===&lt;br /&gt;
&lt;br /&gt;
Excellent value for Ensorcell:&lt;br /&gt;
* T5 for armor used by professions and builds that either A) have just short of high enough TD to be immune to most spells with a little bump or B) have very low TD, but are in heavy armor and/or using Kroderine Soul so that every additional point of TD improvement matters comparatively more.&lt;br /&gt;
* T1 (at least) for katanas and katars used by squares or semis due to weapon technique rotation incentivizing even heavier stamina usage than for other physical weapons.&lt;br /&gt;
* T1 (at least) for unarmed combat gear on any profession and build due to high attack volume.&lt;br /&gt;
&lt;br /&gt;
Good value for Ensorcell:&lt;br /&gt;
* T1 (at least) for low RT weapons used by any profession and build due to above average attack volume.&lt;br /&gt;
&lt;br /&gt;
Poor value for Ensorcell:&lt;br /&gt;
* Any tier for bows and crossbows used by any profession and build because archery consumes significantly less stamina than other physical weapon.&lt;br /&gt;
&lt;br /&gt;
Roughly average value for Ensorcell:&lt;br /&gt;
* Everything else. See previous section for why.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===When should I ensorcell?===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since every tier of Ensorcell adds 50 gear difficulty, it hinders clerics and wizards more than their services hinder sorcerers.&#039;&#039;&#039; (Additionally, ensorcelling an item before sanctifying it will require the use of an [[inky black potion]] for each cast of sanctification. That point&#039;s far more minor, though, as playershops sell inky black potions at very low costs.)&lt;br /&gt;
&lt;br /&gt;
The first tier of Ensorcell is sometimes done early, especially for physical weapons that reap immediate and noticeable benefits, but pushing items further is typically reserved for later in the gear improvement process due to the high gear difficulty this service adds.&lt;br /&gt;
&lt;br /&gt;
Finishing all five tiers of Ensorcell before finishing Enchant and Sanctify will very likely require more skilled clerics and wizards charging more silver than doing it the other way around. This isn&#039;t to say that doing Ensorcell last will be easy either, though, since sorcerers need 150 more skill bonus than an item&#039;s gear difficulty to work on it without failing (barring fumble) and suffusion doesn&#039;t give them the same degree of leeway that it does wizards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plan carefully to determine &#039;&#039;how&#039;&#039; far you can prolong Ensorcell on your project piece without rendering it impossible nor prohibitively expensive.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How high does sorcerer skill get?===&lt;br /&gt;
&lt;br /&gt;
Unlike with wizards, I&#039;ll assume as a base that the sorcerer is a dark elf rather than a race with neutral stat bonuses. Statistically, players have made this true due in some part to a combination of [[Faendryl]] lore and the calculations for sorcerer [[CS]] using [[Aura]] and [[Wisdom]], which dark elves have the best bonuses in. As for ensorcelling, that uses Wisdom and Intuition, which leaves dark elves and halflings tied for the best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 642 is achievable without using Ascension nor enhancives nor a Consummate Professional Gemstone on a dark elf (or halfling) using a fairly typical post-cap build with 170 ranks of Sorcerer Base and all other relevant ensorcelling skills maxed out through ordinary training.&lt;br /&gt;
* 652 is the same as the above, but with the use of BOOST ENHANCIVE STATS from daily logins.&lt;br /&gt;
* 730 is the same as the above, but now also wearing an incredible enhancive set to finish maxing out Intuition and Wisdom in addition to maxing out Magic Item Use, Arcane Symbols, Elemental Mana Control, and Spiritual Mana Control. (Finding someone with such an enhancive set is very unlikely!)&lt;br /&gt;
* 780 is the same as the above, but now also with a maxed-out Consummate Professional Gemstone equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 775 is achievable without using Ascension nor enhancives nor a Consummate Professional Gemstone on a dark elf (or halfling) using a mutant build with 303 ranks of Sorcerer Base and all other relevant ensorcelling skills maxed out through ordinary training.&lt;br /&gt;
* 785 is the same as the above, but with BOOST ENHANCIVE STATS.&lt;br /&gt;
* 863 is the same as the above, but now with the full set of enhancives.&lt;br /&gt;
* 913 is the same as the above, but now with a Consummate Professional Gemstone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 963 is the same as the above, but now with the extremely expensive +50 spell rank enhancives from the High End Scrip Shop.&lt;br /&gt;
* 1050 is the same as the above, but now also the astonishingly time-consuming 1400 Ascension Training Points to nearly max out every skill. (Magic Item Use, Arcane Symbols, and &#039;&#039;one&#039;&#039; out of Elemental or Spiritual Mana Control can stop two ranks short of maxing.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In summary, 1050 is as high as theoretically possible, but a range of 642 to 710 is what you could more likely expect from ordinary post-cap sorcerer builds while 775 to 843 is what you could more likely expect from post-cap mutant sorcerer builds.&lt;br /&gt;
&lt;br /&gt;
(The upper ends of these ranges assume some degree of Ascension or enhancives, but not maxed out sets. They assume no Consummate Professional Gemstones, which are still rarely seen at the time of this update. However, over the long term, the upper ends of these ranges are likely to increase as more Consummate Professional Gemstones are eventually looted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===So how tough an item can I realistically get ensorcelled?===&lt;br /&gt;
&lt;br /&gt;
* 502 difficulty: a conventional far post-cap sorcerer with no investment in Ascension nor enhancives nor a Consummate Professional Gemstone.&lt;br /&gt;
* ~552 difficulty: with at least one of the above.&lt;br /&gt;
* ~602 difficulty: at least two of the above.&lt;br /&gt;
* ~652 difficulty: all three of the above.&lt;br /&gt;
&lt;br /&gt;
* 635 difficulty: a far post-cap mutant sorcerer with no investment in Ascension nor enhancives nor a Consummate Professional Gemstone.&lt;br /&gt;
* ~685 difficulty: with at least one of the above.&lt;br /&gt;
* ~735 difficulty: at least two of the above.&lt;br /&gt;
* ~785 difficulty: all three of the above.&lt;br /&gt;
&lt;br /&gt;
Add +25 to difficulty numbers if you&#039;re willing to pay for an extra week of suffusion, +50 if you&#039;re willing to pay for two extra weeks of suffusion, and so on.&lt;br /&gt;
&lt;br /&gt;
Despite sorcerers nominally having similar skill bonus numbers to wizards, they top off working on lower difficulty items because of how the formulas work! If your item would end up beyond these difficulty numbers before your intended final tier of ensorcellment, that might be a signal to reserve enchanting for last instead. Alternatively, ensorcelling being so high difficulty is why others will leave it for the last of the profession services and simply stop just before they&#039;d need suffusion or super potions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sanctify==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How much sanctification is enough?===&lt;br /&gt;
&lt;br /&gt;
Some schools of thought for &#039;&#039;&#039;physical weapons&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* S5 is enough because it maxes out the AS benefit and/or because of the QoL of never running out of blessings again.&lt;br /&gt;
* S6 is enough because it grants 75 extra damage per flare on average over holy water flares.&lt;br /&gt;
* S0 is enough because you can simply get blessings from high end clerics for the benefits of the crit portion of flares (as acid instead of fire), anchoring noncorporeal undead, and ignoring undead damage resistance.&lt;br /&gt;
&lt;br /&gt;
Some schools of thought for &#039;&#039;&#039;shields&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Sufficient sanctification for immunity to sheer fear in your chosen hunting ground is enough.&lt;br /&gt;
* S5 is enough because it&#039;s the maximum possible and/or CS attacks are among the game&#039;s most deadly attacks, so all protection against them is good.&lt;br /&gt;
* S6 is enough because it grants 75 extra damage per flare on average over holy water flares.&lt;br /&gt;
* S0 is enough because you can simply get blessings from high end clerics for the benefits of the crit portion of flares (as acid instead of fire) and ignoring undead damage resistance.&lt;br /&gt;
&lt;br /&gt;
Some schools of thought for &#039;&#039;&#039;armor&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Sufficient sanctification for immunity to sheer fear in your chosen hunting ground is enough.&lt;br /&gt;
* S5 is enough because it&#039;s the maximum possible and/or CS attacks are among the game&#039;s most deadly attacks, so all protection against them is good&lt;br /&gt;
* S6 is enough because it grants 75 extra damage per flare on average over holy water flares when getting hit by undead or using offensive maneuvers involving the body against them. (Note: Greaves or helmets worn over armor will prevent holy fire flares from going off when attacking with or getting hit on the respective body parts.)&lt;br /&gt;
* S0 is enough because you can simply get blessings from high end clerics for the benefits of the crit portion of flares (as acid instead of fire) and ignoring undead damage resistance.&lt;br /&gt;
&lt;br /&gt;
Some schools of thought for &#039;&#039;&#039;runestaves&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Sufficient sanctification for immunity to sheer fear in your chosen hunting ground is enough. (For sorcerers and wizards, this will likely also require sanctification of your armor.)&lt;br /&gt;
* S5 is enough because it&#039;s the maximum possible and/or CS attacks are among the game&#039;s most deadly attacks, so improving your own and protecting against enemies&#039; are good benefits.&lt;br /&gt;
* S6 is enough because it grants 75 extra damage per flare on average over holy water flares.&lt;br /&gt;
* S0 is enough because you can simply get blessings from high end clerics for the benefits of the crit portion of flares (as acid instead of fire), anchoring noncorporeal undead, and ignoring undead damage resistance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Are there any additional considerations based on build?===&lt;br /&gt;
&lt;br /&gt;
Excellent value for Sanctify:&lt;br /&gt;
* S6 for any physical weapon used by bards or wizards due to Song of Tonis or Celerity, respectively.&lt;br /&gt;
* S6 for bows and crossbows used by squares or semis due to Volley.&lt;br /&gt;
* S6 for katanas and katars used by squares or semis due to weapon technique rotation indirectly increasing attack volume.&lt;br /&gt;
* S6 for unarmed combat gear used by any profession and build due to high attack volume.&lt;br /&gt;
&lt;br /&gt;
Good value for Sanctify:&lt;br /&gt;
* S6 for low RT weapons used by any profession and build due to above average attack volume.&lt;br /&gt;
&lt;br /&gt;
Poor value for Sanctify:&lt;br /&gt;
* S1-S5 for unarmed combat gear used by any profession and build due to UAF mattering only fractionally as much to unarmed combat as AS does to physical weapons.&lt;br /&gt;
&lt;br /&gt;
Roughly average value for Sanctify:&lt;br /&gt;
* Everything else. See previous section for why.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===When should I sanctify?===&lt;br /&gt;
&lt;br /&gt;
Assuming that somebody wants Sanctify in the first place instead of opting for blessings, they usually intend to push to the fifth tier or fully into holy fire, which are end results of 100 or 150 gear difficulty. This is less intense than the 250 gear difficulty added by a finished T5 Ensorcell or the 220 gear difficulty added by taking an item from +20 to +50, but more intense than the 85 gear difficulty added by taking an item from +20 to +35.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics and wizards each add low enough difficulty that they&#039;re not likely to make an item impossible to work on for the other unless at least two other factors get involved out of flares, script flares, Ensorcell, difficult materials, banes, and substantial WPS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
However, if those factors &#039;&#039;do&#039;&#039; come into play, that&#039;s when it becomes relevant that wizards have more leeway with skill bonus than clerics do (for all the reasons described in the Enchant section--and below in this Sanctify section). The numbers are close enough that which to do first might be a matter of who you know, but if you don&#039;t know anyone in particular, the safer move is most likely sanctifying before enchanting. Holy fire is an exception that might be worth saving for last or near last, but I&#039;ll cover that at the end of this section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How high does cleric skill get?===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 632 is achievable without using Ascension nor enhancives nor a Consummate Professional Gemstone on a race with a neutral 25 Wisdom bonus and 25 Influence bonus using a fairly typical post-cap build with 170 ranks of Cleric Base and all other relevant sanctifying skills maxed out through ordinary training.&lt;br /&gt;
* 642 is the same as the above, but with the use of BOOST ENHANCIVE STATS from daily logins.&lt;br /&gt;
* 707 is the same as the above, but now also wearing an incredible enhancive set to finish maxing out Wisdom and Influence in addition to maxing out Magic Item Use, Arcane Symbols, and Spiritual Mana Control. (Finding someone with such an enhancive set is very unlikely!)&lt;br /&gt;
* 757 is the same as the above, but now also with a maxed-out Consummate Professional Gemstone equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 765 is achievable without using Ascension nor enhancives nor a Consummate Professional Gemstone on a race with a neutral 25 Wisdom bonus and 25 Influence bonus using a mutant build with 303 ranks of Cleric Base and all other relevant sanctifying skills maxed out through ordinary training.&lt;br /&gt;
* 775 is the same as the above, but with BOOST ENHANCIVE STATS.&lt;br /&gt;
* 840 is the same as the above, but now with the full set of enhancives.&lt;br /&gt;
* 890 is the same as the above, but now with a Consummate Professional Gemstone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 940 is the same as the above, but now with +50 spell rank enhancives.&lt;br /&gt;
* 1015 is the same as the above, but now also the extremely time-consuming 1135 Ascension Training Points to nearly max out every skill. (Magic Item Use and Arcane Symbols can stop two ranks short of maxing while Spiritual Mana Control can stop one rank short.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Add 10 to any of the above numbers if the character is an [[elf]] or erithian, the races statistically best at sanctifying. [[Giantman|Giantmen]] and [[half-elf|half-elves]] also get +5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In summary, 1025 is as high as theoretically possible, but a range of 642 to 697 is what you could more likely expect from ordinary post-cap cleric builds while 775 to 820 is what you could more likely expect from post-cap mutant cleric builds.&lt;br /&gt;
&lt;br /&gt;
(The upper ends of these ranges assume some degree of Ascension or enhancives, but not maxed out sets. They assume no Consummate Professional Gemstones, which are still rarely seen at the time of this update. However, over the long term, the upper ends of these ranges are likely to increase as more Consummate Professional Gemstones are eventually looted.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===So how tough an item can I realistically get sanctified?===&lt;br /&gt;
&lt;br /&gt;
Two numbers are shown depending on whether the item will be stopping at S5 or going all the way to holy fire, respectively:&lt;br /&gt;
&lt;br /&gt;
* 512/482 difficulty: a conventional far post-cap cleric with no investment in Ascension nor enhancives nor a Consummate Professional Gemstone.&lt;br /&gt;
* ~562/532 difficulty: with at least one of the above.&lt;br /&gt;
* ~612/583 difficulty: at least two of the above.&lt;br /&gt;
* ~662/632 difficulty: all three of the above.&lt;br /&gt;
&lt;br /&gt;
* 655/625 difficulty: a far post-cap mutant cleric with no investment in Ascension nor enhancives nor a Consummate Professional Gemstone.&lt;br /&gt;
* ~705/675 difficulty: with at least one of the above.&lt;br /&gt;
* ~755/725 difficulty: at least two of the above.&lt;br /&gt;
* ~805/775 difficulty: all three of the above.&lt;br /&gt;
&lt;br /&gt;
Add +25 to difficulty numbers if you&#039;re willing to pay for an extra week of suffusion, +50 if you&#039;re willing to pay for two extra weeks of suffusion, and so on. Add +50 if you&#039;re working on [[eonake]], [[white ora]], [[faewood]], [[Voln armor]], or [[white alloy]], which have bonuses for sanctification.&lt;br /&gt;
&lt;br /&gt;
Cleric skill tops off lower than wizards--and, for that matter, starts lower than wizards--and that&#039;s one reason why sanctification, especially the first five tiers, are often done early in the process of gear improvement. That said, the training requirements for a cleric to add holy fire are such that low level holy fire casters are impossible and the opportunity cost even for higher level clerics means that it would be extremely rare to get a bargain price on an S6 at all. So, since holy fire is likely to be expensive regardless of whether you do it before finishing up enchanting and ensorcelling or after, consider saving it for later. Just make sure that the final form of your project item is within or close to within a cleric&#039;s range--ideally a conventional one. It can be particularly difficult to fit holy fire and a full T5 Ensorcell onto a single item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples: Putting Everything Into Practice==&lt;br /&gt;
&lt;br /&gt;
This work in progress section looks at several possible starting points for items, then analyzes either how low level or how high level you&#039;d need characters to be to get to the final product.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Perfect Forged Mithril Weapon===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why would someone start from this point?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t require pay event currency and mithril is an easy material for all professions to work on. It&#039;s a good place to start if the intended final product will use a fluff script like Anfelt or a mechanical script in the midrange, such as greater elemental flares or knockout flares. Alternatively, if budget isn&#039;t a consideration and the final product is meant to have perfect forging &#039;&#039;and&#039;&#039; a high end script, then perfect forging is by far the cheaper starting point. (1,500,000 bloodscrip to add perfect forging vs. 50,000 bloodscrip to add a high end script.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How far can a fresh level 25 wizard enchant it if nothing else is done first?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Up to the +35 cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How far can a fresh level 30 cleric sanctify it if nothing else is done first?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most can cast the third tier of Sanctify and some might be able to cast the fourth tier with the right stats and skills. The fifth tier is unlikely and holy fire is dozens of levels away at minimum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How far can a fresh level 35 sorcerer ensorcell it if nothing else is done first?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One tier of Ensorcell at least, two tiers at most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What would you do?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a case where I wouldn&#039;t concern myself at all with the order of Enchant and the main tiers of Sanctify. The -20 gear difficulty inherent to mithril is often equivalent to five or so levels&#039; worth of skill bonus, allowing very low end clerics and wizards to work on your item. Holy fire generally isn&#039;t an expected offering from clerics below level 60 (if even that early), so there&#039;s a little flexibility to add a couple Ensorcell casts first and probably not drive up the price in the process.&lt;br /&gt;
&lt;br /&gt;
In summary:&lt;br /&gt;
&lt;br /&gt;
* Enchant to +35 (or preferred stopping point) and Sanctify to S5 in any order (pushes difficulty up to 201 total)&lt;br /&gt;
* Add holy fire (if desired) and Ensorcell as far as T2 in any order (pushes difficulty up to 251 or 301, respectively)&lt;br /&gt;
* Add holy fire and the remainder of Ensorcell in any order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Perfect Forged Eonake Weapon===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why would someone start from this point?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t require pay event currency, eonake is one of the easiest materials for clerics to work on (and the only one of them that starts at an enchant of +20 while not requiring pay event currency), and paladins can add Consecrate flares to eonake even before learning the Holy Weapon spell. It&#039;s a good place to start if the intended final product will definitely have holy fire--or even just the main tiers of Sanctify--while also using a fluff script like Anfelt or the midrange end of mechanical scripts, such as greater elemental flares or knockout flares. Alternatively, if budget isn&#039;t a consideration and the final product is meant to have perfect forging &#039;&#039;and&#039;&#039; a high end script, then perfect forging must be the starting point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How far can a fresh level 25 wizard enchant it if nothing else is done first?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A +31 cast is nearly guaranteed for a typical build, +32 is likely, and +33 and +34 at least aren&#039;t entirely impossible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How far can a fresh level 30 cleric sanctify it if nothing else is done first?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The fourth tier will be easy and the fifth tier isn&#039;t impossible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How far can a fresh level 35 sorcerer ensorcell it if nothing else is done first?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A single tier of Ensorcell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What would you do?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is mostly similar to mithril in that even low end wizards and clerics can handle most or all casts, except this time it&#039;s flipped to favor clerics. Like with mithril, both professions can handle the casts well enough. Where eonake shines is that it essentially cancels out the added difficulty of an entire tier of Ensorcell instead of just 40% of one like mithril. Going as far as T3 Ensorcell might very well not impact the price of a holy fire cast in the slightest. Even T4 might not, though I personally wouldn&#039;t risk pushing that far.&lt;br /&gt;
&lt;br /&gt;
In summary:&lt;br /&gt;
&lt;br /&gt;
* Enchant to +35 (or preferred stopping point) and Sanctify to S5 in any order (pushes difficulty up to 221 total)&lt;br /&gt;
* Add holy fire and Ensorcell as far as T3 in any order (pushes difficulty up to 271 or 371, respectively, but the 371 would act as 321 for purposes of the holy fire cast afterward)&lt;br /&gt;
* Add holy fire and the remainder of Ensorcell in any order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midrange Scripted Weapon===&lt;br /&gt;
&lt;br /&gt;
For the sake of simplicity, this section assumes the maximum script difficulty of 200, seen in scripts such as [[Animalistic Spirit Weapon|Animalistic Spirit]], [[Duskbringer weapons|Duskbringer]], [[Energy Weapon]]s, [[Parasitic Weapon|Parasite Weapons]], [[Sprite Weapon]]s, and [[Valence Weapon]]s. However, if you instead have interest in scripts such as [[Fighting Knife|Fighting Knives]], [[Greater elemental flare]]s, [[Knockout flare]]s, or [[Twin Weapons]], the difficulty could be as low as 50 or as high as 150. (For more on this, see [[Leafiara (prime)/Mechanical Musings/Choosing Your Ideal Weapon Script|my Choosing Your Ideal Weapon Script guide]].)&lt;br /&gt;
&lt;br /&gt;
This section also assumes the weapon has a +20 enchant, which adds another 36 difficulty. Animalistic, Duskbringer, Energy, Parasite, Sprite, and Twin all fall into that category, but Fighting Knives and Valence actually start at +25.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why would someone start from this point?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Other than greater elemental flares and knockout flares, which must be added to existing weapons, the aforementioned staple scripts attached to off the script weapons act as entry points to pay events&#039; unique blend of flavor, mechanics, and a high power ceiling with potential for growth over time. If a player&#039;s vision for their endgame weapon includes a combat script that isn&#039;t GEF or knockout, then starting with the script will be anywhere from 3.33 (Twin Weapons) to 16.67 (Fighting Knives) times as cost-effective as starting with a perfect weapon and adding it later, with most scripts landing at 5 times as cost-effective (Animalistic Spirit, Duskbringer, Energy, Parasite, Sprite) to start with.&lt;br /&gt;
&lt;br /&gt;
(Incidentally, if the final vision &#039;&#039;is&#039;&#039; GEF or knockout, then adding those last is the most cost-effective route because it delays the additional gear difficulty until the end, making it easy for lower level clerics, sorcerers, and wizards to improve a weapon until it&#039;s ready for a script.)&lt;br /&gt;
&lt;br /&gt;
In essence, these scripts serve as the convergence of power, style, and pricing. Certainly not the strongest, weakest, most expensive, nor least expensive, but if there&#039;s one thing they do excel at, it&#039;s unique flavor that can even go so far as character-defining. They&#039;re made for players to whom budget is a consideration and to whom money can be an object, but not &#039;&#039;so much&#039;&#039; of one that they want to sacrifice future potential or stylistic flair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What level cleric would be able to sanctify a midrange scripted weapon if...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nothing else is done first: around level 65.&lt;br /&gt;
* It&#039;s enchanted to +35 first: around level 85.&lt;br /&gt;
* It&#039;s ensorcelled to T1 first: around level 75.&lt;br /&gt;
* It&#039;s ensorcelled to T5 first: far post-cap.&lt;br /&gt;
* It&#039;s enchanted to +35 and ensorcelled to T1 first: around fresh cap.&lt;br /&gt;
* It&#039;s enchanted to +35 and ensorcelled to T5 first: mutant cleric or far post-cap with substantial enhancives or a Consummate Professional Gemstone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What level sorcerer would be able to ensorcell a midrange scripted weapon if...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nothing else is done first: around level 65.&lt;br /&gt;
* It&#039;s enchanted to +35 first: around level 85.&lt;br /&gt;
* It&#039;s sanctified to S6 first: around fresh cap.&lt;br /&gt;
* It&#039;s enchanted to +35 and sanctified to S6 first: far post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What level wizard would be able to enchant a midrange scripted weapon if...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nothing else is done first: around level 60.&lt;br /&gt;
* It&#039;s ensorcelled to T1 first: around level 75.&lt;br /&gt;
* It&#039;s ensorcelled to T5 first: far post-cap.&lt;br /&gt;
* It&#039;s sanctified to S6 first: around fresh cap.&lt;br /&gt;
* It&#039;s ensorcelled to T1 and sanctified to S6 first: somewhat post-cap.&lt;br /&gt;
* It&#039;s ensorcelled to T5 and sanctified to S6 first: far post-cap &#039;&#039;and&#039;&#039; (not or) mutant wizard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What would you do?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Since we&#039;re in the realm of needing mid-level characters at minimum and ramping up to needing post-cap characters almost immediately, the order of enchanting and sanctification is largely immaterial. As you can see in the above numbers, though, T5 Ensorcell is extremely punishing on the caliber of cleric or wizard you&#039;d need to follow up, so that should be reserved for last. That said, enchanting to +35 and S6 Sanctify before starting the Ensorcell process is conversely punishing on the caliber of sorcerer you&#039;d need to follow up. Please note that each of the &amp;quot;What level...&amp;quot; sections only consider the &#039;&#039;first&#039;&#039; cast made by that profession. A far post-cap sorcerer with great enhancives might be able to add a T2 Ensorcell to a +35 S6 scripted weapon, but going beyond that will need mutants, suffusion, or boosting potions from Duskruin.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to make compromises in any direction. The most common is probably stopping Ensorcell at tier 1, which is why my example bullet points include that even though they don&#039;t mention myriad other possibilities like stopping Enchant at +25, stopping Enchant at +30, or stopping Sanctify at S5. Stopping enchantment at +25 does save slightly more than one Ensorcell tier&#039;s worth of difficulty. Stopping sanctification at S5 saves exactly as much as one Ensorcell tier&#039;s worth of difficulty. In cases where any one out of Enchant, Ensorcell, or Sanctify is undesirable in the first place, there&#039;s more leeway and breathing room to get the other two finished as you please. (Even then, I&#039;d still reserve Ensorcell for last if T5 is on the menu.) Every individual will have to decide what they value and how much they value it.&lt;br /&gt;
&lt;br /&gt;
In summary:&lt;br /&gt;
&lt;br /&gt;
* Enchant to +35 (or preferred stopping point (and if desired)), Ensorcell to T1 (if desired and acting as the preferred stopping point), and Sanctify to S5 or S6 (if desired) in any order&lt;br /&gt;
* Add the remainder of Ensorcell to preferred stopping point (if desired) afterward&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear&amp;diff=253807</id>
		<title>Leafiara (prime)/Mechanical Musings/Order of Operations: Servicing Gear</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear&amp;diff=253807"/>
		<updated>2026-02-20T21:24:25Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: Various updates related to accounting for Consummate Professional Gemstones, script add pricing being cheaper than during older guide updates, minor grammar fixes, no more lending of the +50 socks going on, and probably more.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = Order of Operations: Servicing Gear&lt;br /&gt;
|topic = Gear, Profession Services&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2023-07-05&lt;br /&gt;
|updated = 2026-02-20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
&lt;br /&gt;
Last updated February 20, 2026.&lt;br /&gt;
&lt;br /&gt;
Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Disclaimer / Recommended Reading==&lt;br /&gt;
&lt;br /&gt;
This wiki page assumes familiarity with item properties and the profession services being described. If these topics are mysterious to you, please read the following first:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;More on item properties&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* [[Item_properties|Item properties page]] - &amp;quot;Just the facts&amp;quot; of what item properties are.&lt;br /&gt;
* [[Silverwood_Manor_Events_-_2023-01-29_-_Nothing_to_Fear_but_Gear_Itself_(log)|Nothing to Fear but Gear Itself]] - A more colloquial discussion where Jervil and Leafiara host an event to discuss gear properties at Silverwood Manor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;More on profession services&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* [[Enchant_(925)|Enchant page]] - The basics of enchanting.&lt;br /&gt;
* [[Ensorcell_(735)|Ensorcell page]] - The basics of ensorcelling.&lt;br /&gt;
* [[Sanctify_(330)|Sanctify page]] - The basics of sanctifying.&lt;br /&gt;
* [[Weighting,_Padding,_Sighting|WPS page]] - The basics of weighting, padding, and sighting (&amp;quot;WPS&amp;quot;).&lt;br /&gt;
* [[Silverwood_Manor_Events_-_2023-03-11_-_At_Your_Service_with_a_Smile_(log)|At Your Service with a Smile]] - A more colloquial discussion where Leafiara hosts an event to discuss profession services at Silverwood Manor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Short Version==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What do I do and when?===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enchant&#039;&#039;&#039; from +0 to +25: Whenever.&lt;br /&gt;
* &#039;&#039;&#039;Enchant&#039;&#039;&#039; from +25 to +35: Whenever. Skippable on a budget.&lt;br /&gt;
* &#039;&#039;&#039;Enchant&#039;&#039;&#039; beyond +35: After ensorcelling and sanctification. Before flares and scripts when possible. Skippable on a budget.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ensorcell&#039;&#039;&#039; tier 1 on a physical weapon: Ideally after sanctification. Before flares and scripts when possible.&lt;br /&gt;
* &#039;&#039;&#039;Ensorcell&#039;&#039;&#039; on anything else or past tier 1 on a physical weapon: Before flares and scripts when possible. Skippable on a budget.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sanctify&#039;&#039;&#039; on physical weapons: Whenever. Skippable on a budget.&lt;br /&gt;
* &#039;&#039;&#039;Sanctify&#039;&#039;&#039; on anything else: Whenever. Skippable on a budget, either entirely or after sufficient tiers to avoid sheer fear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WPS&#039;&#039;&#039; from 0 to 5 CER: Whenever.&lt;br /&gt;
* &#039;&#039;&#039;WPS&#039;&#039;&#039; from 5 to 8 CER: Whenever. Skippable on a budget.&lt;br /&gt;
* &#039;&#039;&#039;WPS&#039;&#039;&#039; from 8 to 10 CER: Ideally after enchanting, ensorcelling, and sanctification, but whenever is also fine. Skippable on a budget.&lt;br /&gt;
* &#039;&#039;&#039;WPS&#039;&#039;&#039; beyond 10 CER: After enchanting, ensorcelling, and sanctification. Skippable on a budget.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This final bullet point section generally presumes that all desired player services are already done.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Creature bane&#039;&#039;&#039;: 400k bloodscrip to add. Add near last when possible due to expense. (Creature bane is very scarce and unlikely to have as an item&#039;s starting point. However, sometimes boxfound bane items do get sold on the player market.)&lt;br /&gt;
* &#039;&#039;&#039;Flares&#039;&#039;&#039;: 7.5k to 90k event currency to add, so typically right after player services. If you&#039;re willing to pay a minimum 15k event currency, then [[Flare Gloves]] are potentially a better option since those add flares in a roundabout way that adds no gear difficulty. If your end goal is a basic elemental flare, which might only cost 7.5k depending on the base item you&#039;re adding flares to, it&#039;s possible to have flares before player services and still negate the gear difficulty increase by paying fairly negligible silver costs for [[alchemy]]-produced (player-produced) [[Enchanting_potion#Pre-tempering_Potions|potions]] available in playershops.&lt;br /&gt;
* &#039;&#039;&#039;Material properties&#039;&#039;&#039;: 50k to 450k event currency to add if not started with, so either first or pretty late in a project depending on which material. Skippable on a budget.&lt;br /&gt;
* &#039;&#039;&#039;Perfect forging&#039;&#039;&#039;: 1.5m bloodscrip to add when it&#039;s even available at all (which is very rarely), so either before player services, one of the last things added, or never. Skippable on a budget, but depends on how much budget and which scripts, if any, are desired for the end item.&lt;br /&gt;
* &#039;&#039;&#039;Scripts&#039;&#039;&#039;: 50k bloodscrip to add. Starting with it before player services is an option that many players take, especially if they&#039;re not interested in perfect forging, but scripts can also be added at any time after player services to save on gear difficulty.&lt;br /&gt;
* &#039;&#039;&#039;Combat flourishes&#039;&#039;&#039;: 100k to 400k bloodscrip to add (of the ones currently available). Add near last when possible due to expenses and/or gear difficulty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If this is all too abstract and you need examples,&#039;&#039;&#039; see the Examples section at the end, which goes over how to approach hypothetical scenarios depending on what you intend for the final form of your item and how much money (whether silvers or real-world) you&#039;re willing to spend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What else could I spend silvers on instead?===&lt;br /&gt;
&lt;br /&gt;
The following services don&#039;t go onto gear, so they can largely be considered benefits in a vacuum and purchased at any time.&lt;br /&gt;
&lt;br /&gt;
* [[Battle Standard (1620)|Battle Standards]] offer rescuing to town, passively firing flares, conventional flares, reactive defense boosts upon getting hit, and powered up modes with cooldowns for the flares and defensive boosts.&lt;br /&gt;
* [[Bloodsmith (1135)|Bloodstone Jewelry]] offers increases to max health, mana, and stamina, increases to regeneration of those three resources, activated near-instant regeneration of those three resources with a cooldown, temporary wound removal, and extra damage (only damage) on attacks that eventually creates a flare.&lt;br /&gt;
* [[Covert Arts]] offer a cornucopia of scattered benefits like flares, maneuver defense, passively finding lost children for bounties, protection against Rooted and Staggered, search RT reduction, and more.&lt;br /&gt;
* [[Song of Luck (1006)|Lucky Items]] offer chances for better combat rolls of every offensive and defensive variety.&lt;br /&gt;
* [[Mystic Tattoo]]s offer enhancive stat boosts.&lt;br /&gt;
* [[Resist Nature (620)|Ranger Resistance Trinkets]] offer defense and chances against immunity against various elements.&lt;br /&gt;
&lt;br /&gt;
(Caveat on Mystic Tattoos: When getting a tattoo for [[Strength]], &#039;&#039;if&#039;&#039; AS is your primary or only concern, then enchanting your weapon to at least +30 first will usually be the more cost-effective option. That said, [[Dexterity]] tattoos are a strong alternative for melee characters as a stat that pulls double duty of increasing weighting and potentially decreasing RT. When getting a tattoo for a casting stat like [[Wisdom]] or [[Aura]], on the other hand, the tattoo is a more universal option than sanctifying a runestaff (since the latter is only for undead) and a more cost-effective option--at least for the first few years of recharges--than ensorcelling a runestaff (since the latter is only a flare chance instead of increased CS for every spell).)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why is any of the above true?===&lt;br /&gt;
&lt;br /&gt;
For that you&#039;ll need the long version, which is the rest of this page!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Before You Begin==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What&#039;s your long-term vision?===&lt;br /&gt;
&lt;br /&gt;
The Enchant, Ensorcell, and Sanctify sections below primarily cover the topic of sequencing those services based on possible skill ranges for different professions. Before any of that, though, several questions need to be asked:&lt;br /&gt;
&lt;br /&gt;
* What will your project look like when you&#039;ve finished everything?&lt;br /&gt;
* How much in-game currency are you willing to spend on your project?&lt;br /&gt;
* How much real-world currency are you willing to spend on your project?&lt;br /&gt;
* How much real-world time are you willing to spend on your project?&lt;br /&gt;
&lt;br /&gt;
These answers vary wildly by individual, but the one safe assumption is that nobody has infinite time or infinite money. Therefore, the only common wisdom says to add flares and scripted abilities to your gear as late as possible. However, depending on your answers to the questions, &amp;quot;as late as possible&amp;quot; might mean starting off with a scripted ability! It will only rarely mean starting off with a flare, however, unless you have no interest in scripted abilities.&lt;br /&gt;
&lt;br /&gt;
Now to elaborate on why that&#039;s the common wisdom!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What can low-end clerics, sorcerers, and wizards work on?===&lt;br /&gt;
&lt;br /&gt;
The most straightforward method to keep your sanctifying, ensorcelling, and enchanting costs as low as possible is to keep the gear difficulty as low as possible. (Less straightforward methods include leveling several characters of different professions on a premium account, running multiple accounts, networking to find people willing to give deep discounts, and so on.)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s put some numbers to this.&lt;br /&gt;
&lt;br /&gt;
* A typical level 25 wizard who just learned Enchant is likely to have in the realm of 199 to 219 skill, allowing them to work on items of roughly 95 to 115 difficulty.&lt;br /&gt;
* A typical level 30 cleric who just learned Sanctify is likely to have in the realm of 166 to 186 skill, allowing them to work on items of 46 to 66 difficulty.&lt;br /&gt;
* A typical level 35 sorcerer who just learned Ensorcell is likely to have at least in the realm of 178 to 198 skill, allowing them to work on items of 28 to 48 difficulty. (Add 10 to these numbers if they&#039;re a dark elf.)&lt;br /&gt;
&lt;br /&gt;
The above assumes that the characters&#039; associated stats for their services are at 10-20 bonus each and they&#039;re training profession spell circles once per level, Magic Item Use and Arcane Symbols once per level, mana controls twice per level for wizards and clerics, each of a sorcerer&#039;s types of mana control once per level.&lt;br /&gt;
&lt;br /&gt;
Of these three professions, sorcerers are the ones most likely to be outside these assumptions and could certainly have 20-25 more skill bonus, as they&#039;re the least incentivized of the three to train [[Spell Aiming]] or to use a relatively even spell split in the early levels to round out their combat toolkits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How much do flares and scripts get in the way?===&lt;br /&gt;
&lt;br /&gt;
Nearly all flares add (at minimum) 100 difficulty to an item. To put that in perspective, I wouldn&#039;t expect a level 50 wizard to have gained more than 115 or so skill over the fresh level 25 wizard unless the player is specifically aiming to push enchanting ability.&lt;br /&gt;
&lt;br /&gt;
(Conversely, clerics and sorcerers &#039;&#039;are&#039;&#039; incentivized to heavily push their profession circles eventually, so they&#039;ll likely make more progress in 25 levels than a wizard would, but they&#039;ll also have come from a worse starting point due to wizards&#039; hefty workshop bonus. These are all just fine details for those who care, though. The point is that...)&lt;br /&gt;
&lt;br /&gt;
In other words, the moment you add flares to an item, you&#039;ve guaranteed that the lowest end clerics and sorcerers can&#039;t work on that item--at least, not without a tempering potion, but even those only apply to basic acid, cold (ice), heat (fire), impact (earth), lightning, steam, and vacuum (void) flares.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, scripted abilities typically add in the range of 50 to 200 difficulty. Most of the popular ones trend toward that 200 mark, though there are some exceptions: greater elemental flares and knockout flares &amp;quot;only&amp;quot; add 150 while multi-tiered scripts like Sigil Staves or Twin Weapons have lower difficulties at lower tiers. In the latter case, the least expensive route is delaying &#039;&#039;upgrading&#039;&#039; the tiers of the script until after profession services are mostly or entirely finished.&lt;br /&gt;
&lt;br /&gt;
Aside from those exceptions, a variety of popular scripts like Animalistic Spirit, Daybringer/Nightbringer, Energy Weapons/Shields, Parasite Armor/Weapons, and Sprite Armor/Weapons all have 200 difficulty immediately and will require mid-level clerics, sorcerers, and wizards at minimum.&lt;br /&gt;
&lt;br /&gt;
Still, this is where the question comes in of what you intend your project gear to look like at the end. Buying scripted gear off the shelf and needing to pay mid-level-and-up prices to mid-level-and-up characters right away is but a fraction of the cost that it would take to pay low-level prices to low-level characters and then add a script later.&lt;br /&gt;
&lt;br /&gt;
(One possible exception would be if greater elemental flaring weapons were sold off the shelves in the future. Those aren&#039;t offered as I write this, but since adding that script is only 40,000 bloodscrip, it&#039;s at least &#039;&#039;conceivable&#039;&#039; that you&#039;d be able to save more than 30 million silver (the exchange rate at time of writing) by finishing all services first.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Conclusion===&lt;br /&gt;
&lt;br /&gt;
That covers the groundwork of why many players delay adding flares and scripted abilities when they can. I could go into further details and examples like perfect forging, material properties, banes, and more, but I&#039;ll reserve that for later updates to the guide in the Examples section.&lt;br /&gt;
&lt;br /&gt;
For now, on to the main event of enchanting, ensorcelling, and sanctifying!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enchant==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How much enchanting is enough?===&lt;br /&gt;
&lt;br /&gt;
Here are some different schools of thought:&lt;br /&gt;
&lt;br /&gt;
* +20 is enough because, except for post-cap areas intended to be the most difficult hunting in the game, all other content is designed with the expectation that +20 is viable.&lt;br /&gt;
* +25 is enough because enchanting even from +0 to +25 consumes less than two weeks of a [[wizard]]&#039;s weekly resource points, but enchanting from +25 to +30 consumes three weeks, consuming from +30 to +35 consumes 6.75 weeks, and it only gets more intense from there.&lt;br /&gt;
* +35 is enough because it&#039;s the maximum an item can be enchanted by players without acquiring potions from pay events, raffles, or other means not ubiquitously available.&lt;br /&gt;
* +40 is enough because that&#039;s the minimum necessary enchantment for a weapon to hit certain demon creatures without going through several layers of dispelling.&lt;br /&gt;
* +50 is enough because it&#039;s the maximum an item can be enchanted in commonly occurring circumstances and/or because, even when enchanting higher is offered, it&#039;s prohibitively expensive. (As I write this, enchanting up to +75 has been offered exactly once at a cost of 275,000 bloodscrip per +5 over +50.)&lt;br /&gt;
* +75 is enough because it&#039;s the maximum possible.&lt;br /&gt;
* Enchanting is irrelevant because you can make up a deficit from a low enchant with heavy investment in the enhancive and Ascension systems or simply using other tools available like maneuvers (offensively) or scripted abilities (defensively).&lt;br /&gt;
&lt;br /&gt;
(The latter would typically only be argued in the case of, say, an auction item that has a lower base enchant but is attractive due to extraordinary properties that come with the downside of adding high gear difficulty to make further enchantment less feasible.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Are there any additional considerations based on build?===&lt;br /&gt;
&lt;br /&gt;
Excellent value for Enchant:&lt;br /&gt;
* Bows and crossbows used by any profession and build because archery has fewer alternative ways to increase AS than other physical weapons.&lt;br /&gt;
&lt;br /&gt;
Poor value for Enchant:&lt;br /&gt;
* Armor and runestaves used by builds that spend a lot of time in guarded or defensive stance since they&#039;re likely to be untouchable by AS attacks regardless.&lt;br /&gt;
* Unarmed combat gear used by any profession or build due to UAF mattering only fractionally as much to unarmed combat as AS does to physical weapons.&lt;br /&gt;
&lt;br /&gt;
Roughly average value for Enchant:&lt;br /&gt;
* Everything else. See previous section for why.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===When should I enchant?===&lt;br /&gt;
&lt;br /&gt;
According to [[Enchant_(925)#Difficulty_Penalty_Modifier_Formula|the enchanting formula]], some enchanting benchmarks are:&lt;br /&gt;
&lt;br /&gt;
* +20 is 36 gear difficulty&lt;br /&gt;
* +25 is 58 gear difficulty&lt;br /&gt;
* +30 is 87 gear difficulty&lt;br /&gt;
* +35 is 121 gear difficulty&lt;br /&gt;
* +40 is 160 gear difficulty&lt;br /&gt;
* +50 is 256 gear difficulty&lt;br /&gt;
&lt;br /&gt;
To put this in perspective, each tier of Ensorcell adds 50 gear difficulty, the first five tiers of Sanctify add 20 gear difficulty each, and holy fire adds 50 gear difficulty. Most gear you&#039;ll work on will already be +20 as a baseline, so the case could be made that moving to +25 is only another 22 difficulty, moving to +30 is only another 51 difficulty (over +20), and so on. Viewed in that light, Enchant is among the least gear difficulty-intensive of services.&lt;br /&gt;
&lt;br /&gt;
In other words...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adding to an item&#039;s enchantment at any step in the process of gear improvement is less likely to get in the way of ensorcelling and sanctifying it later than vice versa.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;However&#039;&#039; (and it&#039;s a very big however!), this is speaking very generically and assumes that the final result of your intent for the item could be reasonably handled by sufficiently skilled player [[cleric]]s, [[sorcerer]]s, and wizards without requiring suffusion, super potions from [[Bloodriven Village]], or fixskills and mutant builds.&lt;br /&gt;
&lt;br /&gt;
For example, it&#039;s viable to enchant an [[Animalistic Spirit Weapon]] to +35, add flares to it, and still expect that a player cleric can add all five tiers of sanctification to it. However, if you additionally wanted to add holy fire and the first tier of Ensorcell, then either the flares shouldn&#039;t have been added until after those services were finished, the weapon should have been left at +20, or both.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As safe as it can feel--and, in many cases, &#039;&#039;be&#039;&#039;!--to add enchanting early in the process, it&#039;s paradoxically even safer to add enchanting late in the process.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are several reasons why enchanting late or even last is viable:&lt;br /&gt;
&lt;br /&gt;
* Clerics need 120 more skill than an item&#039;s difficulty to safely sanctify it (or 150 more skill in the case of holy fire) and sorcerers need 150 more skill than difficulty to safely ensorcell, but wizards only need 100-111 more skill than difficulty due to the more multi-step mechanics of enchanting. In other words, all else being equal, wizards would be able to work on higher difficulty items than clerics and sorcerers.&lt;br /&gt;
* All else isn&#039;t equal in the first place! Wizards get 75 total bonus to their enchanting skill from having a familiar summoned and being in a workshop; clerics and sorcerers only get 20 bonus from being in, respectively, a shrine of their [[Arkati]]/spirit or a workshop. This is somewhat offset in that clerics and sorcerers tend to push their respective native spell circles higher than wizards do, but ignoring stat bonuses from race, high end post-cap wizards will have higher bonus than their cleric and sorcerer counterparts. (More on that with sorcerers, however, as they&#039;re typically dark elves...)&lt;br /&gt;
* As for uncommon mutant builds, I don&#039;t have hard numbers, but they do seem to be more common--or at least more well-advertised--than mutant clerics and sorcerers. At absolute least, there are certainly more wizards in general than clerics or sorcerers. Furthermore, because clerics and sorcerers train more ranks of their spell circles than wizards, that means wizards have more room to grow when they &#039;&#039;do&#039;&#039; go mutant.&lt;br /&gt;
* Wizards&#039; suffusion is five times as efficient as clerics&#039; or sorcerers&#039; suffusion, converting a week of resources into up to 125 skill instead of 25 skill. This means that as long as your item doesn&#039;t need more than five times as many casts of Enchant as it does casts of Sanctify or Ensorcell, it would be easier to push extra requirements onto the wizard than onto the cleric or sorcerer. (And that&#039;s even disregarding the likelihood that the wizard has higher skill in the first place!)&lt;br /&gt;
&lt;br /&gt;
And, of course, if all else fails...&lt;br /&gt;
&lt;br /&gt;
* The Duskruin pay event offers a path, albeit expensive, to enchant items with no consideration of gear difficulty at a rate of 150,000 bloodscrip per +5. The same isn&#039;t true of ensorcelling or sanctification.&lt;br /&gt;
* The Duskruin pay event also offers potions for 50,000 bloodscrip that grant +500 to a wizard&#039;s skill for their next CHANNEL of Enchant. These potions notably have five pours each (to make them suitable for, say, going from +45 to +50), unlike the cleric and sorcerer counterparts that have one pour each for the same price.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How high does wizard skill get?===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 645 is achievable without using Ascension nor enhancives nor a Consummate Professional Gemstone on a [[race]] with a neutral 25 [[Logic]] bonus and 25 [[Intuition]] bonus using a fairly typical post-cap build with 128 ranks of Wizard Base and all other relevant enchanting skills maxed out through ordinary training.&lt;br /&gt;
* 655 is the same as the above, but with the use of BOOST ENHANCIVE STATS from daily logins.&lt;br /&gt;
* 720 is the same as the above, but now also wearing an incredible enhancive set to finish maxing out Logic and Intuition in addition to maxing out Magic Item Use, Arcane Symbols, and Elemental Mana Control. (Finding someone with such an enhancive set is very unlikely!)&lt;br /&gt;
* 770 is the same as the above, but now also with a maxed-out Consummate Professional Gemstone equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 820 is achievable without using Ascension nor enhancives nor a Consummate Professional Gemstone on a race with a neutral 25 Logic bonus and 25 Intuition bonus using a mutant build with 303 ranks of Wizard Base and all other relevant enchanting skills maxed out through ordinary training.&lt;br /&gt;
* 830 is the same as the above, but with BOOST ENHANCIVE STATS.&lt;br /&gt;
* 895 is the same as the above, but now with the full set of enhancives.&lt;br /&gt;
* 945 is the same as the above, but now with a Consummate Professional Gemstone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 995 is the same as the above, but now with the extremely expensive +50 spell rank enhancives from the High End Scrip Shop.&lt;br /&gt;
* 1070 is the same as the above, but now with the extremely time-consuming 1135 Ascension Training Points to nearly max out every skill. (Magic Item Use and Arcane Symbols can stop two ranks short of maxing while Elemental Mana Control can stop one rank short.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Add 15 to any of the above numbers if the character is a [[burghal gnome]] or [[halfling]], the races statistically best at enchanting. [[Aelotoi]] and [[human]]s also get +10 while [[dark elf|dark elves]], [[dwarf|dwarves]], [[erithian]]s, and [[forest gnome]]s get +5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In summary, 1105 is as high as theoretically possible, but a range of 645 to 700 is what you could more likely expect from ordinary post-cap wizard builds while 820 to 875 is what you could more likely expect from post-cap mutant wizard builds.&lt;br /&gt;
&lt;br /&gt;
(The upper ends of these ranges assume some degree of Ascension or enhancives, but not maxed out sets. They assume no Consummate Professional Gemstones, which are still rarely seen at the time of this update. However, over the long term, the upper ends of these ranges are likely to increase as more Consummate Professional Gemstones are eventually looted.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===So how tough an item can I realistically get enchanted?===&lt;br /&gt;
&lt;br /&gt;
* 544 difficulty: a conventional far post-cap wizard with no investment in Ascension nor enhancives nor a Consummate Professional Gemstone.&lt;br /&gt;
* ~594 difficulty: with at least one of the above.&lt;br /&gt;
* ~644 difficulty: at least two of the above.&lt;br /&gt;
* ~694 difficulty: all three of the above.&lt;br /&gt;
&lt;br /&gt;
* 719 difficulty: a far post-cap mutant wizard with no investment in Ascension nor enhancives nor a Consummate Professional Gemstone.&lt;br /&gt;
* ~769 difficulty: with at least one of the above.&lt;br /&gt;
* ~819 difficulty: at least two of the above.&lt;br /&gt;
* ~869 difficulty: all three of the above.&lt;br /&gt;
&lt;br /&gt;
Add +125 to difficulty numbers if you&#039;re willing to pay for an extra week of suffusion, +250 if you&#039;re willing to pay for two extra weeks of suffusion, and so on.&lt;br /&gt;
&lt;br /&gt;
In short, try not to push too far beyond these difficulty amounts if you&#039;ll still need a slew of enchanting afterward. These numbers are more forgiving than the ones for Ensorcell and Sanctify, though!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ensorcell==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How much ensorcelling is enough?===&lt;br /&gt;
&lt;br /&gt;
Some schools of thought for &#039;&#039;&#039;physical weapons&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* T1 is enough because it only adds 20% of the gear difficulty of T5, but still allows 60% as much stamina/health regeneration (on average) and 100% as much use of [[Spell Cleave]], [[Spell Parry]], and [[Spell Thieve]].&lt;br /&gt;
* T5 is enough because it&#039;s the maximum possible and/or because the AS boost scales proportionately with each tier (unlike frontloaded regen) and/or because [[Tainted Bond]] uses the AS boost.&lt;br /&gt;
* As far as you can go without requiring fixskills, suffusion, or super potions is enough.&lt;br /&gt;
* T0 is enough because the game isn&#039;t designed with the expectation that you have anything more and/or because stamina regeneration is an unlikely chance for a flare (which itself is only a chance) compared to AS.&lt;br /&gt;
&lt;br /&gt;
Some schools of thought for &#039;&#039;&#039;shields&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* T1 is enough because it only adds 20% of the gear difficulty of a T5, but still allows full use of [[Shield Mind]] and [[Spell Block]].&lt;br /&gt;
* T5 is enough because it&#039;s the maximum possible and/or all protection against CS spells is good because they&#039;re among the game&#039;s most deadly attacks.&lt;br /&gt;
* As far as you can go without requiring fixskills, suffusion, or super potions is enough.&lt;br /&gt;
* T0 is enough because the game isn&#039;t designed with the expectation that you have anything more.&lt;br /&gt;
&lt;br /&gt;
Some schools of thought for &#039;&#039;&#039;armor&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* T5 is enough because it&#039;s the maximum possible and/or the CvA boost scales proportionately with each tier and/or all protection against CS spells is good because they&#039;re among the game&#039;s most deadly attacks.&lt;br /&gt;
* As far as you can go without requiring fixskills, suffusion, or super potions is enough.&lt;br /&gt;
* T0 is enough because the game isn&#039;t designed with the expectation that you have anything more.&lt;br /&gt;
&lt;br /&gt;
Some schools of thought for &#039;&#039;&#039;runestaves&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* T1 is enough because it only adds 20% of the gear difficulty of a T5, but still allows 60% as much mana regeneration (on average).&lt;br /&gt;
* T5 is enough because it&#039;s the maximum possible and/or the CS boost scales proportionately with each tier (unlike frontloaded regen) and/or the CvA boost scales proportionately with each tier and/or improving your CS spells and protecting against enemies&#039; CS spells are good benefits since they&#039;re among the game&#039;s most deadly attacks.&lt;br /&gt;
* As far as you can go without requiring fixskills, suffusion, or super potions is enough.&lt;br /&gt;
* T0 is enough because the game isn&#039;t designed with the expectation that you have anything more.&lt;br /&gt;
&lt;br /&gt;
(Note: I&#039;ve only ever heard one person make the T1 argument for runestaves--and it was in response to me initially posting this page while mentioning that I left it out specifically because I&#039;d never heard anyone make it before then!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Are there any additional considerations based on build?===&lt;br /&gt;
&lt;br /&gt;
Excellent value for Ensorcell:&lt;br /&gt;
* T5 for armor used by professions and builds that either A) have just short of high enough TD to be immune to most spells with a little bump or B) have very low TD, but are in heavy armor and/or using Kroderine Soul so that every additional point of TD improvement matters comparatively more.&lt;br /&gt;
* T1 (at least) for katanas and katars used by squares or semis due to weapon technique rotation incentivizing even heavier stamina usage than for other physical weapons.&lt;br /&gt;
* T1 (at least) for unarmed combat gear on any profession and build due to high attack volume.&lt;br /&gt;
&lt;br /&gt;
Good value for Ensorcell:&lt;br /&gt;
* T1 (at least) for low RT weapons used by any profession and build due to above average attack volume.&lt;br /&gt;
&lt;br /&gt;
Poor value for Ensorcell:&lt;br /&gt;
* Any tier for bows and crossbows used by any profession and build because archery consumes significantly less stamina than other physical weapon.&lt;br /&gt;
&lt;br /&gt;
Roughly average value for Ensorcell:&lt;br /&gt;
* Everything else. See previous section for why.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===When should I ensorcell?===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since every tier of Ensorcell adds 50 gear difficulty, it hinders clerics and wizards more than their services hinder sorcerers.&#039;&#039;&#039; (Additionally, ensorcelling an item before sanctifying it will require the use of an [[inky black potion]] for each cast of sanctification. That point&#039;s far more minor, though, as playershops sell inky black potions at very low costs.)&lt;br /&gt;
&lt;br /&gt;
The first tier of Ensorcell is sometimes done early, especially for physical weapons that reap immediate and noticeable benefits, but pushing items further is typically reserved for later in the gear improvement process due to the high gear difficulty this service adds.&lt;br /&gt;
&lt;br /&gt;
Finishing all five tiers of Ensorcell before finishing Enchant and Sanctify will very likely require more skilled clerics and wizards charging more silver than doing it the other way around. This isn&#039;t to say that doing Ensorcell last will be easy either, though, since sorcerers need 150 more skill bonus than an item&#039;s gear difficulty to work on it without failing (barring fumble) and suffusion doesn&#039;t give them the same degree of leeway that it does wizards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plan carefully to determine &#039;&#039;how&#039;&#039; far you can prolong Ensorcell on your project piece without rendering it impossible nor prohibitively expensive.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How high does sorcerer skill get?===&lt;br /&gt;
&lt;br /&gt;
Unlike with wizards, I&#039;ll assume as a base that the sorcerer is a dark elf rather than a race with neutral stat bonuses. Statistically, players have made this true due in some part to a combination of [[Faendryl]] lore and the calculations for sorcerer [[CS]] using [[Aura]] and [[Wisdom]], which dark elves have the best bonuses in. As for ensorcelling, that uses Wisdom and Intuition, which leaves dark elves and halflings tied for the best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 642 is achievable without using Ascension nor enhancives nor a Consummate Professional Gemstone on a dark elf (or halfling) using a fairly typical post-cap build with 170 ranks of Sorcerer Base and all other relevant ensorcelling skills maxed out through ordinary training.&lt;br /&gt;
* 652 is the same as the above, but with the use of BOOST ENHANCIVE STATS from daily logins.&lt;br /&gt;
* 730 is the same as the above, but now also wearing an incredible enhancive set to finish maxing out Intuition and Wisdom in addition to maxing out Magic Item Use, Arcane Symbols, Elemental Mana Control, and Spiritual Mana Control. (Finding someone with such an enhancive set is very unlikely!)&lt;br /&gt;
* 780 is the same as the above, but now also with a maxed-out Consummate Professional Gemstone equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 775 is achievable without using Ascension nor enhancives nor a Consummate Professional Gemstone on a dark elf (or halfling) using a mutant build with 303 ranks of Sorcerer Base and all other relevant ensorcelling skills maxed out through ordinary training.&lt;br /&gt;
* 785 is the same as the above, but with BOOST ENHANCIVE STATS.&lt;br /&gt;
* 863 is the same as the above, but now with the full set of enhancives.&lt;br /&gt;
* 913 is the same as the above, but now with a Consummate Professional Gemstone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 963 is the same as the above, but now with the extremely expensive +50 spell rank enhancives from the High End Scrip Shop.&lt;br /&gt;
* 1050 is the same as the above, but now also the astonishingly time-consuming 1400 Ascension Training Points to nearly max out every skill. (Magic Item Use, Arcane Symbols, and &#039;&#039;one&#039;&#039; out of Elemental or Spiritual Mana Control can stop two ranks short of maxing.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In summary, 1050 is as high as theoretically possible, but a range of 642 to 710 is what you could more likely expect from ordinary post-cap sorcerer builds while 775 to 843 is what you could more likely expect from post-cap mutant sorcerer builds.&lt;br /&gt;
&lt;br /&gt;
(The upper ends of these ranges assume some degree of Ascension or enhancives, but not maxed out sets. They assume no Consummate Professional Gemstones, which are still rarely seen at the time of this update. However, over the long term, the upper ends of these ranges are likely to increase as more Consummate Professional Gemstones are eventually looted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===So how tough an item can I realistically get ensorcelled?===&lt;br /&gt;
&lt;br /&gt;
* 502 difficulty: a conventional far post-cap sorcerer with no investment in Ascension nor enhancives nor a Consummate Professional Gemstone.&lt;br /&gt;
* ~552 difficulty: with at least one of the above.&lt;br /&gt;
* ~602 difficulty: at least two of the above.&lt;br /&gt;
* ~652 difficulty: all three of the above.&lt;br /&gt;
&lt;br /&gt;
* 635 difficulty: a far post-cap mutant sorcerer with no investment in Ascension nor enhancives nor a Consummate Professional Gemstone.&lt;br /&gt;
* ~685 difficulty: with at least one of the above.&lt;br /&gt;
* ~735 difficulty: at least two of the above.&lt;br /&gt;
* ~785 difficulty: all three of the above.&lt;br /&gt;
&lt;br /&gt;
Add +25 to difficulty numbers if you&#039;re willing to pay for an extra week of suffusion, +50 if you&#039;re willing to pay for two extra weeks of suffusion, and so on.&lt;br /&gt;
&lt;br /&gt;
Despite sorcerers nominally having similar skill bonus numbers to wizards, they top off working on lower difficulty items because of how the formulas work! If your item would end up beyond these difficulty numbers before your intended final tier of ensorcellment, that might be a signal to reserve enchanting for last instead. Alternatively, ensorcelling being so high difficulty is why others will leave it for the last of the profession services and simply stop just before they&#039;d need suffusion or super potions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sanctify==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How much sanctification is enough?===&lt;br /&gt;
&lt;br /&gt;
Some schools of thought for &#039;&#039;&#039;physical weapons&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* S5 is enough because it maxes out the AS benefit and/or because of the QoL of never running out of blessings again.&lt;br /&gt;
* S6 is enough because it grants 75 extra damage per flare on average over holy water flares.&lt;br /&gt;
* S0 is enough because you can simply get blessings from high end clerics for the benefits of the crit portion of flares (as acid instead of fire), anchoring noncorporeal undead, and ignoring undead damage resistance.&lt;br /&gt;
&lt;br /&gt;
Some schools of thought for &#039;&#039;&#039;shields&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Sufficient sanctification for immunity to sheer fear in your chosen hunting ground is enough.&lt;br /&gt;
* S5 is enough because it&#039;s the maximum possible and/or CS attacks are among the game&#039;s most deadly attacks, so all protection against them is good.&lt;br /&gt;
* S6 is enough because it grants 75 extra damage per flare on average over holy water flares.&lt;br /&gt;
* S0 is enough because you can simply get blessings from high end clerics for the benefits of the crit portion of flares (as acid instead of fire) and ignoring undead damage resistance.&lt;br /&gt;
&lt;br /&gt;
Some schools of thought for &#039;&#039;&#039;armor&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Sufficient sanctification for immunity to sheer fear in your chosen hunting ground is enough.&lt;br /&gt;
* S5 is enough because it&#039;s the maximum possible and/or CS attacks are among the game&#039;s most deadly attacks, so all protection against them is good&lt;br /&gt;
* S6 is enough because it grants 75 extra damage per flare on average over holy water flares when getting hit by undead or using offensive maneuvers involving the body against them. (Note: Greaves or helmets worn over armor will prevent holy fire flares from going off when attacking with or getting hit on the respective body parts.)&lt;br /&gt;
* S0 is enough because you can simply get blessings from high end clerics for the benefits of the crit portion of flares (as acid instead of fire) and ignoring undead damage resistance.&lt;br /&gt;
&lt;br /&gt;
Some schools of thought for &#039;&#039;&#039;runestaves&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Sufficient sanctification for immunity to sheer fear in your chosen hunting ground is enough. (For sorcerers and wizards, this will likely also require sanctification of your armor.)&lt;br /&gt;
* S5 is enough because it&#039;s the maximum possible and/or CS attacks are among the game&#039;s most deadly attacks, so improving your own and protecting against enemies&#039; are good benefits.&lt;br /&gt;
* S6 is enough because it grants 75 extra damage per flare on average over holy water flares.&lt;br /&gt;
* S0 is enough because you can simply get blessings from high end clerics for the benefits of the crit portion of flares (as acid instead of fire), anchoring noncorporeal undead, and ignoring undead damage resistance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Are there any additional considerations based on build?===&lt;br /&gt;
&lt;br /&gt;
Excellent value for Sanctify:&lt;br /&gt;
* S6 for any physical weapon used by bards or wizards due to Song of Tonis or Celerity, respectively.&lt;br /&gt;
* S6 for bows and crossbows used by squares or semis due to Volley.&lt;br /&gt;
* S6 for katanas and katars used by squares or semis due to weapon technique rotation indirectly increasing attack volume.&lt;br /&gt;
* S6 for unarmed combat gear used by any profession and build due to high attack volume.&lt;br /&gt;
&lt;br /&gt;
Good value for Sanctify:&lt;br /&gt;
* S6 for low RT weapons used by any profession and build due to above average attack volume.&lt;br /&gt;
&lt;br /&gt;
Poor value for Sanctify:&lt;br /&gt;
* S1-S5 for unarmed combat gear used by any profession and build due to UAF mattering only fractionally as much to unarmed combat as AS does to physical weapons.&lt;br /&gt;
&lt;br /&gt;
Roughly average value for Sanctify:&lt;br /&gt;
* Everything else. See previous section for why.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===When should I sanctify?===&lt;br /&gt;
&lt;br /&gt;
Assuming that somebody wants Sanctify in the first place instead of opting for blessings, they usually intend to push to the fifth tier or fully into holy fire, which are end results of 100 or 150 gear difficulty. This is less intense than the 250 gear difficulty added by a finished T5 Ensorcell or the 220 gear difficulty added by taking an item from +20 to +50, but more intense than the 85 gear difficulty added by taking an item from +20 to +35.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics and wizards each add low enough difficulty that they&#039;re not likely to make an item impossible to work on for the other unless at least two other factors get involved out of flares, script flares, Ensorcell, difficult materials, banes, and substantial WPS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
However, if those factors &#039;&#039;do&#039;&#039; come into play, that&#039;s when it becomes relevant that wizards have more leeway with skill bonus than clerics do (for all the reasons described in the Enchant section--and below in this Sanctify section). The numbers are close enough that which to do first might be a matter of who you know, but if you don&#039;t know anyone in particular, the safer move is most likely sanctifying before enchanting. Holy fire is an exception that might be worth saving for last or near last, but I&#039;ll cover that at the end of this section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How high does cleric skill get?===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 632 is achievable without using Ascension nor enhancives nor a Consummate Professional Gemstone on a race with a neutral 25 Wisdom bonus and 25 Influence bonus using a fairly typical post-cap build with 170 ranks of Cleric Base and all other relevant sanctifying skills maxed out through ordinary training.&lt;br /&gt;
* 642 is the same as the above, but with the use of BOOST ENHANCIVE STATS from daily logins.&lt;br /&gt;
* 707 is the same as the above, but now also wearing an incredible enhancive set to finish maxing out Wisdom and Influence in addition to maxing out Magic Item Use, Arcane Symbols, and Spiritual Mana Control. (Finding someone with such an enhancive set is very unlikely!)&lt;br /&gt;
* 757 is the same as the above, but now also with a maxed-out Consummate Professional Gemstone equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 765 is achievable without using Ascension nor enhancives nor a Consummate Professional Gemstone on a race with a neutral 25 Wisdom bonus and 25 Influence bonus using a mutant build with 303 ranks of Cleric Base and all other relevant sanctifying skills maxed out through ordinary training.&lt;br /&gt;
* 775 is the same as the above, but with BOOST ENHANCIVE STATS.&lt;br /&gt;
* 840 is the same as the above, but now with the full set of enhancives.&lt;br /&gt;
* 890 is the same as the above, but now with a Consummate Professional Gemstone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 940 is the same as the above, but now with +50 spell rank enhancives.&lt;br /&gt;
* 1015 is the same as the above, but now also the extremely time-consuming 1135 Ascension Training Points to nearly max out every skill. (Magic Item Use and Arcane Symbols can stop two ranks short of maxing while Spiritual Mana Control can stop one rank short.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Add 10 to any of the above numbers if the character is an [[elf]] or erithian, the races statistically best at sanctifying. [[Giantman|Giantmen]] and [[half-elf|half-elves]] also get +5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In summary, 1025 is as high as theoretically possible, but a range of 642 to 697 is what you could more likely expect from ordinary post-cap cleric builds while 775 to 820 is what you could more likely expect from post-cap mutant cleric builds.&lt;br /&gt;
&lt;br /&gt;
(The upper ends of these ranges assume some degree of Ascension or enhancives, but not maxed out sets. They assume no Consummate Professional Gemstones, which are still rarely seen at the time of this update. However, over the long term, the upper ends of these ranges are likely to increase as more Consummate Professional Gemstones are eventually looted.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===So how tough an item can I realistically get sanctified?===&lt;br /&gt;
&lt;br /&gt;
Two numbers are shown depending on whether the item will be stopping at S5 or going all the way to holy fire, respectively:&lt;br /&gt;
&lt;br /&gt;
* 512/482 difficulty: a conventional far post-cap cleric with no investment in Ascension nor enhancives nor a Consummate Professional Gemstone.&lt;br /&gt;
* ~562/532 difficulty: with at least one of the above.&lt;br /&gt;
* ~612/583 difficulty: at least two of the above.&lt;br /&gt;
* ~662/632 difficulty: all three of the above.&lt;br /&gt;
&lt;br /&gt;
* 655/625 difficulty: a far post-cap mutant cleric with no investment in Ascension nor enhancives nor a Consummate Professional Gemstone.&lt;br /&gt;
* ~705/675 difficulty: with at least one of the above.&lt;br /&gt;
* ~755/725 difficulty: at least two of the above.&lt;br /&gt;
* ~805/775 difficulty: all three of the above.&lt;br /&gt;
&lt;br /&gt;
Add +25 to difficulty numbers if you&#039;re willing to pay for an extra week of suffusion, +50 if you&#039;re willing to pay for two extra weeks of suffusion, and so on. Add +50 if you&#039;re working on [[eonake]], [[white ora]], [[faewood]], [[Voln armor]], or [[white alloy]], which have bonuses for sanctification.&lt;br /&gt;
&lt;br /&gt;
Cleric skill tops off lower than wizards--and, for that matter, starts lower than wizards--and that&#039;s one reason why sanctification, especially the first five tiers, are often done early in the process of gear improvement. That said, the training requirements for a cleric to add holy fire are such that low level holy fire casters are impossible and the opportunity cost even for higher level clerics means that it would be extremely rare to get a bargain price on an S6 at all. So, since holy fire is likely to be expensive regardless of whether you do it before finishing up enchanting and ensorcelling or after, consider saving it for later. Just make sure that the final form of your project item is within or close to within a cleric&#039;s range--ideally a conventional one. It can be particularly difficult to fit holy fire and a full T5 Ensorcell onto a single item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples: Putting Everything Into Practice==&lt;br /&gt;
&lt;br /&gt;
This work in progress section looks at several possible starting points for items, then analyzes either how low level or how high level you&#039;d need characters to be to get to the final product.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Perfect Forged Mithril Weapon===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why would someone start from this point?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t require pay event currency and mithril is an easy material for all professions to work on. It&#039;s a good place to start if the intended final product will use a fluff script like Anfelt or a mechanical script in the midrange, such as greater elemental flares or knockout flares. Alternatively, if budget isn&#039;t a consideration and the final product is meant to have perfect forging &#039;&#039;and&#039;&#039; a high end script, then perfect forging is by far the cheaper starting point. (1,500,000 bloodscrip to add perfect forging vs. 250,000 bloodscrip to add a high end script.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How far can a fresh level 25 wizard enchant it if nothing else is done first?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Up to the +35 cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How far can a fresh level 30 cleric sanctify it if nothing else is done first?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most can cast the third tier of Sanctify and some might be able to cast the fourth tier with the right stats and skills. The fifth tier is unlikely and holy fire is dozens of levels away at minimum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How far can a fresh level 35 sorcerer ensorcell it if nothing else is done first?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One tier of Ensorcell at least, two tiers at most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What would you do?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a case where I wouldn&#039;t concern myself at all with the order of Enchant and the main tiers of Sanctify. The -20 gear difficulty inherent to mithril is often equivalent to five or so levels&#039; worth of skill bonus, allowing very low end clerics and wizards to work on your item. Holy fire generally isn&#039;t an expected offering from clerics below level 60 (if even that early), so there&#039;s a little flexibility to add a couple Ensorcell casts first and probably not drive up the price in the process.&lt;br /&gt;
&lt;br /&gt;
In summary:&lt;br /&gt;
&lt;br /&gt;
* Enchant to +35 (or preferred stopping point) and Sanctify to S5 in any order (pushes difficulty up to 201 total)&lt;br /&gt;
* Add holy fire (if desired) and Ensorcell as far as T2 in any order (pushes difficulty up to 251 or 301, respectively)&lt;br /&gt;
* Add holy fire and the remainder of Ensorcell in any order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Perfect Forged Eonake Weapon===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why would someone start from this point?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t require pay event currency, eonake is one of the easiest materials for clerics to work on (and the only one of them that starts at an enchant of +20 while not requiring pay event currency), and paladins can add Consecrate flares to eonake even before learning the Holy Weapon spell. It&#039;s a good place to start if the intended final product will definitely have holy fire--or even just the main tiers of Sanctify--while also using a fluff script like Anfelt or the midrange end of mechanical scripts, such as greater elemental flares or knockout flares. Alternatively, if budget isn&#039;t a consideration and the final product is meant to have perfect forging &#039;&#039;and&#039;&#039; a high end script, then perfect forging must be the starting point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How far can a fresh level 25 wizard enchant it if nothing else is done first?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A +31 cast is nearly guaranteed for a typical build, +32 is likely, and +33 and +34 at least aren&#039;t entirely impossible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How far can a fresh level 30 cleric sanctify it if nothing else is done first?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The fourth tier will be easy and the fifth tier isn&#039;t impossible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How far can a fresh level 35 sorcerer ensorcell it if nothing else is done first?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A single tier of Ensorcell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What would you do?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is mostly similar to mithril in that even low end wizards and clerics can handle most or all casts, except this time it&#039;s flipped to favor clerics. Like with mithril, both professions can handle the casts well enough. Where eonake shines is that it essentially cancels out the added difficulty of an entire tier of Ensorcell instead of just 40% of one like mithril. Going as far as T3 Ensorcell might very well not impact the price of a holy fire cast in the slightest. Even T4 might not, though I personally wouldn&#039;t risk pushing that far.&lt;br /&gt;
&lt;br /&gt;
In summary:&lt;br /&gt;
&lt;br /&gt;
* Enchant to +35 (or preferred stopping point) and Sanctify to S5 in any order (pushes difficulty up to 221 total)&lt;br /&gt;
* Add holy fire and Ensorcell as far as T3 in any order (pushes difficulty up to 271 or 371, respectively, but the 371 would act as 321 for purposes of the holy fire cast afterward)&lt;br /&gt;
* Add holy fire and the remainder of Ensorcell in any order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midrange Scripted Weapon===&lt;br /&gt;
&lt;br /&gt;
For the sake of simplicity, this section assumes the maximum script difficulty of 200, seen in scripts such as [[Animalistic Spirit Weapon|Animalistic Spirit]], [[Duskbringer weapons|Duskbringer]], [[Energy Weapon]]s, [[Parasitic Weapon|Parasite Weapons]], [[Sprite Weapon]]s, and [[Valence Weapon]]s. However, if you instead have interest in scripts such as [[Fighting Knife|Fighting Knives]], [[Greater elemental flare]]s, [[Knockout flare]]s, or [[Twin Weapons]], the difficulty could be as low as 50 or as high as 150. (For more on this, see [[Leafiara (prime)/Mechanical Musings/Choosing Your Ideal Weapon Script|my Choosing Your Ideal Weapon Script guide]].)&lt;br /&gt;
&lt;br /&gt;
This section also assumes the weapon has a +20 enchant, which adds another 36 difficulty. Animalistic, Duskbringer, Energy, Parasite, Sprite, and Twin all fall into that category, but Fighting Knives and Valence actually start at +25.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why would someone start from this point?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Other than greater elemental flares and knockout flares, which must be added to existing weapons, the aforementioned staple scripts attached to off the script weapons act as entry points to pay events&#039; unique blend of flavor, mechanics, and a high power ceiling with potential for growth over time. If a player&#039;s vision for their endgame weapon includes a combat script that isn&#039;t GEF or knockout, then starting with the script will be anywhere from 3.33 (Twin Weapons) to 16.67 (Fighting Knives) times as cost-effective as starting with a perfect weapon and adding it later, with most scripts landing at 5 times as cost-effective (Animalistic Spirit, Duskbringer, Energy, Parasite, Sprite) to start with.&lt;br /&gt;
&lt;br /&gt;
(Incidentally, if the final vision &#039;&#039;is&#039;&#039; GEF or knockout, then adding those last is the most cost-effective route because it delays the additional gear difficulty until the end, making it easy for lower level clerics, sorcerers, and wizards to improve a weapon until it&#039;s ready for a script.)&lt;br /&gt;
&lt;br /&gt;
In essence, these scripts serve as the convergence of power, style, and pricing. Certainly not the strongest, weakest, most expensive, nor least expensive, but if there&#039;s one thing they do excel at, it&#039;s unique flavor that can even go so far as character-defining. They&#039;re made for players to whom budget is a consideration and to whom money can be an object, but not &#039;&#039;so much&#039;&#039; of one that they want to sacrifice future potential or stylistic flair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What level cleric would be able to sanctify a midrange scripted weapon if...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nothing else is done first: around level 65.&lt;br /&gt;
* It&#039;s enchanted to +35 first: around level 85.&lt;br /&gt;
* It&#039;s ensorcelled to T1 first: around level 75.&lt;br /&gt;
* It&#039;s ensorcelled to T5 first: far post-cap.&lt;br /&gt;
* It&#039;s enchanted to +35 and ensorcelled to T1 first: around fresh cap.&lt;br /&gt;
* It&#039;s enchanted to +35 and ensorcelled to T5 first: mutant cleric or far post-cap with substantial enhancives or a Consummate Professional Gemstone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What level sorcerer would be able to ensorcell a midrange scripted weapon if...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nothing else is done first: around level 65.&lt;br /&gt;
* It&#039;s enchanted to +35 first: around level 85.&lt;br /&gt;
* It&#039;s sanctified to S6 first: around fresh cap.&lt;br /&gt;
* It&#039;s enchanted to +35 and sanctified to S6 first: far post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What level wizard would be able to enchant a midrange scripted weapon if...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nothing else is done first: around level 60.&lt;br /&gt;
* It&#039;s ensorcelled to T1 first: around level 75.&lt;br /&gt;
* It&#039;s ensorcelled to T5 first: far post-cap.&lt;br /&gt;
* It&#039;s sanctified to S6 first: around fresh cap.&lt;br /&gt;
* It&#039;s ensorcelled to T1 and sanctified to S6 first: somewhat post-cap.&lt;br /&gt;
* It&#039;s ensorcelled to T5 and sanctified to S6 first: far post-cap &#039;&#039;and&#039;&#039; (not or) mutant wizard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What would you do?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Since we&#039;re in the realm of needing mid-level characters at minimum and ramping up to needing post-cap characters almost immediately, the order of enchanting and sanctification is largely immaterial. As you can see in the above numbers, though, T5 Ensorcell is extremely punishing on the caliber of cleric or wizard you&#039;d need to follow up, so that should be reserved for last. That said, enchanting to +35 and S6 Sanctify before starting the Ensorcell process is conversely punishing on the caliber of sorcerer you&#039;d need to follow up. Please note that each of the &amp;quot;What level...&amp;quot; sections only consider the &#039;&#039;first&#039;&#039; cast made by that profession. A far post-cap sorcerer with great enhancives might be able to add a T2 Ensorcell to a +35 S6 scripted weapon, but going beyond that will need mutants, suffusion, or boosting potions from Duskruin.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to make compromises in any direction. The most common is probably stopping Ensorcell at tier 1, which is why my example bullet points include that even though they don&#039;t mention myriad other possibilities like stopping Enchant at +25, stopping Enchant at +30, or stopping Sanctify at S5. Stopping enchantment at +25 does save slightly more than one Ensorcell tier&#039;s worth of difficulty. Stopping sanctification at S5 saves exactly as much as one Ensorcell tier&#039;s worth of difficulty. In cases where any one out of Enchant, Ensorcell, or Sanctify is undesirable in the first place, there&#039;s more leeway and breathing room to get the other two finished as you please. (Even then, I&#039;d still reserve Ensorcell for last if T5 is on the menu.) Every individual will have to decide what they value and how much they value it.&lt;br /&gt;
&lt;br /&gt;
In summary:&lt;br /&gt;
&lt;br /&gt;
* Enchant to +35 (or preferred stopping point (and if desired)), Ensorcell to T1 (if desired and acting as the preferred stopping point), and Sanctify to S5 or S6 (if desired) in any order&lt;br /&gt;
* Add the remainder of Ensorcell to preferred stopping point (if desired) afterward&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Buyer%27s_Choice_-_Duskruin_February_2026&amp;diff=253794</id>
		<title>Buyer&#039;s Choice - Duskruin February 2026</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Buyer%27s_Choice_-_Duskruin_February_2026&amp;diff=253794"/>
		<updated>2026-02-20T03:42:50Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[TownCrier]] put the call out for your favorite buys from the Duskruin [[Bloodriven Village/shop listing February 2026|February 2026 Shops at Bloodriven Village]] for the Best of the Fest. &amp;lt;!-- Thank you to everyone who helped with a submission, it&#039;s been a great response. The must-haves and standouts are listed below. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Submit your recommendations at this little form: https://forms.gle/YdrGvtwvaKiSAk8r9&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|style=&amp;quot;width: 23%;&amp;quot;| &#039;&#039;&#039;ITEM&#039;&#039;&#039; ||style=&amp;quot;width: 55%;&amp;quot;|&#039;&#039;&#039;RECOMMENDATIONS FROM ADVENTURERS&#039;&#039;&#039; ||style=&amp;quot;width: 22%;&amp;quot;| &#039;&#039;&#039;SHOP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Energy Wings|Wings!]]||Get them Light, get them Dark, Get them both and trick them out! These wings are not just for looks. Every tier brings something to the party!||[[BVShop:Pinions and Pulse|Pinions and Pulse]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Survivalist&#039;s Kit]]||These are the single most awesomest item that has come out of the minds of GMs for a LONG time.  Being able to carry around so many herbs, at such little weight, in both solid and liquid forms, is a game-changer.  11/10, will recommend again, and again, and again!||[[BVShop:The Herbal Huntsman|The Herbal Huntsman]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Animalistic Spirit|The animalistic set of gear]]||Darrgo: Animalistic Gear has something for Melee, Ranged, or Magic Users - there may be more expensive options that are better out there, but for someone new that can save up, the Animalistic Spirit line is a great place to start and grow with!||[[BVShop:Untamed Spirit|Untamed Spirit]] and [[BVShop:Wild Instinct|Wild Instinct]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Energy Wings]]||Fulmen: It&#039;s an extremely useful item for ambushing heads, even at T1, so for 10k you get 30 seconds of flight (then 60 sec cooldown after) and can whack monsters on the head. It&#039;s a very cheap solution for what used to be a very expensive problem to solve. Compared to a gnomish harness, it&#039;s a steal. Plus, you get the offensive flare on T1 and the higher tiers are great for attack/defense abilities too.||[[BVShop:Pinions and Pulse|Pinions and Pulse]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fighting Fan]]||Traiva: We go through this EVERY TIME: Dance your way across the battlefield with fighting fans! When closed, they&#039;re a blackjack with electric flares, and when opened, a katar with, appropriately, air flares. Unlocking tiers unlocks special SMR attacks that give even more style. Stun your enemies with the grace of Fighting Fans!||[[BVShop:Sparrow&#039;s Dance|Sparrow&#039;s Dance]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Flare Gloves]]||NecroDeus: So having a dispell/acuity/magma when ever I want/need something I got it no matter what weapon im covered... leveling up an alt? want acuity flares or dispell flares so you can melt though things this is the one item to rule them all.... wait where did all my BloodScrip go?..... taking donations!||[[BVShop:Right to Flare Arms|Right to Flare Arms]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fancy Stancing Flourish]] (a delicate vellum certificate)||Leafiara: The Fancy Stancing Flourish is one of the best fluff purchases around because it shows itself off whenever you change stance--something that most builds already do a lot of! If you like visualizing your character in combat, give this a look on the wiki and see if the messaging suits you!||[[BVShop:Certifiable|Certifiable]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Buxom Buccaneers Skirt]]&amp;lt;br /&amp;gt;Pirate props||Traiva: The Yarrpee Shoppe is closing forever after this run, so make sure to get all your pirate-y gear while you can. The Buxom Bucaneer skirts are super cute and super functional while out on the seas, and are great for holding a dagger or small knife at the ready.||[[BVShop:Yarrrpee Shoppe|Yarrrpee Shoppe]]&lt;br /&gt;
|-&lt;br /&gt;
|Large Capacity Gem Jars||Get 100 or 50 count capacity gem jars while you can, at Spellbound. They are only available twice a year.||[[BVShop:Spellbound|Spellbound]]&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Phrases Spell Preps||Leafiara: Need some spell preps? Check out Mystic Phrases! This shop used to specialize mostly in paladin and ranger preps, which are all still there, but expanded over the years to include lots of fun, flavorful messaging for just about anyone. And they&#039;re only 750 bloodscrip each, cheaper than the 1000 raikhen you&#039;d be paying for the options available at Rumor Woods!||[[BVShop:Mystic Phrases|Mystic Phrases]]&lt;br /&gt;
|-&lt;br /&gt;
|Cash’lo’nae||Lucullan: Goes without saying that everyone needs that Fash&#039;lo&#039;nae Tutelage in the SimuCoin Shop to boost all the experience. For weeks - no, for months!||[https://store.play.net/store/purchase/gs Simucoin Shop]&lt;br /&gt;
|-&lt;br /&gt;
|[[Energy Wings]]||Leafiara: I&#039;m assuming that ten other people will play up the mechanical benefits and they&#039;re all correct, so I want to highlight something else! Even if Energy Wings did nothing in combat instead of amazing things, this is the kind of fluff I would still be buying to at least T2 because the verbs are fantastic and so is adding to your LOOK description if you can! (Check the wiki page for a list of conflicting things that add unique feature lines.) Give the messaging a read and see if you&#039;d like to fly high!||[[BVShop:Pinions and Pulse|Pinions and Pulse]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Weighting, Padding, Sighting|WPS]]||Out there in the wilds on a dangerous mission, you need to stay alive against tricksy foes. Remember to get your extra armor padding from the Smithy under the Arena. Take advantage of new window pricing on WPS today, and again on March 1.||[[WPS smithy]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Animalistic Totem|Animalistic Totems]]||Leafiara: For 3500 bloodscrip total, Animalistic Totems with a movement style unlock cost are by far the most inexpensive way to walk around in style--we&#039;re talking six-digit savings here--and yet are also the coolest! Customize the animal spirit that follows you and create something uniquely your own. You could even make a menagerie of four more animal spirits for 500 bloodscrip each to suit your mood!||[[BVShop:Totemic Spirits|Totemic Spirits]]&lt;br /&gt;
|-&lt;br /&gt;
|Basic Gown flourish||Lissaya: Have an old skirt, gown, petticoat, or chemise that needs some love? Now with the Basic Gown flourish, you can add verb traps for PULL, PUSH, RUB, and TURN to your items as a flourish!&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;It will work on all of the following items: skirt, skirts, wrap-skirt, underskirt, underskirts, petticoat, petticoats, overskirt, overskirts, gown, ballgown, bliaut, chemise, cotehardie, dress, frock, houppelande, kirtle, sundress, and train.||[[BVShop:With a Flourish|With a Flourish]])&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Magic Marker|Weight-Shaving Gravers]]||Use the miniature pounce pot unlock on your Graver from the Make Your Mark shop to allow it to hollow out those heavy adventureables up to 5 times a day: small statues, heavy moonstone cubes, and heavy quartz orbs. You&#039;ll be shaving off pounds each time.||[[BVShop:Make Your Mark|Make Your Mark]]&lt;br /&gt;
|-&lt;br /&gt;
|With a Flourish flourishes||Leafiara: With a Flourish hosts numerous amazing fluff flourishes new and old for 500 to 2500 bloodscrip. I highly recommend looking through every one of them to find the best purchases for you! Other than the incredible Elemental Fluff Jewelry at Ebon Gate, I know of nothing else in the game that can even compete with these flourishes for sheer number of verbs per pay event currency--and you&#039;re adding all those verbs to what are probably already your most cherished and most used items!||[[BVShop:With a Flourish|With a Flourish]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fyrswn&#039;ava]]||Traiva: This is a material flare, so won&#039;t interfere with scripts like Animalistic, Phytomorphic, or Sigil, or the like. Watching the beautiful celadon sap lash out and trap (root) or blind your opponent is great... getting the greater version that will also terrify, confuse, or clumsify is even better. Plus, the wood is cultivated by Aelotoi horticulturalists, and we all know Aelotoi are awesome. (This author may be very biased.)||[[BVShop:The Celadon Thread|The Celadon Thread]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Buxom Buccaneers Skirt|Buxom Buccaneer Skirts]]||Leafiara: Visceral. Fearless. Stylish. Liberating. Dangerous. Buccaneer Skirts! Available at Duskruin now for the last time. Hide your dagger, flaunt a leg, sail the seas, plunder pirate ships, and use the riches to fund all the alters you&#039;ll need for the best skirt you&#039;ll ever have! Don&#039;t miss out.||[[BVShop:Yarrrpee Shoppe|Yarrrpee Shoppe]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Energy Wings]]||Daenamaryllis: Energy Wings are a great item that offers excellent abilities for use during combat on reasonable cooldown timers that don&#039;t feel oppressive.  The abilities are strong enough to aid you in the most challenging ascension hunting grounds or just starting out at level 1.  The evasiveness on demand buff they provide is truly an outstanding ability as it allows you to block any attack, cman, or spell.  This is an incredibly strong offering at 40k (less if attuned) bloodscrip if you choose to fully unlock it which I highly recommend.||[[BVShop:Pinions and Pulse|Pinions and Pulse]]&lt;br /&gt;
|-&lt;br /&gt;
|Material Purification PSA||Leafi&#039;s careful Bloodscrip PSA: If you&#039;re considering material purification or intermediate transmutes to a purifiable material, look closely at base properties of items and understand the differences between transmutation types.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Sigil and Daybringer offer faewood runestaff options OTS and there&#039;s the Greater Rhimar lineup of weapons, which are, of course, rhimar. These weapons could be purified right after being purchased OTS. On the other hand, the OTS versions of Energy Shields and realm flaring UC gear at Duskruin have long descriptions that indicate accents of zorchar, drakar, eonake, etc., but their base materials in the INSPECT aren&#039;t those materials. Since purification looks at the INSPECT material to determine eligibility, you would need to transmute and then purify afterward.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Lesser transmutation is cheaper than intermediate transmutation, but can only be done if the item already has properties in line with the final material. For example, you could lesser transmute a white ora Daybringer sledgehammer into eonake since it&#039;s already holy, but other non-holy Daybringer weapons would need an intermediate transmute to be made into eonake.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;If you added lightning flares to your (for example) Animalistic Spirit weapon&#039;s ability slot in the past, you can lesser transmute it into zorchar for less than the price of an intermediate transmute. However, if you&#039;ve been using an Animalistic Spirit weapon with an empty ability slot, then an intermediate transmute to zorchar costs less than the alternative of adding lightning flares to enable doing a lesser transmute.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Don&#039;t get tripped up!||[[High End Scrip Shop/shop list February 2026|HESS]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Buxom Buccaneers Skirt]]||Lissaya: This is your last chance for the Buxom Buccaneers line at DR as the shop is closing this run. The skirt in particular has some very fun scripts when sheathing (PUSH) or brandishing (PULL) a dagger, and they differ if you are on land or on a ship! You can even POINT it at a TARGET for some extra sass.||[[BVShop:Yarrrpee Shoppe|Yarrrpee Shoppe]]&lt;br /&gt;
|-&lt;br /&gt;
|a slender pyinma branch and a thin fyrswn&#039;ava branch||Traiva: Stock up on these alter fodder pieces, especially the non-mechanical fyrswn&#039;ava that MUST be supplied. While pyinma (crepe myrtle lumber) may not always be needed, if you want to add the beauty of the cultivated fyrswn&#039;ava to your life, you will need to supply some! (Information on the appearance of both woods: [[Fyrswn&#039;ava: A Treatise on the Bound Tree#OOC Information/Notes|Fyrswn&#039;ava Notes]] )||[[BVShop:The Celadon Thread|The Celadon Thread]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Energy Wings]]||Gawyane: Energy Wing are a great mechanical AND fluff item for an amazing price!||[[BVShop:Pinions and Pulse|Pinions and Pulse]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Energy Wings]]!||Riend: The light version of these wings, even off the shelf, have really great synergy for ambushing rogues hunting tall creatures! 30s of flying every 90s allows you to hit those gigas in the eyes with your stabbity stabs without having to take them down to your level first. ||[[BVShop:Pinions and Pulse|Pinions and Pulse]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Energy Wings]]||Vorlash: What a fantastic price for fantastic cooldowns and abilities.||[[BVShop:Pinions and Pulse|Pinions and Pulse]]&lt;br /&gt;
|-&lt;br /&gt;
|Greater [[Lathonian]] Armor||Aikei: I first bought some lathonian double leather on a whim but I could not be more pleased with how it has performed on an Empath. I cannot even count how many times my greater lathonian leathers have saved me from SMR attacks and open rolls. Watching the baddies disappear into the void is always good for a laugh.||[[BVShop:The Demon Drop|The Demon Drop]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Alcohol Still]]||Riend: The alcohol still is a great crafting item that allows you to create custom drinks and vinegars to share with friends. ||[[BVShop:Be Still My Hops|Be Still My Hops]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bottle Contraption|Bottletraption]]||Riend: The bottletraption really lets you customize how your alcohol, vinegar and jams can show up, opening up any number of rp avenues. Start your own distillery! Have a farm stand!||[[BVShop:Be Still My Hops|Be Still My Hops]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Buxom Buccaneers Skirt]]||Riend: These skirts are easy to customize and have some really fun scripts!||[[BVShop:Yarrrpee Shoppe|Yarrrpee Shoppe]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Energy Wings]]||Nidal: The Energy Wings have immediately become one of my favorite items I own. Perfectly complement my monk. Huge fan. I already said this in the Energy Wings thread, but people should give them a look if you&#039;re sleeping on them||[[BVShop:Pinions and Pulse|Pinions and Pulse]]&lt;br /&gt;
|-&lt;br /&gt;
|Add A New Item||What did we forget on this list? Tell everyone about your fav Dukruin gear:||[https://forms.gle/YdrGvtwvaKiSAk8r9 Shopping Guide Form]													&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Buyer%27s_Choice_-_Duskruin_February_2026&amp;diff=253793</id>
		<title>Buyer&#039;s Choice - Duskruin February 2026</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Buyer%27s_Choice_-_Duskruin_February_2026&amp;diff=253793"/>
		<updated>2026-02-20T03:42:00Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[TownCrier]] put the call out for your favorite buys from the Duskruin [[Bloodriven Village/shop listing February 2026|February 2026 Shops at Bloodriven Village]] for the Best of the Fest. &amp;lt;!-- Thank you to everyone who helped with a submission, it&#039;s been a great response. The must-haves and standouts are listed below. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Submit your recommendations at this little form: https://forms.gle/YdrGvtwvaKiSAk8r9&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|style=&amp;quot;width: 23%;&amp;quot;| &#039;&#039;&#039;ITEM&#039;&#039;&#039; ||style=&amp;quot;width: 55%;&amp;quot;|&#039;&#039;&#039;RECOMMENDATIONS FROM ADVENTURERS&#039;&#039;&#039; ||style=&amp;quot;width: 22%;&amp;quot;| &#039;&#039;&#039;SHOP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Energy Wings|Wings!]]||Get them Light, get them Dark, Get them both and trick them out! These wings are not just for looks. Every tier brings something to the party!||[[BVShop:Pinions and Pulse|Pinions and Pulse]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Survivalist&#039;s Kit]]||These are the single most awesomest item that has come out of the minds of GMs for a LONG time.  Being able to carry around so many herbs, at such little weight, in both solid and liquid forms, is a game-changer.  11/10, will recommend again, and again, and again!||[[BVShop:The Herbal Huntsman|The Herbal Huntsman]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Animalistic Spirit|The animalistic set of gear]]||Darrgo: Animalistic Gear has something for Melee, Ranged, or Magic Users - there may be more expensive options that are better out there, but for someone new that can save up, the Animalistic Spirit line is a great place to start and grow with!||[[BVShop:Untamed Spirit|Untamed Spirit]] and [[BVShop:Wild Instinct|Wild Instinct]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Energy Wings]]||Fulmen: It&#039;s an extremely useful item for ambushing heads, even at T1, so for 10k you get 30 seconds of flight (then 60 sec cooldown after) and can whack monsters on the head. It&#039;s a very cheap solution for what used to be a very expensive problem to solve. Compared to a gnomish harness, it&#039;s a steal. Plus, you get the offensive flare on T1 and the higher tiers are great for attack/defense abilities too.||[[BVShop:Pinions and Pulse|Pinions and Pulse]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fighting Fan]]||Traiva: We go through this EVERY TIME: Dance your way across the battlefield with fighting fans! When closed, they&#039;re a blackjack with electric flares, and when opened, a katar with, appropriately, air flares. Unlocking tiers unlocks special SMR attacks that give even more style. Stun your enemies with the grace of Fighting Fans!||[[BVShop:Sparrow&#039;s Dance|Sparrow&#039;s Dance]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Flare Gloves]]||NecroDeus: So having a dispell/acuity/magma when ever I want/need something I got it no matter what weapon im covered... leveling up an alt? want acuity flares or dispell flares so you can melt though things this is the one item to rule them all.... wait where did all my BloodScrip go?..... taking donations!||[[BVShop:Right to Flare Arms|Right to Flare Arms]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fancy Stancing Flourish]] (a delicate vellum certificate)||Leafiara: The Fancy Stancing Flourish is one of the best fluff purchases around because it shows itself off whenever you change stance--something that most builds already do a lot of! If you like visualizing your character in combat, give this a look on the wiki and see if the messaging suits you!||[[BVShop:Certifiable|Certifiable]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Buxom Buccaneers Skirt]]&amp;lt;br /&amp;gt;Pirate props||Traiva: The Yarrpee Shoppe is closing forever after this run, so make sure to get all your pirate-y gear while you can. The Buxom Bucaneer skirts are super cute and super functional while out on the seas, and are great for holding a dagger or small knife at the ready.||[[BVShop:Yarrrpee Shoppe|Yarrrpee Shoppe]]&lt;br /&gt;
|-&lt;br /&gt;
|Large Capacity Gem Jars||Get 100 or 50 count capacity gem jars while you can, at Spellbound. They are only available twice a year.||[[BVShop:Spellbound|Spellbound]]&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Phrases Spell Preps||Leafiara: Need some spell preps? Check out Mystic Phrases! This shop used to specialize mostly in paladin and ranger preps, which are all still there, but expanded over the years to include lots of fun, flavorful messaging for just about anyone. And they&#039;re only 750 bloodscrip each, cheaper than the 1000 raikhen you&#039;d be paying for the options available at Rumor Woods!||[[BVShop:Mystic Phrases|Mystic Phrases]]&lt;br /&gt;
|-&lt;br /&gt;
|Cash’lo’nae||Lucullan: Goes without saying that everyone needs that Fash&#039;lo&#039;nae Tutelage in the SimuCoin Shop to boost all the experience. For weeks - no, for months!||[https://store.play.net/store/purchase/gs Simucoin Shop]&lt;br /&gt;
|-&lt;br /&gt;
|[[Energy Wings]]||Leafiara: I&#039;m assuming that ten other people will play up the mechanical benefits and they&#039;re all correct, so I want to highlight something else! Even if Energy Wings did nothing in combat instead of amazing things, this is the kind of fluff I would still be buying to at least T2 because the verbs are fantastic and so is adding to your LOOK description if you can! (Check the wiki page for a list of conflicting things that add unique feature lines.) Give the messaging a read and see if you&#039;d like to fly high!||[[BVShop:Pinions and Pulse|Pinions and Pulse]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Weighting, Padding, Sighting|WPS]]||Out there in the wilds on a dangerous mission, you need to stay alive against tricksy foes. Remember to get your extra armor padding from the Smithy under the Arena. Take advantage of new window pricing on WPS today, and again on March 1.||[[WPS smithy]]&lt;br /&gt;
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|[[Animalistic Totem|Animalistic Totems]]||Leafiara: For 3500 bloodscrip total, Animalistic Totems with a movement style unlock cost are by far the most inexpensive way to walk around in style--we&#039;re talking six-digit savings here--and yet are also the coolest! Customize the animal spirit that follows you and create something uniquely your own. You could even make a menagerie of four more animal spirits for 500 bloodscrip each to suit your mood!||[[BVShop:Totemic Spirits|Totemic Spirits]]&lt;br /&gt;
|-&lt;br /&gt;
|Basic Gown flourish||Lissaya: Have an old skirt, gown, petticoat, or chemise that needs some love? Now with the Basic Gown flourish, you can add verb traps for PULL, PUSH, RUB, and TURN to your items as a flourish!&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;It will work on all of the following items: skirt, skirts, wrap-skirt, underskirt, underskirts, petticoat, petticoats, overskirt, overskirts, gown, ballgown, bliaut, chemise, cotehardie, dress, frock, houppelande, kirtle, sundress, and train.||[[BVShop:With a Flourish|With a Flourish]])&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Magic Marker|Weight-Shaving Gravers]]||Use the miniature pounce pot unlock on your Graver from the Make Your Mark shop to allow it to hollow out those heavy adventureables up to 5 times a day: small statues, heavy moonstone cubes, and heavy quartz orbs. You&#039;ll be shaving off pounds each time.||[[BVShop:Make Your Mark|Make Your Mark]]&lt;br /&gt;
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|With a Flourish flourishes||Leafiara: With a Flourish hosts numerous amazing fluff flourishes new and old for 500 to 2500 bloodscrip. I highly recommend looking through every one of them to find the best purchases for you! Other than the incredible Elemental Fluff Jewelry at Ebon Gate, I know of nothing else in the game that can even compete with these flourishes for sheer number of verbs per pay event currency--and you&#039;re adding all those verbs to what are probably already your most cherished and most used items!||[[BVShop:With a Flourish|With a Flourish]]&lt;br /&gt;
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|[[Fyrswn&#039;ava]]||Traiva: This is a material flare, so won&#039;t interfere with scripts like Animalistic, Phytomorphic, or Sigil, or the like. Watching the beautiful celadon sap lash out and trap (root) or blind your opponent is great... getting the greater version that will also terrify, confuse, or clumsify is even better. Plus, the wood is cultivated by Aelotoi horticulturalists, and we all know Aelotoi are awesome. (This author may be very biased.)||[[BVShop:The Celadon Thread|The Celadon Thread]]&lt;br /&gt;
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|[[Buxom Buccaneers Skirt|Buxom Buccaneer Skirts]]||Leafiara: Visceral. Fearless. Stylish. Liberating. Dangerous. Buccaneer Skirts! Available at Duskruin now for the last time. Hide your dagger, flaunt a leg, sail the seas, plunder pirate ships, and use the riches to fund all the alters you&#039;ll need for the best skirt you&#039;ll ever have! Don&#039;t miss out.||[[BVShop:Yarrrpee Shoppe|Yarrrpee Shoppe]]&lt;br /&gt;
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|[[Energy Wings]]||Daenamaryllis: Energy Wings are a great item that offers excellent abilities for use during combat on reasonable cooldown timers that don&#039;t feel oppressive.  The abilities are strong enough to aid you in the most challenging ascension hunting grounds or just starting out at level 1.  The evasiveness on demand buff they provide is truly an outstanding ability as it allows you to block any attack, cman, or spell.  This is an incredibly strong offering at 40k (less if attuned) bloodscrip if you choose to fully unlock it which I highly recommend.||[[BVShop:Pinions and Pulse|Pinions and Pulse]]&lt;br /&gt;
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|Material Purification PSA||Leafi&#039;s careful Bloodscrip PSA: If you&#039;re considering material purification or intermediate transmutes to a purifiable material, look closely at base properties of items and understand the differences between transmutation types.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Sigil and Daybringer offer faewood runestaff options OTS and there&#039;s the Greater Rhimar lineup of weapons, which are, of course, rhimar. On the other hand, the OTS versions of Energy Shields and realm flaring UC gear at Duskruin have long descriptions that indicate accents of zorchar, drakar, eonake, etc., but their base materials in the INSPECT aren&#039;t those materials. Since purification looks at the INSPECT material to determine eligibility, you would need to transmute and then purify afterward.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Lesser transmutation is cheaper than intermediate transmutation, but can only be done if the item already has properties in line with the final material. For example, you could lesser transmute a white ora Daybringer sledgehammer into eonake since it&#039;s already holy, but other non-holy Daybringer weapons would need an intermediate transmute to be made into eonake.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;If you added lightning flares to your (for example) Animalistic Spirit weapon&#039;s ability slot in the past, you can lesser transmute it into zorchar for less than the price of an intermediate transmute. However, if you&#039;ve been using an Animalistic Spirit weapon with an empty ability slot, then an intermediate transmute to zorchar costs less than the alternative of adding lightning flares to enable doing a lesser transmute.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Don&#039;t get tripped up!||[[High End Scrip Shop/shop list February 2026|HESS]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Buxom Buccaneers Skirt]]||Lissaya: This is your last chance for the Buxom Buccaneers line at DR as the shop is closing this run. The skirt in particular has some very fun scripts when sheathing (PUSH) or brandishing (PULL) a dagger, and they differ if you are on land or on a ship! You can even POINT it at a TARGET for some extra sass.||[[BVShop:Yarrrpee Shoppe|Yarrrpee Shoppe]]&lt;br /&gt;
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|a slender pyinma branch and a thin fyrswn&#039;ava branch||Traiva: Stock up on these alter fodder pieces, especially the non-mechanical fyrswn&#039;ava that MUST be supplied. While pyinma (crepe myrtle lumber) may not always be needed, if you want to add the beauty of the cultivated fyrswn&#039;ava to your life, you will need to supply some! (Information on the appearance of both woods: [[Fyrswn&#039;ava: A Treatise on the Bound Tree#OOC Information/Notes|Fyrswn&#039;ava Notes]] )||[[BVShop:The Celadon Thread|The Celadon Thread]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Energy Wings]]||Gawyane: Energy Wing are a great mechanical AND fluff item for an amazing price!||[[BVShop:Pinions and Pulse|Pinions and Pulse]]&lt;br /&gt;
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|[[Energy Wings]]!||Riend: The light version of these wings, even off the shelf, have really great synergy for ambushing rogues hunting tall creatures! 30s of flying every 90s allows you to hit those gigas in the eyes with your stabbity stabs without having to take them down to your level first. ||[[BVShop:Pinions and Pulse|Pinions and Pulse]]&lt;br /&gt;
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|[[Energy Wings]]||Vorlash: What a fantastic price for fantastic cooldowns and abilities.||[[BVShop:Pinions and Pulse|Pinions and Pulse]]&lt;br /&gt;
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|Greater [[Lathonian]] Armor||Aikei: I first bought some lathonian double leather on a whim but I could not be more pleased with how it has performed on an Empath. I cannot even count how many times my greater lathonian leathers have saved me from SMR attacks and open rolls. Watching the baddies disappear into the void is always good for a laugh.||[[BVShop:The Demon Drop|The Demon Drop]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Alcohol Still]]||Riend: The alcohol still is a great crafting item that allows you to create custom drinks and vinegars to share with friends. ||[[BVShop:Be Still My Hops|Be Still My Hops]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bottle Contraption|Bottletraption]]||Riend: The bottletraption really lets you customize how your alcohol, vinegar and jams can show up, opening up any number of rp avenues. Start your own distillery! Have a farm stand!||[[BVShop:Be Still My Hops|Be Still My Hops]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Buxom Buccaneers Skirt]]||Riend: These skirts are easy to customize and have some really fun scripts!||[[BVShop:Yarrrpee Shoppe|Yarrrpee Shoppe]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Energy Wings]]||Nidal: The Energy Wings have immediately become one of my favorite items I own. Perfectly complement my monk. Huge fan. I already said this in the Energy Wings thread, but people should give them a look if you&#039;re sleeping on them||[[BVShop:Pinions and Pulse|Pinions and Pulse]]&lt;br /&gt;
|-&lt;br /&gt;
|Add A New Item||What did we forget on this list? Tell everyone about your fav Dukruin gear:||[https://forms.gle/YdrGvtwvaKiSAk8r9 Shopping Guide Form]													&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Of_Power_and_Perspicacity:_A_Paladin_Guide&amp;diff=253288</id>
		<title>Leafiara (prime)/Mechanical Musings/Of Power and Perspicacity: A Paladin Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Of_Power_and_Perspicacity:_A_Paladin_Guide&amp;diff=253288"/>
		<updated>2026-02-11T00:54:25Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
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&lt;div&gt;{{player-guide&lt;br /&gt;
|title = Of Power and Perspicacity: A Paladin Guide&lt;br /&gt;
|topic = Combat, Paladins, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2025-08-23&lt;br /&gt;
|updated = 2026-02-06&lt;br /&gt;
}}&lt;br /&gt;
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By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
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Last updated February 6, 2026.&lt;br /&gt;
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Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
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==Introduction: How to Use This Guide==&lt;br /&gt;
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This guide is for paladins from 0 exp to 77,777,777! I&#039;ll go over their strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
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&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, but sorted with collapsible sections for easier navigation. If you want to read it all, though, I do try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
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Speaking of experience, what&#039;s mine? I capped my [[Two Weapon Combat]] paladin Cotelle, who&#039;s now over 10x cap, long before the melee combat modernizations of 2020 and 2021. After those major changes, I went on to make my second paladin Astrilyn, a [[Shield Use|shield]] user, and have raised her to 3x cap.&lt;br /&gt;
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Onward to the guide!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Paladin or Why Not Play a Paladin?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a paladin at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Flares For All===&lt;br /&gt;
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Paladins are the most [[:Category:Flares|flare-iffic]] profession! Via their [[Fervor (1618)|Fervor]], [[Battle Standard (1620)|Battle Standard]], and [[Holy Weapon (1625)|Holy Weapon]] spells, they can generate up to four flares per attack even with no investment in upgrades from other professions or pay events. (Not all paladins use Fervor, however, but more on that later.)&lt;br /&gt;
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In case you don&#039;t know what flares are, they&#039;re random bursts of damage ranging from minor to deadly. Flares are a classic low ceiling, high floor mechanic. Their best case is turning a light tap of an attack into instant death, their worst case is dealing a couple damage points that have no impact, and their middling case is piling on a little extra damage. The more flares you have, the more likely it is to land significant ones through sheer volume of random rolls.&lt;br /&gt;
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The news gets even better, though! A conventional flare triggers roughly 20% of the time and has a range of rank 1 to 7 [[Plasma_critical_table|criticals]]. However, Fervor flares can exceed that rate with even minor investment in [[Spiritual Lore, Religion|Religion]] lore--and can have incredible rates with heavy investment. Battle Standard flares also have a paladin-only perk with a 20% chance of bumping their critical range from 1-7 to 5-9, the latter of which is always significant. 20% of the time, Battle Standard flares work all the time!&lt;br /&gt;
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===Immediate Power===&lt;br /&gt;
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As you might expect after all the flare talk, paladin weapons are good to go out of the box with nothing spent on gear--but I haven&#039;t even fully explained why! Besides flares, another perk of Holy Weapon is that it makes your weapon holy. (Crazy, I know!) That means it can hit [[undead]] penalty-free even without a [[Bless (304)|blessing]] or [[Sanctify (330)|sanctification]], the latter of which is typically one of the two most expensive player services.&lt;br /&gt;
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The even bigger perk of Holy Weapon is the gamechanger called spell infusion. Paladins can put a spell into their weapon so that it fires off before their swing with no additional RT! This flexible ability can try to brute force through with a damaging spell like [[Repentance (1615)|Repentance]], set up for a kill shot with a disabler like [[Web (118)|Web]], or kick off with a general purpose debuff like [[Aura of the Arkati (1614)|Aura of the Arkati]], tailoring to your playstyle.&lt;br /&gt;
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If you forego Fervor, paladins can also cast the [[Zealot (1617)|Zealot]] aura for an immense [[Attack Strength]] (AS) boost to jump ahead of most of the pack on sheer power.&lt;br /&gt;
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On top of all this, [[Arm of the Arkati (1605)|Arm of the Arkati]] (not to be confused with Aura of the Arkati) adds extra [[damage factor]] (DF) to melee attacks, which is roughly a percentage boost for lethality.&lt;br /&gt;
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In short, if you want to crush creatures offensively, paladins are for you. They can wreak havoc on the battlefield with no investment and wreak even more havoc &#039;&#039;with&#039;&#039; investment.&lt;br /&gt;
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===Semi-Custom Messaging===&lt;br /&gt;
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Paladins are encouraged to [[Verb:CONVERT|convert]] to an Arkati or lesser spirit, which has mechanical benefits we&#039;ll review later in this guide, but for now I&#039;ll highlight the fluff benefits. Many paladin spells have different messaging depending on which Arkati or lesser spirit they follow, which is the kind of character-defining cool factor that many players would and do pay a bunch for.&lt;br /&gt;
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Have a look through the wiki&#039;s messaging sections of [[Repentance (1615)|Repentance]], [[Battle Standard (1620)|Battle Standard]], [[Judgment (1630)|Judgment]], [[Raise Dead (318)|Raise Dead]] (which is a cleric spell, but paladins&#039; [[Divine Word (1640)|Divine Word]] has identical messaging), and [[Divine Incarnation (1650)|Divine Incarnation]] to find the right fit for your character as you imagine them!&lt;br /&gt;
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===Tanking for Days===&lt;br /&gt;
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Paladins are quite tough for enemies to kill since they have plate armor to reduce crits, [[redux]] to reduce crits even more, [[Divine Intervention (1635)|Divine Intervention]] to immediately free themselves from most disablers, a chance from Battle Standard to reduce crits still further, and potentially very high block rates if they use shields and [[Divine Shield (1609)|Divine Shield]]. Using Divine Shield means eschewing Fervor and Zealot, so not all paladins do--not even all shield paladins. Shields do retain a DS advantage even without Divine Shield. Regardless, if you really can&#039;t stand dying, look into paladins!&lt;br /&gt;
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===Flexibility===&lt;br /&gt;
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As you might have picked up, the aura spells--Divine Shield, Zealot, and Fervor--are mutually exclusive effects tailored to wildly different playstyles. We&#039;ll explore that more later, but flexibility doesn&#039;t stop with auras. Paladins&#039; lore training can go in a wide variety of directions to further establish your own style. (We&#039;ll explore &#039;&#039;that&#039;&#039; too in the same section with auras!) Divine Incarnation has different modes with different purposes. Many individual weapon types or even multiple weapon types at once are entirely viable options.&lt;br /&gt;
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Paladins can kill creatures very well with physical AS-based attacks, physical SMR attacks, or magical SMR attacks, so they have the tools for any combat situation. Paladins using Fervor can also do at least an acceptable job of killing with magical CS-based attacks later in the game if you truly want a dash of everything.&lt;br /&gt;
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===Downsides===&lt;br /&gt;
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Despite what I just said about flexibility, that&#039;s primarily in the context of melee weapons. Shields, [[Two Weapon Combat]], [[Polearm Weapons|polearms]] of one-handed or two-handed varieties, and even [[Two-Handed Weapons]] or hybrid weapons are approaches that paladin players take (some more than others) at a high level--and then, even within their weapon selections, lores and auras further diversify.&lt;br /&gt;
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However, other options aren&#039;t nearly so well supported.&lt;br /&gt;
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Trying to kill creatures strictly with magic is a vaguely plausible path at midgame levels and beyond because Fervor can power up an evoked Repentance to the level of a kill spell. However, it&#039;s still nowhere near the power of rangers or bards, the other two semis.&lt;br /&gt;
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Unarmed combat (UC) is a path of a lot more resistance than melee weapons. The good news is that paladins&#039; myriad flares go well with UC&#039;s fast baseline attacks and you can bond to a held UC weapon like a cestus (but not handwear). However, plate armor impedes the MM stat (UC&#039;s most important combat number) and paladins don&#039;t have the tools to make UC&#039;s core attacks really shine like monks&#039; and warriors&#039; combat maneuvers and feats, nor rogues&#039; and rangers&#039; stealth.&lt;br /&gt;
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Archery is a path of vastly more resistance than even unarmed combat, almost to the point of being off the table. You can&#039;t bond to a ranged weapon, so you&#039;d miss out on infused spells and the holy property. The Fervor aura is at least acceptable with archery, but Divine Shield does almost nothing for it and Zealot does literally nothing for it. Paladins can&#039;t train 2x Ambush and none of their AS boosters except Dauntless improve ranged AS, giving them a lower AS cap than other squares or semis. Topping it all off, the archery path is expensive on training points. Strictly speaking, you can do just about anything in GS if you&#039;re dead set on it, but I&#039;d recommend against the archer paladin unless your game knowledge is of the caliber that you probably don&#039;t need this guide in the first place. [[Ranger]]s, [[rogue]]s, [[bard]]s, [[warrior]]s, [[wizard]]s, and arguably even [[monk]]s have toolkits more suited to archery.&lt;br /&gt;
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Thrown weapons, AKA hurling, are something I almost hesitate to even bring up, but have to because you might occasionally see a long-running community joke about whether Zealot will ever be updated to work with hurling. (The answer is probably no.)&lt;br /&gt;
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&#039;&#039;Technically,&#039;&#039; paladins can hurl their bonded weapon and it&#039;ll return to them in a few seconds. The problem with this idea is layered, though. None of the [[Thrown Weapons|thrown weapon bases]] are any good against plate armor, so you&#039;d either have to avoid enemies in plate or hurl something like a war hammer, handaxe, or spear instead. Even if you did go with the latter plan, Thrown Weapons is the skill to train for hurling AS, but (respectively) Blunt/Edged/Polearm Weapons are the skill to train for &#039;&#039;DS&#039;&#039; while the weapon is in your hand and Brawling is the skill to train for DS during the time when the weapon is &#039;&#039;out&#039;&#039; of your hand. That degree of training isn&#039;t feasible until far post-cap. You could skip the Brawling part and just take the DS hit for a short period of time, but even training two weapon skills means a lot of sacrifices pre-cap.&lt;br /&gt;
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Making matters worse, the payoff doesn&#039;t even exist mechanically; it&#039;s more about the cool factor, but it holds you back. Hurling is basically like basic attack single melee strikes except that the creatures have much lower DS against it. However, weapon techniques, combat maneuvers, shield maneuvers, and one of the paladin feats offer a plethora of reduced RT attacks that work out to be as strong or stronger than hurling without such heavy training requirements. In short, I strongly recommend against trying out some Mjolnir paladin concept.&lt;br /&gt;
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===A Note on Old-School Clerics===&lt;br /&gt;
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In the event that you&#039;re a returning player from GemStone III days when paladins didn&#039;t exist and you were running a cleric whose playstyle was binding creatures and swinging your weapon, people will commonly tell you to play a paladin as the new version of old melee clerics. Thematically, maybe that&#039;s reasonable advice. Mechanically, it&#039;s off-base. Paladins have divine messaging that&#039;s in line with clerics, but the paladin gameplay experience resembles the GSIII cleric experience in almost no respect. Modern &#039;&#039;rangers&#039;&#039; are the ones who have the strongest binding spell in the game and can best approximate the gameplay experience of old clerics. It&#039;s a question of whether you prioritize flavor or gameplay. (Alternatively, clerics do still have the second, third, and fourth strongest binding spells in the game, so you &#039;&#039;could&#039;&#039; play a cleric and train weapons anyway. It&#039;s not a particularly supported path, but some players do it regardless because that&#039;s their vision for their character.)&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your paladin? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-creation&amp;quot;&amp;gt;&lt;br /&gt;
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If making a paladin sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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Most [[race]]s excel in at least one area applicable to paladin playstyles, though some are better than others. Unlike with [[Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide|my monk guide]], I can&#039;t give an exact ranking for paladin races because it heavily depends on what the paladin is trying to do. Instead, let&#039;s go through races I might recommend, races I&#039;d recommend against, and why. They&#039;re listed in &#039;&#039;&#039;alphabetical order&#039;&#039;&#039; except where two races are so similar that I think they&#039;re worth mentioning together.&lt;br /&gt;
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====Great Paladin Races====&lt;br /&gt;
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&#039;&#039;&#039;[[Aelotoi]] and [[Half-Elf|half-elves]]&#039;&#039;&#039;:&lt;br /&gt;
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These are two of many races tied for third place in combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means fast assault techniques. Aelotoi and half-elves make very good all-arounder paladins who have no significant disadvantages in battle, allowing them to use any aura and any weapon or weapons well. Whether shields, two weapons, or big weapons, every combat option works just great!&lt;br /&gt;
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Of these two races, aelotoi gain exp slightly faster via their [[Logic]] bonus while half-elves have noticeably better carrying capacity, hit very slightly harder, and have slightly better baseline silver prices from [[Influence]] bonus. However, aelotoi in Ta&#039;Illistim or Cysaegir will make a bit more silver than half-elves living there due to race bonuses. Half-elves make more than aelotoi anywhere else, but the difference is most pronounced in Wehnimer&#039;s Landing or Solhaven.&lt;br /&gt;
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Half-elf paladins are much more commonly played than aelotoi paladins, of whom I&#039;ve only ever known two. That&#039;s probably because the two races&#039; combat abilities as paladins are near identical, but half-elves have about a 22% carrying capacity advantage, which has always been significant and has (as of this writing) only become more so after various game-wide loot changes in 2026.&lt;br /&gt;
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&#039;&#039;&#039;[[Dark Elf|Dark elves]] and [[Sylvankind|sylvans]]&#039;&#039;&#039;:&lt;br /&gt;
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These are the other third place Agidex races who can go in any direction with auras or weapons and have no major disadvantages. (No disadvantages might be more arguable with dark elves; see below on spirit). Since their Agidex is skewed in favor of Dexterity, they hit slightly harder than the Agility-skewed aelotoi or half-elves, but are slightly worse at avoiding attacks and have slightly worse DS. If you&#039;re set on using edged weapons, then being as Dexterity-heavy as these two makes [[Slashing Strikes]] flares noticeably better. (Blunt weapons have more consistent power than edged weapons for any race.)&lt;br /&gt;
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Dark elves have about 7.4% better carrying capacity than sylvans and their Wisdom bonus improves paladins&#039; [[Casting Strength]]-based (CS-based) spells, which can be particularly good at lower levels, but will remain at least moderately helpful even late in life. Dark elven paladins are much more commonly played than sylvan paladins, probably for these reasons.&lt;br /&gt;
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Sylvans get slightly better silver prices than dark elves as a baseline due to Influence. Location doesn&#039;t offer dark elves any real help in catching up here either; dark elves get their best silver in Wehnimer&#039;s Landing and Cysaegir while sylvans get their best silver in Icemule and Ta&#039;Illistim, so both have quick access to race bonuses in or nearby the most major cities.&lt;br /&gt;
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Dark elf paladins do take several more minutes to recover full spirit after death or after resurrecting other characters with [[Divine Word (1640)|Divine Word]] than sylvans--or aelotoi or half-elves, for that matter. (Most other races recover more quickly than any of those.) I generally won&#039;t mention spirit recovery as a major upside or downside for races because A) most of them recover in decently similar time, B) paladins of any kind are difficult to kill, C) not all paladins resurrect others much, if at all, and D) paladins in Voln can somewhat compensate for a spirit disadvantage with fast spirit recovery symbols. Still, downtime for spirit recovery is an intangible, subjective pain that seriously annoys some players of elves or dark elves. If you&#039;re the sort who can&#039;t stand downtime, but would otherwise be looking into a dark elf for mechanical reasons, then aelotoi, half-elves, or sylvans might be the pick for you as fairly similar races who recover spirit a few minutes more quickly.&lt;br /&gt;
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&#039;&#039;&#039;[[Dwarf|Dwarves]]&#039;&#039;&#039;:&lt;br /&gt;
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Dwarves have a good Strength bonus and very good Constitution bonus, making for great carrying capacity and a sturdy paladin who can stay out hunting and hoarding loot for quite a while. Dwarves also have a huge +30 elemental TD bonus, which in theory shores up a paladin weakness, though that&#039;s somewhat offset by a -10 Aura bonus that makes it +20 in practice. Either way, the elemental TD doesn&#039;t come into play as often as one might hope since few creatures across the entire game cast CS-based elemental spells, but it does make a major difference if you happen to hunt those specific creatures.&lt;br /&gt;
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Various contact-based shield maneuvers like [[Shield Bash]], [[Shield Charge]], or [[Shield Trample]] (as opposed to non-contact-based shield maneuvers like [[Shield Throw]]) also account for the &amp;quot;size&amp;quot; of the race. In this game, size doesn&#039;t refer to height, but more like mass or maybe even muscle density. However you want to think of it, dwarves have above average size, so many of their shield maneuvers hit slightly harder than other races besides half-krolvin, humans, and giants.&lt;br /&gt;
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On the less bright side, dwarves have a worse baseline selling price than any other race (and could only compensate with race bonuses by living in the isolated Zul Logoth or Teras Isle) and are the second worst Agidex race. Unless they make heavy use of enhancives to bring their Agidex more up to par, dwarf paladins are most likely better off using a shield than two weapons or two-handed weapons. (If you&#039;re set on using two weapons or two-handed weapons, then I recommend heavily leaning into single strikes like [[Chastise]] or [[Spin Attack]]. Once the dwarf&#039;s Agidex has grown enough, those single strikes will be the same speed as faster races regardless of weapon size or number.) Blunt weapons&#039; [[Concussive Blows]] flares will hit particularly hard from dwarves&#039; Strength bonus.&lt;br /&gt;
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Lastly, dwarves are tied with forest gnomes and halflings as the fastest at recovering spirit. This is the opposite extreme end of elves and dark elves, where a dwarf (or forest gnome or halfling) is ready to resume hunting at full strength after a death or Divine Word unlink 10-15 minutes more quickly.&lt;br /&gt;
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&#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;:&lt;br /&gt;
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Elves are tied for second place at Agidex and are another great paladin race that can work with any aura or melee weapon type. They have slightly worse carrying capacity than the third place Agidex races except for aelotoi (but the differences are marginal, not major), but their weapon-based offense is even more rapid fire and their defenses against AS and SMR attacks are better. Elves do, however, recover spirit as slowly as dark elves. If you have great disdain for extensive recovery time after resurrecting or being resurrected, consider the third place Agidex races as an alternative.&lt;br /&gt;
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Elves have slightly less size than dark elves or half-elves, so using contact shield maneuvers is slightly weaker than it could be. It&#039;s not a major difference, but still worth noting; shields don&#039;t play to elves&#039; natural strengths in other respects either, as their great Agidex is quite excessive for a single one-handed weapon. Again, though, the differences aren&#039;t major enough that they should put you off the idea if you&#039;re set on a shield-wielding elf paladin.&lt;br /&gt;
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Elves have a better &#039;&#039;baseline&#039;&#039; selling price than all other non-erithian races due to high Influence. However, since they only get race bonuses in Ta&#039;Vaalor and Ta&#039;Illistim, elves living anywhere else will still make less silver than races who can take advantage of a race bonus in those places.&lt;br /&gt;
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&#039;&#039;&#039;[[Giantman|Giants]]&#039;&#039;&#039;:&lt;br /&gt;
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Giants have near endless carrying capacity, allowing them to go adventuring and slaying for loot as long as they want, virtually never needing to end hunts early because of encumbrance. Giants are also the biggest race along with half-krolvin, making their contact-based shield maneuvers hit as hard as anyone&#039;s going to get.&lt;br /&gt;
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However, giants are the worst Agidex race. For that reason, as counterintuitive as it might seem, wielding a big two-handed weapon with a giant isn&#039;t necessarily the way to go for high damage output. Unless you go extremely hard on enhancives (even more than dwarves), assault techniques with a two-handed weapon will be significantly slower than one-handed weapons, essentially canceling out the damage advantage of having a two-handed weapon in the first place. Still, there&#039;s an obvious appeal to the concept of a huge character with a huge weapon or even two weapons. If you&#039;re set on that character concept, then just like I said with dwarves, lean into reduced-RT single attacks like [[Chastise]] or [[Spin Attack]]. Concussive Blows flares via blunt weapons hit harder from giants than anyone else, adding extra appeal to a Two Weapon Combat build.&lt;br /&gt;
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Giants have good Influence for baseline silver gains. Their race bonuses are in Wehnimer&#039;s Landing and the isolated Teras Isle.&lt;br /&gt;
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&#039;&#039;&#039;[[Half-Krolvin]]&#039;&#039;&#039;:&lt;br /&gt;
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Half-krolvin are a very robust paladin race with high Strength, the second best carrying capacity, and even a small Agility bonus. Any melee weapons, including two weapons, make perfect sense in their hands and they&#039;re good at all things combat. Concussive Blows excels on a blunt weapon build. Without enhancives or Ascension, the half-krolvin natural max of 55 Agidex actually falls within the same 53-67 Agidex RT reduction range as the aelotoi/dark elf/half-elf/sylvan natural max of 65. However, those other four can much more easily reach the 68-82 range with enhancives or Ascension than half-krolvin.&lt;br /&gt;
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The main downside of half-krolvin that makes many players not even consider playing them is a big Logic penalty that, for most characters, results in around 4-6% less exp absorbed per minute. However, that doesn&#039;t affect instant exp absorption, so it&#039;s not necessarily as bad as it sounds if you run a lot of bounties.&lt;br /&gt;
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Half-krolvin also have an Influence penalty and their race bonuses are in Icemule and the isolated River&#039;s Rest.&lt;br /&gt;
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&#039;&#039;&#039;[[Halfling]]s&#039;&#039;&#039;:&lt;br /&gt;
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The fastest Agidex race. I have to give the caveat that halflings have incredible encumbrance issues that are only slightly mitigated by armor support and/or full plate. That mitigation might have been enough before game-wide loot changes in January 2026, but if you don&#039;t like the idea of either regularly buying encumbrance reduction or returning to town to unload every time you find a box, this is not the way to go.&lt;br /&gt;
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That said, along with having the best Agidex, halflings have an enormous +40 elemental TD bonus (offset to +35 by a negative Aura bonus). The caveat I mentioned with dwarves does still apply: it&#039;s very rarely helpful, but when it is, it&#039;s extremely so. Halflings also recover spirit faster than any other race besides dwarves and forest gnomes.&lt;br /&gt;
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Aside from encumbrance, halflings&#039; Strength penalty also hurts a bit; they can potentially use the Zealot aura to overcome the AS penalty of low Strength, but that would mean giving up the flare potential of the Fervor aura that their Agidex would naturally go so well with. I&#039;d generally default to Fervor and just live with the AS penalty.&lt;br /&gt;
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Big weapons or especially two weapons play much more into halflings&#039; talents than shields do. Halflings swing just as quickly either way, so they might as well use the harder hitting options. Since halflings are the second smallest race, their contact shield maneuvers also won&#039;t hit as hard as even an average-sized race, never mind a dwarf, giant, or half-krolvin. Shields aren&#039;t off the table for halflings, however; Shield Throw is arguably the best shield maneuver and it&#039;s non-contact, so a halfling shield paladin can simply lean on that more heavily.&lt;br /&gt;
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As for a two weapon build, Slashing Strikes flares with edged weapons bleed creatures more with a halfling than any other race; conversely, Concussive Blows flares with blunt weapons do less damage from a halfling than any other race besides burghal gnomes. Still, Slashing Strikes and Concussive Blows &#039;&#039;are&#039;&#039; flares, so the fact remains that blunt weapons outshine edged weapons for baseline, consistent damage. Slashing Strike is just flashier and might be more subjectively fun depending on player preference!&lt;br /&gt;
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Halflings have an Influence penalty, but since they&#039;re fortunate to get race bonuses in the two most populated towns, Wehnimer&#039;s Landing and Icemule Trace, many halflings will get richer from selling their goods than most other races anyway.&lt;br /&gt;
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====Not So Great Paladin Races====&lt;br /&gt;
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You can play the following paladin races and you can even succeed with them. Mechanically, however, there are many incentives not to make a paladin of these races and that&#039;s what I&#039;m here to explain.&lt;br /&gt;
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&#039;&#039;&#039;[[Burghal Gnome]]s&#039;&#039;&#039;:&lt;br /&gt;
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A second place Agidex race alongside elves. Despite that, I can&#039;t possibly recommend a burghal gnome paladin. They have all the disadvantages of halflings&#039; size and Strength penalty--in fact, they&#039;re even more hindered by encumbrance--while lacking the upsides of better Agidex and superior elemental TD. They&#039;re also smaller than halflings for the purposes of contact maneuvers. They don&#039;t recover spirit as quickly as halflings. They have an Influence penalty and their race bonuses are in Ta&#039;Illistim and Zul Logoth.&lt;br /&gt;
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On the bright side, they do gain exp slightly faster than every other race because of their Logic bonus.&lt;br /&gt;
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If you want a high speed paladin who can get into the 68-82 Agidex tier even without enhancives or Ascension, then I recommend an elf over a burghal gnome. If you&#039;re absolutely set on a small race, I still recommend a halfling or dwarf over a burghal gnome depending on whether the speed or the height is what you&#039;re after. All this said, the paladin toolkit is inherently very strong and so is high Agidex, so if you&#039;re certain you want to play a burghal gnome paladin, they&#039;ll do very well, just not as well as elves, halflings, or dwarves would. Using two weapons or a big weapon leans into a burghal gnome&#039;s strengths more than a shield due to their size. However, like with halflings, Shield Throw is a big assist to the shield build.&lt;br /&gt;
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&#039;&#039;&#039;[[Erithian]]s&#039;&#039;&#039;:&lt;br /&gt;
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Erithians bring nothing to the table that a paladin is interested in. They&#039;re tied for third slowest race, yet, unlike other slow races, they have a Strength penalty instead of a bonus. They also don&#039;t have a Wisdom bonus for spells. They&#039;re average size for the purpose of contact maneuvers. They&#039;re at the slower end of recovering spirit. Mechanically speaking, there&#039;s simply nothing to see here. They have no major strengths and no major weaknesses, but that has no merit when there are races who have major strengths and &#039;&#039;still&#039;&#039; have no major weaknesses (from a mechanical paladin-specific perspective).&lt;br /&gt;
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In short, erithians are generalists who are neither fast nor strong, but the game world heavily favors specialists who &#039;&#039;are&#039;&#039; either fast or strong.&lt;br /&gt;
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Erithians do have a high +10 Influence bonus just like elves. However, they also only get race bonuses in Ta&#039;Illistim and Cysaegir, which means you could just play an elf to get the same silver in the same geographical area while being far better in combat. I&#039;d at least acknowledge a silver niche if erithians got race bonuses in the Landing, Icemule, or Solhaven, but they don&#039;t.&lt;br /&gt;
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&#039;&#039;&#039;[[Human]]s&#039;&#039;&#039;:&lt;br /&gt;
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Among my not-recommended list, human paladins are the only race that I do see people playing as paladins. I assume it&#039;s primarily for RP reasons, which is fine and is something I&#039;ve done too (albeit with my ranger instead of my paladins). However, if any given player told me they were considering a human paladin and asked for advice purely rooted in &#039;&#039;mechanics&#039;&#039;, I&#039;d point them toward dwarf, giant, half-elf, or half-krolvin every time. If someone is drawn toward a human paladin because of:&lt;br /&gt;
* Good carrying capacity: Go giant or half-krolvin, who have better carrying capacity.&lt;br /&gt;
* Strength and Logic bonus on the same race: Go dwarf for identical Logic and better Strength.&lt;br /&gt;
* Jack of all trades with no major strengths or weaknesses: Go half-elf for a major strength, namely Agidex, and still no major weaknesses.&lt;br /&gt;
* Above average size for contact maneuvers: Go dwarf, giant, or half-krolvin for as good or better size.&lt;br /&gt;
* Race bonuses for selling in River&#039;s Rest: Okay, sure, yes. From a mechanical perspective, one reason to be a human paladin is for making more silver in River&#039;s Rest (RR) than all other paladins. (The only other race bonus in RR is for half-krolvins, who have an Influence penalty.) Unfortunately for humans, though, RR hunting isn&#039;t fleshed out past the early level 60s.&lt;br /&gt;
* Race bonuses for selling in Solhaven: Go half-elf for the same Solhaven bonus plus greater Influence.&lt;br /&gt;
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All of these are positives, of course, but there&#039;s no individual area where humans excel other than making silver in RR. You&#039;d need to combine several of these niches to form a very specific case; for example, a character who&#039;s dedicated to Solhaven, focused on silver, rarely uses assaults, runs a shield build, and really doesn&#039;t like running back to the locksmith pool to unload seems like a great case for a human paladin.&lt;br /&gt;
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Overall, humans are generalists like erithians. They &#039;&#039;are&#039;&#039; significantly better than erithians since they have greater carrying capacity and recover spirit more quickly, but I simply can&#039;t (mechanically) recommend a race that has no distinct, major, geographically universal advantages.&lt;br /&gt;
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====A Fine Paladin Race====&lt;br /&gt;
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This one is straddling a line where it&#039;s not troubled enough to classify with burghal gnomes, erithians, or humans, but certainly not good enough that I&#039;d ever recommend it to someone who didn&#039;t know what they wanted.&lt;br /&gt;
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&#039;&#039;&#039;[[Forest Gnome]]s&#039;&#039;&#039;:&lt;br /&gt;
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Forest gnomes recover spirit as quickly as dwarves and halflings, putting them in the fastest recovery tier. They have much worse Dexterity than halflings, so they&#039;re slower while also not hitting as hard due to less weighting. However, forest gnomes do have better carrying capacity than halflings both as a race and because of a smaller Strength penalty, they have a Wisdom bonus for better casting than halflings, and are slightly bigger size than halflings for the purpose of contact maneuvers. Forest gnomes have an Influence penalty just like halflings, but they get race bonuses in the Landing and Cysaegir, which are within distance of almost all major cities.&lt;br /&gt;
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Overall, I&#039;d give halflings the edge due to their Dexterity advantage mattering more often than forest gnomes&#039; Wisdom and Strength advantage. Forest gnomes&#039; roughly 5% carrying capacity advantage used to be a little more important before January 2026 game changes, but not as much anymore since encumbrance happens in bigger bursts rather than building up incrementally. Speaking of encumbrance, aelotoi, dark elves, half-elves, and sylvans are all in the same Agidex tier as forest gnomes while having anywhere from ~42% (aelotoi) to ~72.7% better carrying capacity.&lt;br /&gt;
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I assume all of these reasons are why I&#039;ve never seen anyone playing a forest gnome paladin. Still, if someone wants to do that for RP reasons or just to be a trailblazer, I don&#039;t think forest gnome paladins are in a dire situation like erithians. Forest gnomes have their niches and, as the section title implies, I think they&#039;re a perfectly fine paladin choice. Just know that you have to be willing to deal with encumbrance one way or another, as explained in the halfling section.&lt;br /&gt;
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===Stats: Power or Growth===&lt;br /&gt;
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Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want.&lt;br /&gt;
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But what &#039;&#039;do&#039;&#039; you want? That&#039;s not a simple question. Broadly speaking, there are two camps on stat placement:&lt;br /&gt;
# Set your stats for power. (Strong start, poor finish.)&lt;br /&gt;
# Set your stats for growth. (Poor start, strong finish.)&lt;br /&gt;
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Let&#039;s elaborate!&lt;br /&gt;
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&#039;&#039;&#039;Setting your stats for power&#039;&#039;&#039; involves putting the initial value of key stats like Strength, Dexterity, Agility, and Wisdom at 70+ so that you&#039;ll immediately be strong in the early game.&lt;br /&gt;
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However, since stats max at 100 and these vital paladin stats quickly grow through leveling, your power head start will be gone toward the midgame (level 63.5) and yet the stats that you tanked to be bad at the start will remain bad because they grow slowly. The only way to change that is with a fixstats potion, which costs 1,000,000 bounty points or can sometimes be bought from players for 14-16 million silver.&lt;br /&gt;
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If you&#039;re the type of player who spends very little time in game, I generally recommend setting stats for power. You might as well enjoy your playtime while you have it.&lt;br /&gt;
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&#039;&#039;&#039;Setting your stats for growth&#039;&#039;&#039; is basically placing the initial values so that as many stats as possible will max out at exactly level 100, resulting in the highest overall stat total.&lt;br /&gt;
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However, this means that your fastest growing stats--which are basically all the good ones--need to be set low early. You&#039;ll feel like a jack of all trades, which can make levels 20-40 feel underwhelming. Depending on race, it&#039;s a very noticeable lack in at least one out of AS (Strength), RT (Agidex), or CS (Wisdom). RT is definitely the most  problematic of those and can severely interfere with the efficacy of a non-shield build before the midgame or so. (Shield builds can skirt by on a race&#039;s natural Agidex bonuses being sufficient.)&lt;br /&gt;
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If you&#039;re running a shield build &#039;&#039;and&#039;&#039; you&#039;re the type of player who grinds hard and gets exp very quickly, I&#039;d generally recommend setting stats for growth. You&#039;ll get past the rough patches soon enough and you might as well have those rough patches be in the early game when creatures are easier anyway. Still, biting the bullet for a fixstat later in life is a completely viable option even for this type of player.&lt;br /&gt;
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===Placing Your Stats===&lt;br /&gt;
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From level 0-19, set stats for power regardless of your plans for setting for power or growth at level 20+. In other words, set Strength, Dexterity, Agility, and Wisdom high so you&#039;re at your best in combat and set Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
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Before the level 20 stats-and-skills confirmation, if you&#039;re setting for power, play around with [https://web.archive.org/web/20200920112944/https://gs4chart.cfapps.io/ this stat calculator] until you find the balance between short-term and long-term power that you&#039;re looking for.&lt;br /&gt;
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If you&#039;re setting for growth, then below are my recommendations for each race. These are also the stats you&#039;d use if you were doing a fixstat in the late game.&lt;br /&gt;
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Three options are shown: tanking Discipline, Intuition, or Influence. If you&#039;ve been consulting with other players before reading this guide, you might only hear about tanking Intuition or Influence, which are very instinctive tank stats due to inertia from being the the go-tos for decades. However, tanking Discipline is usually my recommendation due to game changes in 2025 and 2026 incentivizing it, which I&#039;ll explain a little further below.&lt;br /&gt;
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My methodology was as follows:&lt;br /&gt;
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* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline, Intuition, or Influence if possible. If not possible, then take a small number out of the &#039;&#039;other&#039;&#039; two stats. (The left column below shows which stats won&#039;t be 100 at cap and what they &#039;&#039;will&#039;&#039; be at cap.)&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are still spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
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&#039;&#039;&#039;The Level 20 Stat Placement Table!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Wisdom to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for paladins are Strength and Wisdom. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (85 DIS)||49||68||68||68||20||82||88||78||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (75 INT)||49||68||68||68||59||82||89||38||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (76 INF)||49||68||68||68||59||82||89||78||62||37&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (79 DIS)||62||62||68||68||25||85||82||73||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (76 INT)||62||62||68||68||70||85||83||27||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (76 INF)||62||62||68||68||70||85||83||73||62||27&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (82 DIS)||49||68||62||62||29||82||88||82||65||73&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (75 INT)||49||68||62||62||68||82||88||46||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (79 INF)||49||68||62||62||68||82||88||82||64||35&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (98 DIS, 91 INT, 95 INF)||30||49||78||82||53||82||88||70||58||70&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (87 INT, 95 INF)||30||49||78||82||58||82||88||64||59||70&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (91 INT, 92 INF)||30||49||78||82||58||82||88||70||58||65&lt;br /&gt;
|-&lt;br /&gt;
||Elf (79 DIS)||49||73||62||68||35||73||88||82||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Elf (74 INT)||49||73||62||68||73||73||88||44||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Elf (91 INT, 96 INF)||49||73||62||68||73||73||88||69||64||41&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (89 DIS, 91 INT)||58||62||73||73||25||82||86||69||64||68&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (71 INT)||58||62||73||73||58||82||86||38||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (91 INT, 84 INF)||58||62||73||73||58||82||86||69||64||35&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (85 DIS, 98 INF)||59||59||70||68||20||82||88||82||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (72 INT)||59||59||70||68||59||82||88||40||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (77 INF)||59||59||70||68||59||82||88||82||64||29&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (90 DIS, 93 INT, 98 INF)||30||58||77||77||43||82||88||70||65||70&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (83 INT, 98 INF)||30||58||77||77||62||82||88||54||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (93 INT, 87 INF)||30||58||77||77||62||82||88||70||64||52&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (84 DIS)||39||62||70||70||35||82||88||82||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (77 INT)||39||62||70||70||68||82||88||49||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (83 INF)||39||62||70||70||68||82||88||82||62||37&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (89 DIS)||33||49||70||70||41||85||91||82||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (84 INT)||33||49||70||70||62||85||91||61||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (85 INF)||33||49||70||70||62||85||92||82||62||55&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (84 DIS)||62||49||62||62||35||82||91||82||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (77 INT)||62||49||62||62||68||82||91||49||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (81 INF)||62||49||62||62||68||82||92||82||62||39&lt;br /&gt;
|-&lt;br /&gt;
||Human (90 DIS, 93 INT, 98 INF)||39||59||73||73||43||82||88||70||63||70&lt;br /&gt;
|-&lt;br /&gt;
||Human (81 INT, 98 INF)||39||59||73||73||62||82||88||50||64||70&lt;br /&gt;
|-&lt;br /&gt;
||Human (93 INT, 87 INF)||39||59||73||73||62||82||88||70||62||52&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (77 DIS)||59||68||62||62||29||77||88||82||65||68&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (73 INT)||59||68||62||62||73||77||88||41||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (81 INF)||59||68||62||62||73||77||88||82||62||27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And in case you&#039;re wondering what relevant things each stat does for paladins, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 AS for every 1 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Adds crit weighting.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +0.6225 DS in offensive stance for every 1 bonus, assuming you&#039;re in full plate. If you&#039;re also using a tower shield, then make that +0.33615 DS.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). Increased resistance to enemy warcries. Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 TD against mental spells for every 1 bonus. +1 exp pool size for every 1 base stat (not bonus).&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.155625 DS in offensive stance for every 1 bonus, assuming you&#039;re in full plate. If you&#039;re also using a tower shield, then make that +0.03890625 DS.&lt;br /&gt;
* [[Wisdom]]: +1 CS for every 1 bonus. +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only. Slightly improves Battle Standard creation bonus.&lt;br /&gt;
* [[Influence]]: Increased success for SSR attacks. +1% silver from selling to NPC shops for every 12 bonus. Slightly improves Battle Standard creation bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So which stat should you tank out of Discipline, Intuition, and Influence? Answering that requires detail, talk about history for context, and math.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; paladins&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition actually provide more training points than a hybrid stat like Discipline. That&#039;s a fairly minor advantage in the long run, though.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but the only one of those systems that&#039;s definitely used by paladins is experience. Warcry defense and SSR bonus are at least &#039;&#039;potentially&#039;&#039; relevant, but many paladins will rarely, if ever, interact with either.&lt;br /&gt;
&lt;br /&gt;
Experience was and in some cases still is a primary reason that few players of any profession tanked Discipline. Instant Mind Clearers from [[Login_Rewards|login rewards]] can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the [[Wisdom of the Ages]] perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between these factors and the [[Ascension]] system introduced in 2020 (though that&#039;s more aimed at capped characters), it&#039;s far easier than ever before to reach the magical 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
One aspect of Discipline that has become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. Even though it&#039;s still very rare for now and even though full plate mitigates spell damage fairly well, the trend line of more mental CS spells probably makes this the best argument for not tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
I would still personally tank Discipline if I were setting stats today instead of years ago, but don&#039;t feel strongly enough about the difference to use a fixstats on it. So how about the alternatives of tanking Intuition or Influence? Most players will tell you to tank Influence, but I actually disagree.&lt;br /&gt;
&lt;br /&gt;
Professions that aren&#039;t monks need either 34+ natural Influence bonus, enhancives for Influence or Trading, Ascension for Influence or Trading, or access to [[Glamour (1205)|Glamour]] scrolls to get maximum silver value from selling items to NPC shops. Some people seem to believe this is meaningless because the difference between tanking Influence and not tanking it is &amp;quot;only&amp;quot; 1% more silver. However, the difference between tanking Intuition and not tanking it is less than 1 DS for a shield build, exactly 1 DS for a non-shield build, and avoiding enemy maneuvers about 1% more often. This is a lopsided benefit that heavily favors Influence. &lt;br /&gt;
&lt;br /&gt;
More silver means more ability to improve your offense via gear and profession services. Since players attack creatures more often than creatures attack them--and, even more pointedly, players &#039;&#039;hit&#039;&#039; creatures more often than creatures hit them--improving offense is already statistically better than improving defense. Besides that, Intuition&#039;s best perk is defending against maneuvers, but the nominal 1% benefit is actually a tiny fraction of that because it&#039;s dependent on 1) how often creature RNG decides to use maneuvers instead of other attacks and 2) how often the 1% better defense would have made a tangible difference even when the creature does use a maneuver. (In a future update, I&#039;ll delve into this math in more detail in the Odds and Ends section or maybe even an entire separate guide.)&lt;br /&gt;
&lt;br /&gt;
That&#039;s the math, though. If your subjective experience is still to value defense as highly as or more highly than offense because you can&#039;t stand getting hit, the great news on top of all of this is that you don&#039;t have to use your extra silver from Influence on offense in the first place; you could also use it to improve your &#039;&#039;defense&#039;&#039; via gear and profession services! It&#039;s simply much more flexible to tank Intuition than to tank Influence.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Which society is right for your paladin?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things, only two of which even might apply to paladins:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist) &#039;&#039;&#039;if&#039;&#039;&#039; you can get away with consuming tons of spirit to do it (but paladins can&#039;t get away with that; it&#039;s more for CS-based casters))&lt;br /&gt;
* Offering slightly more AS and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 AS against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
More AS and DS are fine, but paladins have among the best offensive prowess and defensive prowess in the game already. If you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two society options being a poor fit based on their lore. You actually wind up having worse mana recovery in CoL since losing spirit is such bad news for almost everything paladins do (AS, DS, maneuver offense, and maneuver defense). You could somewhat get around it by buying a ton of Aura enhancives, but that gets very expensive for a pretty tame payoff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. If you intend to play your paladin by very frequently mixing might and magic, this is a solid option for reasons I&#039;ll explain shortly. However, if you want to play a paladin very similarly to a warrior, then I recommend loading up on stamina regen enhancives or this might not be the society for you. Weapon techniques, combat maneuvers, and the Chastise feat all compete with Sunfist for your stamina usage, so it helps a great deal that more magical paladins can ease the stamina burden by casting more spells and using the Excoriate feat. (More on feats later!)&lt;br /&gt;
&lt;br /&gt;
Sunfist features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and, most importantly for paladins, a sigil to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes. Paladins frequently rely on being able to use their spells in combat, but rank 2 wounds on any two body parts out of arms, hands, or eyes will stop them without a way to ignore wounds.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth mentioning that paladins&#039; innate [[Devout Guardian]] and [[Devout Resolve]] boons, which we&#039;ll cover later, can also ignore wounds. However, those boons require getting hit, only have a 20% chance to activate, and only offer a 30-second window even when they do activate. Sunfist offering the ability to ignore on demand is extremely convenient and helpful!&lt;br /&gt;
&lt;br /&gt;
Sunfist also offers a strong utility sigil that [[Sigil of Mending|minimizes the RT of healing herbs]], which can be very useful for builds that take a lot of punishment and prefer healing on the go over running back to town for empaths.&lt;br /&gt;
&lt;br /&gt;
On the less positive side, several of Sunfist&#039;s AS- or DS-boosting abilities have short durations (60 seconds) and cost enough stamina that paladins (even magical ones) are unlikely to use them often, if ever. If they only use the cheapest AS and DS sigils, the total benefit lags behind other societies. That said, paladins are already offensively and defensively very strong, so this isn&#039;t a huge deal.&lt;br /&gt;
&lt;br /&gt;
Finally, Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Overall, Sunfist is something of a one-trick pony for paladins unless you&#039;re interested in warcamps, but that one trick of ignoring wounds has such immense value that it catapults the society high on the paladin list for battle purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most professions, but does that hold up for paladins?&lt;br /&gt;
&lt;br /&gt;
Like all professions, paladins get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits--just in case your paladin wasn&#039;t feeling invulnerable enough already!&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly more AS than Sunfist (unless you&#039;re wildly burning stamina on Sunfist&#039;s Major Bane) and three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than thirteen levels higher. (Thirteen because paladins&#039; [[Dauntless (1606)|Dauntless]] spell adds another three levels of protection.)&lt;br /&gt;
&lt;br /&gt;
Perhaps the primary paladin combat benefit from Voln is [[Symbol of Supremacy|increased CS against the undead]]; no other society can increase CS in any context. Spells like [[Aura of the Arkati (1614)|Aura of the Arkati]] and [[Judgment (1630)|Judgment]] only need a 101 endroll to achieve almost all of the intended impact, so some extra buffer to make sure your spells land is very helpful.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers paladins the most utility of the societies and its Liabo pantheon-oriented lore can lend itself to Liabo or neutral paladins. I&#039;d still have to argue that Sunfist is mechanically stronger in combat, but Symbol of Supremacy is a notable Voln perk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Choosing an Arkati or Lesser Spirit===&lt;br /&gt;
&lt;br /&gt;
[[Conversion]] is usually a big part of paladins&#039; character concept for RP reasons, mechanical reasons, or both. I already touched on the RP aspects in the Semi-Custom Messaging section, so if that&#039;s important to you, then review the spells listed on the wiki. Repentance, Fervor, Judgment, and Divine Incarnation are the ones you&#039;re likely to see most often.&lt;br /&gt;
&lt;br /&gt;
If the mechanics are also (or exclusively) important to you, we&#039;ll review those now! The paladin spells [[Repentance (1615)|Repentance]], [[Fervor (1618)|Fervor]], [[Battle Standard (1620)|Battle Standard]], and [[Judgment (1630)|Judgment]] use [[Holy_critical|holy critical]] damage types, which vary depending on exactly which Arkati or lesser spirit is your paladin&#039;s patron.&lt;br /&gt;
&lt;br /&gt;
Like with races, the power differences are minor enough that I usually wouldn&#039;t recommend fixating on having the absolute best damage type. The only one that&#039;s truly a cut above the rest is lightning, though that does come with its own drawbacks. In case you do want to optimize around niche scenarios or just figure out the best use for the flare you&#039;ve already chosen for roleplay reasons, let&#039;s analyze the available options. These are arranged into three overarching types:&lt;br /&gt;
&lt;br /&gt;
* Type 1: knockdown-oriented flares with minimal killing power&lt;br /&gt;
* Type 2: conventional flares that do roughly as well as expected&lt;br /&gt;
* Type 3: flares that excel in specific scenarios&lt;br /&gt;
&lt;br /&gt;
====Flare Type 1: Grapple and Unbalance====&lt;br /&gt;
&lt;br /&gt;
* Grapple (Ivas)&lt;br /&gt;
* Unbalance (Arachne)&lt;br /&gt;
&lt;br /&gt;
These two types have below average damage and basically non-existent deadliness, but are unique among the available options in that they almost always knock the creature down. Repentance and Judgment already (respectively) always or usually put the creature on its knees as part of the base effect of the spell, so a full knockdown from the specific damage type is only barely an upgrade in that case. However, knockdowns can be more helpful with Fervor or tier 3 and up Battle Standards &#039;&#039;if&#039;&#039; you&#039;re not leading off by knocking the creature down in the first place (whether via Repentance, Judgment, Bull Rush, Shield Trample, or other means).&lt;br /&gt;
&lt;br /&gt;
====Flare Type 2: Almost Everything Else====&lt;br /&gt;
&lt;br /&gt;
All flares in this category except maybe steam have roughly equal power against a typical creature in a typical hunting ground, but some have other unique considerations if you run into &#039;&#039;atypical&#039;&#039; creatures or hunting grounds.&lt;br /&gt;
&lt;br /&gt;
* Steam (Jastev)&lt;br /&gt;
&lt;br /&gt;
Steam deals average damage, but has very slightly below average deadliness. No creatures in the game that I know of are immune to steam, but it wouldn&#039;t surprise me if some fiery creature somewhere is. Steam doesn&#039;t trigger environmental hazards anywhere.&lt;br /&gt;
&lt;br /&gt;
* Acid (Aeia, Lumnis, Marlu)&lt;br /&gt;
* Cold (Gosaena)&lt;br /&gt;
* Disintegration (Ghezresh)&lt;br /&gt;
&lt;br /&gt;
These three types dish out average damage and average deadliness and don&#039;t trigger environmental hazards anywhere, but a tiny handful of creatures across the entire game are immune to them. Cold is the most affected by immunities, numerically; I wouldn&#039;t recommend raising a Gosaena paladin in Icemule with its myriad ice-themed creatures, but anywhere else is perfectly fine. The [[Silver-scaled cold wyrm|wyrm]] boss in the endgame is notably immune to acid.&lt;br /&gt;
&lt;br /&gt;
* Fire (Eorgina, Laethe, Oleani, Phoen, Ronan, Voaris, Voln)&lt;br /&gt;
&lt;br /&gt;
Fire is another type with average damage and deadliness that a tiny handful of creatures are immune to. It interacts with [[Web (118)|Web]] in a way that can be good or bad: if a webbed creature gets hit with fire, the web burns up and they take an extra round of fire damage in the process. In the best case (AKA a good RNG roll), that means doubling up on fire damage to deal a significant blow. In the worst case, that means prematurely freeing the creature from the web for some minor extra damage.&lt;br /&gt;
&lt;br /&gt;
Some players seem to really hate freeing the creature, which I definitely understand at lower levels, but I don&#039;t think it&#039;s as much of a drawback at cap as others believe. Most capped creatures get out of webs near instantly anyway, so I&#039;d rather pile on extra damage for an extra shot at a crit kill.&lt;br /&gt;
 &lt;br /&gt;
Fire doesn&#039;t trigger environmental hazards anywhere that I know of except for a level 82-89 hunting ground, the Bowels. However, it&#039;s not an argument against fire because plasma &#039;&#039;also&#039;&#039; triggers those same hazards and Holy Weapon grants plasma flares, so paladins will face gas explosions in that hunting ground anyway.&lt;br /&gt;
&lt;br /&gt;
* Random (Zelia)&lt;br /&gt;
&lt;br /&gt;
Random flares have all the upsides and all the downsides of other damage types, except they&#039;re unpredictable. Fun option!&lt;br /&gt;
&lt;br /&gt;
* Crush (Kai, Kuon, Sheru)&lt;br /&gt;
* Disruption (Eonak, Tilamaire)&lt;br /&gt;
* Impact (Niima)&lt;br /&gt;
* Plasma (Lorminstra)&lt;br /&gt;
* Slash (Amasalen, Andelas, Fash&#039;lo&#039;nae, Mularos, The Huntress, V&#039;tull)&lt;br /&gt;
* Vacuum (Jaston, Tonis)&lt;br /&gt;
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These six types all dish out average damage and average deadliness while having no downsides. To my knowledge, no creatures in the game are immune to any of these damage types. None of them trigger environmental hazards anywhere either except for plasma in the Bowels, but I already mentioned above why I don&#039;t consider that an argument against it for convert status.&lt;br /&gt;
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====Flare Type 3: Puncture and Lightning====&lt;br /&gt;
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* Puncture (Cholen, Imaera, Leya, Luukos)&lt;br /&gt;
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There&#039;s a case for this to be in type 2, as puncture actually deals slightly below average &#039;&#039;damage&#039;&#039;--but it has far above average &#039;&#039;deadliness&#039;&#039; anyway because of its ability to kill creatures that have eyes at very low crit ranks. Nothing&#039;s immune to it that I know of, nor does it trigger environmental hazards.&lt;br /&gt;
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Against corporeal creatures that have eyes and can be crit killed, puncture is markedly more lethal than any previously listed damage type. However, against noncorporeal creatures, creatures without eyes, or creatures that can&#039;t be crit killed, all previous damage types other than grapple and unbalance can edge out puncture.&lt;br /&gt;
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On balance, puncture is a contender for the strongest holy critical type because the numerous cases where it far outshines almost all other damage types outweigh the comparatively few cases where it&#039;s slightly weaker than others.&lt;br /&gt;
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* Electrical (Charl, Koar)&lt;br /&gt;
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Electrical, AKA lightning, is the other contender for strongest holy critical type. It deals average damage, but has far above average deadliness due to its unique ability to hit a creature&#039;s nervous system, which can kill at low crit rank thresholds. Nothing is immune that I&#039;m aware of, though maybe some of the lightning creatures are and I don&#039;t know about it.&lt;br /&gt;
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The downside is that we finally have the one case where environmental hazards matter most, as watery rooms scattered throughout a few hunting grounds in the game will backfire and electrocute the user too. Some of these hunting grounds are so low level that you won&#039;t even be casting Repentance before leveling out of them, like the Solhaven bog or Solhaven death dirges. However, other hunting grounds like Old Ta&#039;Faendryl, parts of the Ruined Temple, or parts of Sailor&#039;s Grief are for capped or (with Sailor&#039;s Grief) even far post-capped characters.&lt;br /&gt;
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If you want the most raw power that&#039;s applicable to the largest number of creatures, electrical is probably it. You&#039;ll just need to be aware of specific watery rooms not to hunt in.&lt;br /&gt;
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===Selecting a Weapon Type===&lt;br /&gt;
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These are presented in alphabetical order.&lt;br /&gt;
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====Brawling====&lt;br /&gt;
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Very few paladins brawl, but it is an option!&lt;br /&gt;
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At face value, the main mechanical reason to go this route is to synergize UC&#039;s relatively quick 2, 3, or 4-second attacks with paladins&#039; abundance of flares. It makes a kind of sense, though that&#039;s basically the entirety of the allure.&lt;br /&gt;
&lt;br /&gt;
The main trouble with this idea is that UC only maintains a speed advantage for so long. Between weapon techniques, feats, combat maneuvers, and shield maneuvers, paladins have numerous options that are all as fast as or faster than UC, but which work better with other aspects of the toolkit like Arm of the Arkati. Paladins only need sufficient levels and stamina to make frequent use of those techniques, feats, and maneuvers and then they&#039;ll be able to leave brawling paladins in the dust.&lt;br /&gt;
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Another possible disadvantage is a higher cost of gear upgrades than any other path &#039;&#039;if&#039;&#039; the paladin also wants to make use of a shield since then you have a whopping four pieces of gear to work on: shield, brawling weapon, footwear, and armor. Shields also penalize MM, UC&#039;s most important combat number. On the bright side, a brawler with a shield does at least have the big upside of far stronger AoE abilities via Shield Throw.&lt;br /&gt;
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If you want to try a brawling paladin for any reason, I won&#039;t call it great, but it&#039;s certainly viable. Nairdin&#039;s a famous paladin who did it for most of his life. Just don&#039;t expect it to work similarly to nor as effectively as how a brawling warrior or monk would if you&#039;re used to those.&lt;br /&gt;
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====Shields and One-Handed Weapons====&lt;br /&gt;
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Perhaps the most common paladin path players take is that of the shield, AKA the &amp;quot;sword and board&amp;quot; route. (By convention, it&#039;s often called that even if they use a blunt weapon or an edged weapon that isn&#039;t a sword.)&lt;br /&gt;
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This path can make for a borderline indestructible character if their training and playstyle are built around it. The Divine Shield aura is obviously at its best with shields as the name implies, aiding with that indestructibility via high block chance. It also periodically allows 1-second single-target offensive shield maneuvers. In addition, shield paladins have access to two physical AoE abilities they can rotate between on when the other is on cooldown--Shield Throw and their AoE weapon technique--while other builds would need to train two weapon types to do that. For a paladin who regularly or even exclusively fights swarms, the ability to use AoEs more frequently significantly elevates the offensive power level of shields on a DPS basis once they have the stamina to support it.&lt;br /&gt;
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As for downsides, the natural overarching point is that a defensive build doesn&#039;t have the power of an offensive build except, sometimes, in that swarm-specific scenario. (More on this in the Caveats section.) Abilities like Chastise and Spin Attack can be the same speed with two weapons or a single big weapon as with a single small weapon. Attacks like Flurry and Pummel reach near-identical (and potentially even exactly identical) speed thresholds with two weapons as with a single weapon despite firing off twice as many attacks. Finally, a two-handed weapon or two-handed polearm build also costs less in gear upgrades than a shield build since it only has two pieces of gear instead of three.&lt;br /&gt;
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Excoriate (covered in more detail later) is detached from weapon attributes like damage factor and weighting, making it exactly as powerful for all paladin builds. Relatively speaking, that elevates the average attack power for a shield paladin more than it does for other paladins (who also still like Excoriate). Divine Incarnation Smite is also detached from weapon attributes, but has a limited number of charges per hunt and gets a great deal of its power from Religion lore training, which shield paladins won&#039;t necessarily have much of since they have stronger incentives than other builds to focus on Blessings.&lt;br /&gt;
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====Shields and Polearms====&lt;br /&gt;
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This is similar to the shield and one-handed weapon build, but with two major differences that warrant its own section.&lt;br /&gt;
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The very good news is that Radial Sweep, the polearm reaction technique and the only reaction among all weapon types that does AoE damage, can trigger from blocking with a shield. Paladin block rate can get quite high with Divine Shield, so this specific paladin build is second only to warriors at how often it can fire off Radial Sweeps. It&#039;s arguably better overall than a shield and polearm warrior because the paladin gets the benefit of double plasma flares from Holy Weapon. Radial Sweep does have a 15-second cooldown because of its power, so it&#039;s not fully spammable, but it&#039;s definitely a great hit when you can get in.&lt;br /&gt;
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The very bad news is that the shield and polearm path costs 6 more PTPs and 3 more MTPs per level than training a shield and a one-handed weapon, which will probably require sacrifices elsewhere of power, utility, or both. It&#039;s a perfectly fine path, but make sure you know what you&#039;re getting into by using a character planner or experimenting on the test server.&lt;br /&gt;
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====Two-Handed Polearms or Two-Handed Weapons====&lt;br /&gt;
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Another paladin option is to pick up any huge two-handed weapon from a [[maul]] to a [[lance]] to a [[claidhmore]] and go to town!&lt;br /&gt;
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As mentioned previously, certain weapon-based abilities like Chastise or Spin Attack pack far more of a punch with a big weapon than a single small weapon while not being any slower (at least once you get the Agidex), so you&#039;ll certainly feel the power. Another selling point is that using a two-handed weapon is the cheapest path for gear upgrades since you only have two pieces of gear (armor and weapon). Furthermore, THWs (specifically those, not two-handed polearms) are the cheapest path in terms of training points other than a shield paladin who&#039;s not maxing Shield Use. (More on this in the caveats and rabbit holes section.)&lt;br /&gt;
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On the less bright side, shields are obviously far safer defensively. Big weapons also aren&#039;t stronger than two small weapons. That&#039;s partially just the math of it when comparing like to like, such as a 4-second swing vs. a 4-second swing, but it tilts further in favor of two small weapons when considering specifics like flares or the fact that, unlike Chastise or Spin Attack, Guardant Thrusts and Thrash (respectively the polearm and two-handed weapon assaults) &#039;&#039;are&#039;&#039; slower than Flurry and Pummel (the edged and blunt weapon assaults).&lt;br /&gt;
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====Two Weapon Combat====&lt;br /&gt;
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The final paladin option we&#039;ll go over in detail here is using two weapons for overwhelming attacks!&lt;br /&gt;
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This is the most offensively powerful path even just on the baseline strength of two weapons, but gets even better with any combination of Battle Standard flares, Fervor flares, or the Zealot AS buff, which are all roughly twice as powerful with two weapons as with one. Anything weapon-based--Chastise, Spin Attack, assaults, AoE techniques--is at its most powerful for the two weapon paladin.&lt;br /&gt;
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For downsides, once again, the most obvious is that shields are far safer defensively. Training point-wise, this path ranges from exactly the same cost as a two-handed weapon build to slightly more expensive than a shield and a two-handed polearm, depending on a player&#039;s tolerance for offhand misses. (Before cap, I wouldn&#039;t recommend either of those extremes of 1x or 2x TWC training; more on that in the Caveats section.) In terms of gear upgrades, a two-handed weapon or two-handed polearm build is also cheaper than this route.&lt;br /&gt;
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====Caveats and Rabbit Holes====&lt;br /&gt;
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You might still be undecided on your weapon path or just wondering about some of the more vague wording, so here are additional notes for digging deeper:&lt;br /&gt;
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* When talking about the advantage of having Shield Throw &#039;&#039;and&#039;&#039; an AoE weapon technique, I initially wrote &amp;quot;double up on AoEs&amp;quot; instead of &amp;quot;use AoEs more frequently,&amp;quot; but it&#039;s not quite that simple. In the first place, it depends on how often a character would use two AoEs instead of one even if they &#039;&#039;could&#039;&#039; do so, which wouldn&#039;t be every time. For example, if they&#039;re in a room of three creatures and the first AoE kills two of them, then the ability to use another one is irrelevant. Beyond that, all paladins have [[Glorious Momentum]] from level 40 on (more on this later), which allows even a paladin who only knows one physical AoE to sometimes ignore cooldowns and use it twice in a row anyway.&lt;br /&gt;
* For similar reasons, I mentioned two weapons being &amp;quot;roughly&amp;quot; twice as powerful as a single one-handed weapon because it&#039;s not as simple as saying that it&#039;s exactly twice as powerful. In any instance where the first strike happens to kill a creature, the fact that the second weapon &#039;&#039;would have&#039;&#039; been available as a followup is irrelevant.&lt;br /&gt;
* If you&#039;ve also been getting advice from others before reading this guide, you might have heard that shields are the cheapest path for training points. I actually had written that in here out of reflex because it was true for decades: when paladins had a 2x Shield Use cap, training a one-handed weapon along with it cost 24 PTPs per level (after the almost always inevitable PTP to MTP conversion that paladins get to). Now, however, paladins have a 3x Shield Use cap, so it works out to 29 PTPs. Meanwhile, maxing a two-handed weapon works out to 24 PTPs. Still, like I implied, someone could stop at 2x Shield Use if they wanted, taking the shield option down to 21 PTPs per level so it can be the cheapest again.&lt;br /&gt;
* Alternatively, someone might say that the shield path is cheaper because the non-shield paths have to train Dodging. This is a questionable line of reasoning, though. For one thing, some shield paladins do train Dodging, in which case they don&#039;t get to hold that over the heads of other builds. Even if they don&#039;t train Dodging, though, the training points saved from not doing so would end up spent somewhere else. As an example, let&#039;s say that they put it to use getting 1.5x Combat Maneuvers because they wanted more AS to make up for using a lighter weapon. That extra 0.5x CM costs more than 1x Dodging would. In short, you have to analyze the &#039;&#039;entire&#039;&#039; training point cost of either path to get the full picture of which is truly cheaper for your specific plan.&lt;br /&gt;
* Speaking of training point costs, the Two Weapon Combat range runs from 24 PTPs at 1x TWC (counting training the weapon skill too) to 42 PTPs at 2x TWC. 1x TWC has an 80% offhand hit rate against like-level creatures; 2x TWC has a 100% hit rate against anything up to five levels above. 1.5x TWC, which would be 33 PTPs, has a 100% hit rate against like-level and, assuming it works fairly uniformly, drops 4% for every level above you. My TWC paladin didn&#039;t even go past 1.2x before cap, which is 27.6 PTPs and an 88% hit rate against like-level. If I remember correctly, she didn&#039;t even go past 1.4x (a 96% offhand hit rate) until several times cap. How much TWC you &amp;quot;need&amp;quot; depends how comfortable you are with offhand misses. Some people fixate on them and can&#039;t tolerate a single miss; I take the stance that if I have an 88% hit rate against like-level, then I&#039;m hitting about 188% as hard as a single weapon from a shield build, which is perfectly good with me. If you&#039;re interested in TWC, figure out your tolerance threshold for either missing with the offhand or having fewer training points to spend on diversifying, then go from there.&lt;br /&gt;
* Another perspective I&#039;ve occasionally heard from players is that shield paladins are a natural default option. I don&#039;t agree or even particularly understand this perspective since they usually articulate it based around the idea that, because paladins have a shield-specific aura and are one of the three professions who have shield maneuvers, it would somehow be a waste to not use those parts of the toolkit. However, I don&#039;t hear anyone claim that shield warriors or shield rogues, the &#039;&#039;other&#039;&#039; two professions with shield maneuvers, are a natural default option. Play what you want! You&#039;ll be making tradeoffs no matter what you do.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Training Plan: Skills==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your paladin&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
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===Core Skills===&lt;br /&gt;
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These are skills you consistently train with little to no deviation. This section and the following refer to pre-cap training.&lt;br /&gt;
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* &#039;&#039;&#039;Your chosen weapon type&#039;&#039;&#039;: Max every level. If using shields, minimum two times per level for those too. If using Two Weapon Combat, I&#039;d say at least once per level for the TWC skill, then push toward your tolerance threshold in the 1.2x to 1.5x range by the midgame after you&#039;ve hit your early breakpoints and have more flexibility with training points.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: At least once per level. You can push further whenever you want to learn specific maneuvers. If you&#039;re playing a shield paladin, this might need to be pushed a bit more heavily to compensate for the relative weakness of a single one-handed weapon.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least once per level. Twice per level later in life if or when you really want more stamina. There&#039;s also a good case for rushing the first 15-20 ranks for an early burst of 4-7 health per rank, depending on race, along with having a little more buffer on stamina.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: Once per level. If you&#039;re playing a non-shield paladin, this might need to get pushed further toward the mid-game, if not sooner, to compensate for slightly worse DS. (Note: Some shield paladin players advocate no ranks of Dodging before cap. I don&#039;t agree, but more on that later.)&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Once per level. There&#039;s a decent case for pushing the first 20-40 ranks slightly ahead of schedule for an early burst of 90-140 mana.&lt;br /&gt;
* &#039;&#039;&#039;Spell research&#039;&#039;&#039;: Once per level. Some typical paths include A) taking [[Paladin Base]] to 35 ([[Divine Intervention (1635)|Divine Intervention]], 40 ([[Divine Word (1640)|Divine Word]], or 50 ([[Divine Incarnation (1650)|Divine Incarnation]] ranks before touching [[Minor Spiritual]], B) training 1, 3, or 7 ranks of Minor Spiritual after any of those Paladin Base marks, C) never stopping Paladin Base once per level and just slipping in Minor Spiritual ranks here and there as you can, or D) skimping on other skills and/or spells to get 20 Minor Spiritual for [[Lesser Shroud (120)|Lesser Shroud]] ahead of schedule because it&#039;s the only defensive buff in Minor Spiritual that you can&#039;t have other characters cast on you.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Shields and Dodging Are Not Mutually Exclusive!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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As I mentioned in the Shield Paladin path section, they can be borderline indestructible if they build for that. One way to &#039;&#039;not&#039;&#039; build for that is to be one of the paladin players who train 0 ranks of Dodging because you&#039;ve read (or heard from somebody else who read) that shields decrease the amount of DS you get from training Dodging. That&#039;s true, but let&#039;s assess this further.&lt;br /&gt;
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First, even for a tower shield full plate paladin, Dodging gives 0.33615 DS per rank in offensive stance. That&#039;s admittedly much less than the 0.6225 DS that a non-shield paladin would get, but it&#039;s still substantial! More importantly, though, Dodging is also a crucial part of defense against SMR attacks, which are one of the few means that creatures have to simply kill paladins despite all their redux, crit reduction, and plate armor. SMR attacks don&#039;t become particularly prominent until level 60 or so, so I do understand the idea of not training Dodging with a shield paladin in the early game, but by the midgame and on you&#039;re going to need either Dodging or some other buffer against SMR attacks, like 2x Perception or 2x Physical Fitness, to avoid getting destroyed.&lt;br /&gt;
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Even in the early game, though, I still think a shield paladin should begin on Dodging after they&#039;re done with reaching some of the early thresholds like 70/110 Armor Use (90/130 with spells) that will keep points tight early on. Consider the alternative: by saving training points via ignoring Dodging, a paladin could work on spells beyond 1x, Combat Maneuvers beyond 1x, or lores.&lt;br /&gt;
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...but wait. Pushing spells above 1x is mostly for improving offense. Pushing Combat Maneuvers is mostly for improving offense. Training lores offers minor benefits to defense and enormous benefits to offense. Why be a shield paladin, the defense-oriented build, then ignore a cheap defensive skill like 1x Dodging in favor of training expensive offense-boosting skills like spells at 2x cost, CM at 2x cost, and lores? (Respectively ~6.18, ~2.364, and ~3.636 times as expensive as 1x Dodging.) Unless you&#039;re taking advantage of full outside spellups, which has its own sidebar a little further below, there&#039;s still great value to Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Combat Maneuvers and Two-Handed Weapons or Two Weapon Combat Are Not Mutually Exclusive!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I&#039;ve never encountered a paladin who believes otherwise, but &#039;&#039;just in case,&#039;&#039; the same advice from above for shield builds applies in reverse to non-shield builds. If you&#039;ve embarked on the path of an offense-oriented paladin, don&#039;t stop at 0.5x Combat Maneuvers so you can snap up a few extra Dodging ranks. Stopping at 1x Combat Maneuvers, sure, that makes sense, but the game offers the low-hanging fruit of 1x costs with the expectation that you&#039;ll take advantage of them. You admittedly might not even need the AS from Combat Maneuvers on a Zealot paladin, but the maneuver points and boost to SMR offense are keys to a sufficiently wide toolkit of options for successful offense.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Breakpoint Skills===&lt;br /&gt;
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Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
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* &#039;&#039;&#039;[[Armor Use]]&#039;&#039;&#039;: 70 and 110 are your major breakpoints. In conjunction with your [[Defense of the Faithful (1608)|Defense of the Faithful]] spell taking the totals to 90 and 130, these breakpoints respectively allow for metal breastplate and full plate. Metal breastplate is worth aiming for as quickly as you feel reasonably comfortable with because it has a very strong damage factor advantage over even chain hauberk. Full plate can be delayed into the 40s or even 50s if you want, though many players choose to hurry along the 110 mark too since it&#039;s the final armor goal from a mechanical standpoint.&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, good breakpoints are 10, 24, and 50 for hitting extra targets with your weapon techniques. For shield paladins only, 30 is also a threshold that unlocks the ability to learn Shield Strike Mastery.&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]]&#039;&#039;&#039;: Before cap, good breakpoints are 10, 24, 25, and &#039;&#039;maybe&#039;&#039; 50 (it&#039;s possibly excessive). 10, 24, and 50 are all for hitting extra targets with your AoE spells. 25 adds an extra daily use of [[Verb:MANA#Mana_Spellup|MANA SPELLUP]] and allows you to [[Multicast]] a buff spell two times at once. 50 adds another daily use of MANA SPELLUP. (50 also technically allows you to multicast three times at once, but that&#039;s only helpful for casting Minor Spiritual spells on other characters; two self-cast spells already maxes out buff duration.)&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Lore, Religion|Religion]] and/or [[Spiritual Lore, Summoning|Summoning]] lore&#039;&#039;&#039;: 25 ranks of Religion will max out [[Judgment (1630)|Judgment]]&#039;s chance of forcing the enemy to kneel at 85%, which can be pretty strong if you push Paladin Base hard and can reliably land that spell. Alternatively, if you don&#039;t push Paladin Base hard and could use a boost to your magical offense, each of the first 25 ranks of Summoning will push enemy TD down by 1 against the spell infused in your [[Holy Weapon (1625)|bonded weapon]]. If you want to run [[Web (118)|Web]] as your infused spell, you&#039;ll need 27 ranks of Summoning to be able to do that. Strictly speaking, nothing stops you from taking 25 ranks of Religion &#039;&#039;and&#039;&#039; 25-27 ranks of Summoning pre-cap, but I generally wouldn&#039;t recommend it due to too great an opportunity cost of training points not spent elsewhere.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;A Spellup Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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This is for those of you who take regular advantage of full spellups by any means--alts, Dreavenings, friends, MHOs, the invoker, or any other way. The DS benefits of a full outside spellup will leave you virtually indestructible against enemy AS attacks until the level 40s, if not later. (Almost definitely later on a shield build unless you&#039;re slacking on Shield Use &#039;&#039;and&#039;&#039; Dodging.) Since armor is primarily (not entirely) for mitigating AS-based hits, this playstyle lends itself to not pushing Armor Use as heavily as others. It can also skimp on various other defensive skills, which is why some players gravitate toward getting outside spells as long as they can.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Niche Skills===&lt;br /&gt;
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Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
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* &#039;&#039;&#039;[[Arcane Symbols]] and [[Magic Item Use]]&#039;&#039;&#039;: These are the most cost-effective means to improve your ability to create and upgrade Battle Standards, the paladin profession service. Of the two, Magic Item Use is more broadly useful due to extending the duration of [[small statue]] drops and the fact that rangers are capable of teaming up with other professions like clerics, sorcerers, and wizards to create magic items on demand. That said, Arcane Symbols allows reading scrolls you loot, which can be valuable for identifying which ones are worth selling to the pawnshop and which are worth trying to sell to other players.&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and eating herbs faster. Paladins are tied with clerics for training this skill more inexpensively than anyone besides empaths, so it&#039;s certainly worth considering. Voln paladins should especially look into this, but even Sunfist paladins, who can already eat herbs at the fastest speed, might enjoy not having to spend mana and stamina to do it.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Free extra silvers!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s twice as expensive as First Aid. Speeds up foraging bounties. Slightly reduces duration of stuns, which is potentially helpful; paladins can just [[Divine Intervention (1635)|BESEECH]] out of stuns, but 35 mana per unstun does add up quickly. I like Survival, but I certainly understand why others leave it for the late game.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
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Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
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Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
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What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Post-Cap Skills===&lt;br /&gt;
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Eventually you can train everything if you play long enough, but here are some considerations for if or when you reach post-cap.&lt;br /&gt;
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&#039;&#039;&#039;Spiritual Lores&#039;&#039;&#039; to their collective 202 cap:&lt;br /&gt;
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As is common with lores for most professions, they&#039;re a very expensive skill with high opportunity cost that leaves many players ignoring them pre-cap outside of low-hanging fruit early thresholds. In paladins&#039; case, that would be the 25 Religion and 25 Summoning benchmarks I mentioned before. Lores offer myriad offensive and defensive benefits, but they&#039;re less powerful for the exp than maxing Multi-Opponent Combat and Combat Maneuvers on the offensive side or Dodging and Physical Fitness on the defensive side. However, lores &#039;&#039;are&#039;&#039; more powerful for the exp than Ascension benefits, so post-cap is the time to prioritize lores and work out your plan. I&#039;ll touch on this more in lores&#039; own dedicated section.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Use]]&#039;&#039;&#039; to 300:&lt;br /&gt;
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The DS benefits of overtraining armor are fairly minimal, even in full plate. The improved maneuver defense is only slightly more substantial. Maxing out three armor specializations is another niche benefit, as you can certainly run into situations where the ability to switch between (say) Armored Casting, Armored Blessings, and Armor Support might be helpful. Individually, each of these three perks to finishing Armor Use--DS, maneuver defense, and flexibility--is pretty minimal, but, taken together, they do build a cumulative case.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Use]] if not normally using a shield or [[Two Weapon Combat]] if normally using a shield&#039;&#039;&#039;:&lt;br /&gt;
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There&#039;s something to be said for the flexibility of having two different playstyles at your disposal. Two Weapon Combat paladins have overwhelming offensive power, but what if the enemy &#039;&#039;also&#039;&#039; has overwhelming offensive power and taking just a couple of hits can spell doom? I&#039;m admittedly mostly thinking of bosses like the [[Silver-scaled cold wyrm|wyrm]] with her 900+ AS mstrikes rather than ordinary hunting, but even so, blocking some of her shots with a shield might be the difference between victory and defeat.&lt;br /&gt;
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On the flip side, shield paladins have far superior defensive prowess, but they don&#039;t always &#039;&#039;need&#039;&#039; more defensive prowess. For example, some creatures have fairly low AS and can&#039;t significantly damage a paladin with physical attacks anyway, while other creatures are casters against whom DS and blocking will never come into play. In cases like that, the greater offensive power of Two Weapon Combat would serve the paladin better.&lt;br /&gt;
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&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery isn&#039;t the worst option for diversifying your offense. AS-based ranged attacks don&#039;t bring much to the table for paladins, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time and pairs well with paladins&#039; myriad flares. I wouldn&#039;t do it, but it&#039;s out there as a thought.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Paladins can retain 25% redux--a great threshold--by stopping their spell training at 195 total ranks or fewer. Retaining 33.33% redux requires stopping around 149 or fewer.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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As an alternative to diversifying your offense or armor specializations, you could also simply move on to Ascension. For that, see the Ascension section toward the end of this guide.&lt;br /&gt;
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==Training Plan: Exclusive Choices==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush can knock down a room of creatures and inflict the Vulnerable status, which makes followup unaimed attacks more likely to hit body parts that will significantly damage the creature. Bull Rush does fairly minimal damage on its own, but is a very solid crowd control combat maneuver, especially before a paladin gets enough CS for Judgment to fill a similar role reliably.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Raises TD by 2 per rank. I actually max this in the late game because paladins have just enough spiritual TD that the small boost from Combat Focus can be the difference between getting hit by an enemy spiritual spell or avoiding it. However, even just two or three ranks would usually accomplish the same thing for much fewer combat maneuver points. Definitely don&#039;t bother with this until endgame or near it, though.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Movement]]&#039;&#039;&#039;:&lt;br /&gt;
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A negligible DS boost that&#039;s virtually worthless &#039;&#039;unless&#039;&#039; you want the Side by Side maneuver because you&#039;ll be group hunting regularly, in which case you need two ranks as a prerequisite.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Toughness]]&#039;&#039;&#039;:&lt;br /&gt;
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The first rank gives +15 max health for 6 combat maneuver points, which is a reasonable pickup for the endgame if nothing else seems worthwhile. It&#039;s not a priority, though. Even halflings and gnomes shouldn&#039;t really need it earlier in life since [[Vigor (1616)|Vigor]] already increases max health. As for the second and third ranks, the juice isn&#039;t worth the squeeze. Players who are willing and able to afford Bloodstone Jewelry can also just use that for vastly more max health than Combat Toughness offers.&lt;br /&gt;
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&#039;&#039;&#039;[[Disarm Weapon]]&#039;&#039;&#039;:&lt;br /&gt;
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A 2-second setup maneuver that attempts to get rid of the enemy&#039;s weapon. Paladins don&#039;t need to train this to defend against it since Holy Weapon already quickly returns disarmed weapons to their hand, nor do they necessarily fear enemy creatures&#039; AS-based attacks badly enough to warrant spending time getting rid of their weapon. That said, it&#039;s still a pretty strong debuff of sorts against specifically two-handed weapons (including polearms) because it&#039;ll knock out a huge chunk of a creature&#039;s DS in the process. Worth considering, but not a staple.&lt;br /&gt;
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&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
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Now here&#039;s a staple! Feint is the premier combat maneuver for lowering enemies&#039; stance so you can obliterate them afterward. Highly recommended if you&#039;re a Divine Shield or Fervor paladin, but still recommended even on a Zealot paladin. Even paladin AS can&#039;t power through &#039;&#039;every&#039;&#039; turtled creature, barring the extreme top ends of gear, enhancives, or Ascension experience.&lt;br /&gt;
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&#039;&#039;&#039;[[Precision]]&#039;&#039;&#039;:&lt;br /&gt;
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Worth a look if you&#039;re using a weapon that can deal slash damage, which is slightly tougher to land lethal blows with than crush or puncture damage. Even just the first rank for 4 points will cut out most slash-based damage. (Just remember to actually use CMAN PRECISION with your weapon in hand to set the damage type you want! Simply learning the maneuver without configuring it won&#039;t do anything!)&lt;br /&gt;
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&#039;&#039;&#039;[[Side by Side]]&#039;&#039;&#039;:&lt;br /&gt;
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Good straightforward AS and DS boost, but for group hunters only.&lt;br /&gt;
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&#039;&#039;&#039;[[Spike Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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You&#039;ll need this as a prerequisite if you want Shield Spike Focus on a shield paladin, but otherwise it&#039;s frivolous at best. Armor spikes from offensive maneuvers aren&#039;t terribly significant.&lt;br /&gt;
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&#039;&#039;&#039;[[Spin Attack]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily a top tier paladin maneuver not despite the overlap with Chastise, but because of it.&lt;br /&gt;
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Spin Attack is an unaimed attack that swings 2 seconds faster than your normal attacks (that&#039;s cutting attack speed in half for most weapon types!) while also having a minor AS boost for that one attack and a boost to Dodging for 10 seconds afterward. It even still fires off infused spells from Holy Weapon in the process.&lt;br /&gt;
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The swing speed benefit is the same whether you&#039;ve learned 1 rank or 5 ranks of Spin Attack, making the first 2 CM points an incredible value. (More ranks increase the AS and Dodging boosts.) Get it to have in your toolbox for times when both Chastise and your weapon type&#039;s assault technique are on cooldown.&lt;br /&gt;
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&#039;&#039;&#039;[[Sunder Shield]]&#039;&#039;&#039;:&lt;br /&gt;
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A flat 2-second setup maneuver that can get effectively rid of enemy shields. When it&#039;s good, it&#039;s really good for the same reasons that Disarm Weapon is. There are, however, far fewer creatures that use shields than creatures that use weapons. Worth considering, but not a staple.&lt;br /&gt;
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&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
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Actually quite good if you&#039;re using blunt weapons because it pairs well with Concussive Blows, adding another 2d16 of damage to those flares on top of the AS boost that higher Strength represents in the first place. That said, Surge of Strength really comes across as a &amp;quot;max it or skip it&amp;quot; type of combat maneuver, which means it might have to be saved for the endgame since the whole package costs 30 total CM points. Rank 5 has 75% uptime as a 90-second effect with a 120-second cooldown, but lower ranks have 150, 180, 240, and 300-second cooldowns.&lt;br /&gt;
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If you&#039;re not using blunt weapons, I&#039;d still consider this for races who aren&#039;t dwarves, giants, or half-krolvin. Paladins have a pretty good selection of combat maneuver options, but not amazing to the level of warriors or rogues, so you might (or might not) find that you can spare points for your final build.&lt;br /&gt;
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&#039;&#039;&#039;[[Tainted Bond]]&#039;&#039;&#039;:&lt;br /&gt;
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Tainted Bond makes an Ensorcell AS boost linger for two attacks instead of one. If you have a T5 Ensorcell, you should almost definitely get this, but if you don&#039;t, don&#039;t. It&#039;s also not worth rushing to a T5 Ensorcell and rocketing the gear difficulty of your weapon up just for Tainted Bond.&lt;br /&gt;
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&#039;&#039;&#039;[[True Strike]]&#039;&#039;&#039;:&lt;br /&gt;
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True Strike is an unaimed attack that swings 1 second faster than your normal attacks while penalizing the enemy&#039;s EBP against it and having a higher floor on your d100 roll by changing it to anywhere from 20+d80 (minimum 21 roll from rank 1 True Strike) to 60+d40 (minimum 61 roll from rank 5 True Strike).&lt;br /&gt;
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Spin Attack is generally better than True Strike in a vacuum because it&#039;s faster, but True Strike offers something that&#039;s more unique from Chastise than Spin Attack is. True Strike is a solid toolkit option to consider if you regularly face particularly EBP-heavy creatures. Even just one or two ranks will really cut into how well they can avoid your attack.&lt;br /&gt;
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&#039;&#039;&#039;[[Weapon Specialization]]&#039;&#039;&#039;:&lt;br /&gt;
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A paladin must-have that simply increases AS and SMR power, including that of all the offensive and setup maneuvers listed above.&lt;br /&gt;
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===Shield Maneuvers===&lt;br /&gt;
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This time I &#039;&#039;will&#039;&#039; go over every shield maneuver since almost all of them are at least worth a look.&lt;br /&gt;
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&#039;&#039;&#039;[[Block Specialization]]&#039;&#039;&#039;:&lt;br /&gt;
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Offering 5% block rate per rank, this is a bread and butter must-have passive for dedicated shield paladins. The first rank is a great early buy at a cost of only 4 shield points, but the next two cost 8 and 12, which could be worth delaying for a while so you can diversify your shield maneuver options early in life with other low-hanging fruit options.&lt;br /&gt;
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&#039;&#039;&#039;[[Block the Elements]]&#039;&#039;&#039;:&lt;br /&gt;
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Reduces incoming crits from enemy flares and bolt splashes. The first rank is pretty strong value at 5-10 crit padding for 6 shield points, but the next two ranks are another 12 and 18 points to bump that crit padding up to 10-15 or 15-20. In practice, I don&#039;t find that there are enough creatures who can use flares or hit a paladin with bolts to justify more than a single rank, which is already pretty hefty protection. However, if you simply despise getting hit with all your being and want marginal gains, it&#039;s an option!&lt;br /&gt;
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&#039;&#039;&#039;[[Large Shield Focus]] or [[Tower Shield Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Another bread and butter must-have passive that will improve all of your offensive shield maneuvers and is a necessary prerequisite to train certain options. The final two ranks should be saved for at or near the endgame due to diminishing returns, though. Large shields have a faster Shield Throw and result in very slightly better DS after you have Dodging. Tower shields hit harder with virtually all shield maneuvers and have a few exclusive maneuver options.&lt;br /&gt;
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&#039;&#039;&#039;[[Phalanx]]&#039;&#039;&#039;:&lt;br /&gt;
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Amazing additional block chance if you regularly group hunt with other shield users who also train Phalanx (available to warriors and rogues in addition to paladins), but it does nothing outside group hunts. You&#039;ll know if you want it.&lt;br /&gt;
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&#039;&#039;&#039;[[Prop Up]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires Large Shield Focus or Tower Shield Focus to be rank 3 before you can train this. Prop Up ranks each give you one-third chance to avoid being knocked down for 6, 12, and 18 shield points. Here&#039;s another passive where the first rank offers solid value, but the next two can be pretty difficult to justify until much later in life. Paladins are already very durable even if they do get knocked down, so it doesn&#039;t have to be a priority either.&lt;br /&gt;
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&#039;&#039;&#039;[[Protective Wall]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires Tower Shield Focus to be rank 3 before you can train this. Protective Wall has two ranks and the first rank only benefits party members, halving the DS lost from being stunned, webbed, immobile, unconscious, rooted, or prone. The second rank only benefits you with the same effect. Some players see this as the primary reason to use a tower shield over a large shield; I&#039;d argue that &#039;&#039;almost everything else&#039;&#039; is the reason to use a tower shield, though. If you&#039;re a group hunter, Protective Wall will help your partners, but if you&#039;re going solo, you can already get out of almost all of those status conditions already via Divine Intervention without spending valuable shield points.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Bash]]&#039;&#039;&#039;:&lt;br /&gt;
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Basic offensive shield skill that hits and applies Vulnerable. It&#039;s not amazing, but it&#039;s not bad and you have to train it to learn Shield Strike or make Shield Strike stronger. Whether you use it or just train it as a prerequisite, you&#039;ll have it!&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Charge]]&#039;&#039;&#039;:&lt;br /&gt;
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Far more powerful single-target maneuver than Shield Bash. This attack is 1 second slower, but has potential killing power (rarely, but it can get there) and, in addition to applying Vulnerable, it also staggers (adds RT), adds Weakened Armament (reduces armor protection), and can drop the enemy&#039;s stance. Shield Charge simply works well in a vacuum, so it&#039;s a pretty strong contender for your first offensive shield maneuver.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Forward]]&#039;&#039;&#039;:&lt;br /&gt;
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Passive ability that gives a 30-second Shield Use buff of +10 per rank after using an offensive shield maneuver. In practice, that&#039;s long enough that it basically feels like it&#039;s always active. Like many other passives, the first rank is great value even early, but the latter two can be delayed until after fleshing out your versatility.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Mind]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires that you&#039;ve trained Spell Block. Use 10 stamina to block the next CS-based spell, then the ability is on cooldown. I have a very low opinion of this one in all except the most dangerous Ascension hunting grounds, where it&#039;s only a pretty low opinion. Enemy CS spells aren&#039;t particularly dangerous to paladins anywhere else, you already have Faith Shield for the instances where they &#039;&#039;are&#039;&#039; dangerous, and the Spell Block prerequisite is, itself, also really weak for paladins.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Push]]&#039;&#039;&#039;:&lt;br /&gt;
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Probably the most pointless shield maneuver. This one pushes a creature out of the room, but even if you don&#039;t feel comfortable fighting a particularly dangerous creature, just leave the room yourself. No need to spend stamina and RT on making it go away, never mind the shield points.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Spike Mastery]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires training the Spike Focus combat maneuver. This passive lets your spikes flare reactively if you block an enemy attack while in offensive, advance, or forward stance. Pretty good if you&#039;re a capped character just finding yourself with 20 shield points and 12 combat maneuver points to spare. I wouldn&#039;t go out of my way to make room for Shield Spike Mastery if other combat maneuvers and shield maneuvers seem appealing enough to eat up all your points, though. It&#039;s specific to spike damage; any other flares on your shield can still happen without this.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Strike]]&#039;&#039;&#039;:&lt;br /&gt;
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An absolute must. This requires at least two ranks of Shield Bash. Shield Strike uses what&#039;s called a &amp;quot;minor bash&amp;quot;--a light, weak shield attack--that&#039;s immediately followed up by a strike with your weapon at 2 RT less and 15 stamina more than swinging with your weapon would be. Its strength is derived from training both Shield Strike itself and Shield Bash.&lt;br /&gt;
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In a vacuum, Shield Strike is really good, but like I always say, nothing&#039;s in a vacuum. Weapon technique assaults and Chastise are both even better uses of stamina, making this your third best option at most even in a strictly one-on-one scenario. If you regularly hunt multiple creatures in a room, then weapon technique AoEs and Shield Throw are also better uses of stamina. So, in practice, you might use Shield Strike as its own ability pretty rarely.&lt;br /&gt;
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The actual reason that makes Shield Strike a must-have is the next item on the list...&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Strike Mastery]]]&#039;&#039;&#039;:&lt;br /&gt;
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This passive requires at least three ranks of Shield Strike and 30 ranks of the Multi-Opponent Combat skill. It adds a minor bash right before the first hit of your assault technique, including the potential of any flares and spikes. That&#039;s it and that&#039;s all it needs to be to claim the title of the best shield maneuver once you have the whopping 30 spare points for it. Assault techniques are your best option for completely obliterating a single target and this makes them even better. Simple as that!&lt;br /&gt;
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And, yes, this does count to trigger the Shield Forward buff.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Throw]]&#039;&#039;&#039;:&lt;br /&gt;
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Shield Throw is the deadliest shield maneuver per second of RT and smashes the room for AoE damage. It doesn&#039;t add any other effects like Shield Bash or Shield Charge, but is just for sheer damage. Since it&#039;s SMR-based, leading with Judgment and following up with Shield Throw gets pretty devastating! You&#039;ll certainly want at least one rank of this immediately.&lt;br /&gt;
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Shield Throw is the only offensive shield maneuver that makes any kind of mechanical argument for large shields, since at least it&#039;s 1 second faster than tower shields; however, tower shields do still hit harder, as they do with all the other previously mentioned shield maneuvers.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Trample]]&#039;&#039;&#039;:&lt;br /&gt;
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The slightly more damaging shield version of Bull Rush. It&#039;s no more a killing move than Bull Rush is, but offers the same solid crowd control. Training both of them is redundant. I&#039;d generally recommend going with Shield Trample if you have a particularly good shield (meaning lots of flares). If not, then go with whichever one you feel is facing worse competition for the combat maneuver points or shield points it&#039;s eating up.&lt;br /&gt;
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&#039;&#039;&#039;[[Shielded Brawler]]&#039;&#039;&#039;:&lt;br /&gt;
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If you&#039;re set on using a shield &#039;&#039;and&#039;&#039; brawling, then the better option is a rogue or warrior. Those professions not only have Grapple/Kick/Punch Specialization, but also Small Shield Focus and Light Armor Specialization. That enables them to brawl with a shield while only barely hindering their MM at a -5 penalty.&lt;br /&gt;
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Mechanically speaking, the only thing that gets a brawling paladin to make sense is the sheer number of flares. The whole idea presumes, however, that you&#039;re using a cestus or similar -5 MM held brawling weapon. (The alternative of not using a brawling weapon means not getting any benefit from Holy Weapon, which is basically off the table.) Wearing full plate takes away another -8 MM for a total of -13, though you can eventually get it down to -5 MM at or near cap with 280 Armor Use. A large or tower shield piles on another -19 MM on its own, though maxing Shielded Brawler can take that down to -9. Overall, though, that still stacks up to -22 MM, which very seriously cuts into the the strength of UC&#039;s basic attacks.&lt;br /&gt;
&lt;br /&gt;
Some especially mechanically savvy players might be thinking things like &amp;quot;What if I stop at metal breastplate instead of wearing full plate? Then I save myself 3 MM so I can better absorb the hit of -9 MM from my shield.&amp;quot; In that case, though, you&#039;d be a house divided who&#039;s sacrificing defense by wearing worse armor so that you can get defense by using a shield.&lt;br /&gt;
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All of this said, if you&#039;re absolutely set on using a shield &#039;&#039;and&#039;&#039; brawling &#039;&#039;and&#039;&#039; being a paladin, then get Shielded Brawler.&lt;br /&gt;
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 &lt;br /&gt;
&#039;&#039;&#039;[[Spell Block]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Lets you block bolt spells with an ensorcelled, veil iron, or kroderine shield. You don&#039;t need to block bolt spells because paladins have fantastic DS against them and it&#039;s very likely you&#039;ll never get hit by a bolt spell in your life. That&#039;s if you&#039;re training Dodging, anyway. Even if not, Minor Spiritual spells still give good enough bolt DS to make them unthreatening.&lt;br /&gt;
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&#039;&#039;&#039;[[Steely Resolve]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The other tower shield-only ability paladins can learn. This one costs 30 stamina to give you a 60-second buff of +15 DS per rank and +15% chance to block attacks per rank. It has a 300-second cooldown. Even though I think tower shields are definitely the mechanical pick for paladins, it&#039;s sure not because of this. The only context where I have any respect for Steely Resolve is in boss battles that are short and high intensity. Anywhere else, you&#039;re already virtually impossible to kill because you&#039;re a shield paladin, so there&#039;s no merit to spending 30 stamina and 24 shield points just for frivolous overkill levels of defense 20% of the time (because it&#039;s a 60-second duration effect with an overlapping 300-second cooldown).&lt;br /&gt;
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&lt;br /&gt;
===Armor Specializations===&lt;br /&gt;
&lt;br /&gt;
Paladins&#039; five armor specializations, three of which are unique to them, offer a variety of combat benefits.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Blessing]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The description on Armor Blessing is a bit deceptive; it claims to help mitigate wound stacking (such as multiple rank 1 wounds to the same body part turning into a rank 2 wound) from magical sources, but what it really means is sources that aren&#039;t designated in the code as physical attacks. In practice, it applies to a number of things that might seem physical, like various creature-specific maneuvers.&lt;br /&gt;
&lt;br /&gt;
That said, how good is this? It can save some time in eating herbs, save some silver for buying them, and most notably sometimes bail you out of a bad situation. In particular, preventing two rank 2 arm, hand, or leg wounds from stacking into a rank 3--a severed limb--is an enormous difference maker. For anything short of that, paladins do have many ways to get themselves out of bad situations with or without Armor Blessing.&lt;br /&gt;
&lt;br /&gt;
Still, due to paladin nuances I&#039;ll mention with the alternative armor specializations, I think it&#039;s completely reasonable that some players treat Armor Blessing as a sort of default armor specialization for a solo-oriented paladin. It arguably offers the greatest mechanical benefit.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Spike Mastery]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Lets your armor spikes fire off reactively when you get hit. This one&#039;s not an armor adjustment like paladins&#039; other options, but simply a passive buff, so it might be worth picking up if you have armor spikes and get hit by enough AS attacks. It&#039;s comparatively slightly less valuable for shield paladins due to their higher attack avoidance rate.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Support]]&#039;&#039;&#039;:&lt;br /&gt;
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A classic. When maxed, it reduces effective encumbrance in plate armor by 35 pounds. (Chain would be 30 pounds, scale 25 pounds, leather 20 pounds, and robes 15 pounds.) Anything with less carrying capacity than a dwarf would get good use from it, but the question isn&#039;t whether Armor Support is good; it&#039;s whether Armor Support is &#039;&#039;better&#039;&#039; than the alternatives. On the smallest races--gnomes and halflings--it probably is. On anything else, that&#039;s a question that only you can answer out as you play and learn your own habits with loot.&lt;br /&gt;
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&#039;&#039;&#039;[[Armored Casting]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Armored Casting entirely prevents spells from failing via fumbles (1 rolls) or hindrance, but if they &#039;&#039;would&#039;&#039; have failed, they succeed at the cost of coming with hard RT. In cloth, leather, or scale armor, maxed armored casting only gives 3 hard RT, making it a very useful armor adjustment for professions in those armor types. Since spells are 2-3 RT, those armor types can only lose 0-1 total RT in exchange for spells never failing. In chain, it&#039;s 4 hard RT, so armored casting is excellent for them too.&lt;br /&gt;
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In paladins&#039; conventional plate armor, Armored Casting results in 5 hard RT, which makes it more of an open question as to whether using this armor adjustment is a net positive or net negative. A 3-RT spell becoming 5 RT is a win because the alternative of casting the spell twice (a failed attempt, then a successful one) would have been 6 RT. On the other hand, a failed 2-RT spell becoming 5 RT is a loss because casting the spell twice would have only been 4 RT.&lt;br /&gt;
&lt;br /&gt;
In other words, whether Armored Casting is useful to adjust your own plate armor depends heavily on which spells you typically cast. Even if you do primarily cast 3-RT spells, there&#039;s an argument that Blessings or Support are still better. All that said, if you&#039;re a social sort, Armored Casting is a stellar aid for any of your friends who cast spells and have hindrance.&lt;br /&gt;
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&#039;&#039;&#039;[[Armored Fluidity]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This adjustment does nothing for a solo paladin because it doesn&#039;t stack with [[Faith&#039;s Clarity (1612)|Faith&#039;s Clarity]], but how about for other characters?&lt;br /&gt;
&lt;br /&gt;
Maxed Armored Fluidity cuts spell hindrance in half. This sounds powerful, is powerful, and was the staple paladin armor adjustment for many years since it&#039;s unique to paladins and they used to not have Armor Support nor Armored Casting. However, as good as Fluidity is in a vacuum, nothing&#039;s in a vacuum and the newer Armored Casting is superior in a wide variety of situations. (Not all!)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s consider an example of a ranger in brigandine armor casting Moonbeam or Spike Thorn.&lt;br /&gt;
&lt;br /&gt;
* Moonbeam with maxed Armor Fluidity: 3% of the time, Moonbeam needs to be cast twice because the first time failed, requiring 2 casts and 4 soft RT total&lt;br /&gt;
* Moonbeam with maxed Armored Casting: Moonbeam casts never fail, but 6% of the time, they require 3 hard RT instead of 2 soft RT&lt;br /&gt;
* Spike Thorn with maxed Armor Fluidity: 3% of the time, Spike Thorn needs to be cast twice because the first time failed, requiring 2 casts and 6 soft RT total&lt;br /&gt;
* Spike Thorn with maxed Armored Casting: Spike Thorn casts never fail, but 6% of the time, they require 3 hard RT instead of 3 soft RT&lt;br /&gt;
&lt;br /&gt;
In short, Armored Casting saves mana on all spells and also saves RT on 3-RT spells. The question is whether the character can survive hard RT and the answer should usually be yes because A) with Armored Casting, the spell actually goes through and hopefully makes an impact, but B) even in the event that spell doesn&#039;t make an impact, like a low roll that misses, the situation will usually have been &#039;&#039;even worse&#039;&#039; in Armored Fluidity because the spell wouldn&#039;t have worked then either, but the character would have been standing around in more total RT.&lt;br /&gt;
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One major exception is bolting, where being caught in hard RT in offensive is potentially dangerous enough to warrant preferring Fluidity over Casting. Some other unusual corner cases can make Fluidity preferable, but they &#039;&#039;are&#039;&#039; corner cases and I have to stretch to find them; for example, getting caught in hard RT via Casting can make it easier for a character to be left behind by their group if the leader isn&#039;t using the GroupMovement flag.&lt;br /&gt;
&lt;br /&gt;
Another notable exception is for post-cap characters who have unlocked [[Gemstones]] and acquired a rare Grace of the Battlecaster property. This property, which can reduce hindrance by up to 5%, stacks with Armored Fluidity and makes various 0% hindrance builds possible that otherwise wouldn&#039;t be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Further Character Progression==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats and boons? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
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===Feats and Boons===&lt;br /&gt;
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Paladins gain new abilities called feats and boons at various levels:&lt;br /&gt;
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====Level 15 Paladin Boons: [[Devout Guardian]] and [[Devout Resolve]]====&lt;br /&gt;
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Starting at level 15, paladins who know [[Rejuvenation (1607)]] have a 20% chance to gain the 30-second Devout Guardian effect after taking damage. This allows them to cast Rejuvenation with 0 RT while ignoring most wounds. (They can&#039;t ignore fully severed limbs, for example.) If the paladin does cast Rejuvenation while Devout Guardian is in effect, that triggers Devout Resolve, which creates a new 30-second window in which the paladin ignores most wound penalties for combat purposes.&lt;br /&gt;
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====Level 20 Paladin Feat and Boon: [[Chastise]] and [[Righteous Rebuke]]====&lt;br /&gt;
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Chastise, used with the FEAT CHASTISE command, is a very powerful ability unique to paladins. For only 10 stamina, this unaimed attack with a 15 second cooldown hits a single target 2 seconds faster than your normal swing while having 125% of your normal damage factor and guaranteed Guiding Light flares if you have them from Holy Weapon or Consecrate. Each Chastise also has a 20% chance to trigger Righteous Rebuke, a boon that drops your next spell to 1 cast RT and cuts its mana cost by up to 20 down to a minimum of 0.&lt;br /&gt;
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Furthermore, every sixth Chastise you connect with has 150% of your normal damage factor instead of 125% and fires off your infused spell from Holy Weapon without consuming a charge in addition to all the normal Chastise benefits. (Note: You won&#039;t have spell infusion yet when you very first learn Chastise. You&#039;ll have to reach at least level 25 for that.)&lt;br /&gt;
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Early on, while you only have enough stamina to choose one out of assault techniques or Chastise, assaults are still the better of the two for one-handed weapons, but I&#039;d give Chastise the edge for two-handed weapons and polearms. Damage factor multipliers get even stronger when there are higher damage factors to be multiplied, after all! Damage factor multipliers also get better when there are twice the damage factors to be multiplied, so Chastise is also stronger for a TWC build than a shield build; it&#039;s just that TWC assaults are stronger still.&lt;br /&gt;
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Chastise is incredible value for every paladin and, when it&#039;s not on cooldown, you&#039;ll likely slam creatures with it pretty regularly while stamina lasts. &lt;br /&gt;
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====Level 30 Paladin Feat and Boon: [[Excoriate]] and [[Ardor of the Scourge]]====&lt;br /&gt;
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Excoriate, used with the FEAT EXCORIATE command, is another very powerful ability unique to paladins. Once again it has a 15 second cooldown, but this one&#039;s a single-target plasma damage magical SMR attack with 3 seconds cast RT that also applies -20% plasma resistance for the next plasma damage within 30 seconds. Each Excoriate also has a 20% chance to trigger [[Ardor of the Scourge]], a boon that allows your next assault technique within 30 seconds to ignore its cooldown and incur no additional cooldown while also stacking +10 AS with each round of attacks.&lt;br /&gt;
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Furthermore, every sixth Excoriate you connect with will hit much harder, applies -40% plasma resistance instead of -20%, and hits two targets if there are two or hits the same target twice if there&#039;s only one.&lt;br /&gt;
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Since Excoriate is an SMR-based attack, it gets huge bonuses when enemies are prone, stunned, immobilized, or otherwise disabled. (In practice, every sixth Excoriate is so powerful that even landing at all is usually enough, but it&#039;s important for the other five Excoriates!) Since it&#039;s magical, you can also deal damage with it just as effectively from guarded stance as offensive stance.&lt;br /&gt;
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The most unique thing about Excoriate is that it can trigger flares from your right hand weapon. At the time of this writing, there&#039;s actually no other means in the game to fire off a melee weapon&#039;s flares from guarded stance. (Flares from runestaves or from &#039;&#039;non-weapon&#039;&#039; sources like Fervor or Battle Standard do fire from guarded stance.) Even if you&#039;re only using a basic paladin bonded weapon, that&#039;s still a worthy perk because, of course, paladin bonded flares are plasma and Excoriate just gave the enemy a plasma weakness. If you start stacking script flares, holy fire flares, and potentially other flares, then we&#039;re really talking about a strong benefit that carves out its own lane.&lt;br /&gt;
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Unlike Chastise, Excoriate doesn&#039;t offer any advantage to THWs, polearms, or TWC since it only looks at one weapon and doesn&#039;t use any aspects of that weapon other than its flares.&lt;br /&gt;
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====Level 40 Paladin Boon: [[Glorious Momentum]]====&lt;br /&gt;
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(Also requires 75 ranks of a weapon skill, but by level 40 you should have 84.) The Glorious Momentum boon rewards mixing might and magic while taking on swarms. By casting Pious Trial, Aura of the Arkati, or Judgment--a paladin&#039;s three AoE spells--and hitting three or more creatures, a paladin has a 20% chance to make the paladin&#039;s next assault technique, Shield Trample, or Shield Throw have +25 AS, +15 SMR power, no stamina cost, and no cooldown while ignoring any current cooldowns.&lt;br /&gt;
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===Secret Sauce of Lores===&lt;br /&gt;
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This section reviews the various benefits of the three spiritual lores for Paladin Base spells. We&#039;ll start with a comprehensive overview in bullet point form. For the summation-based lore benefits, I&#039;ll list comparative benchmarks at the nearest thresholds to 50, 100, and 150 ranks to illustrate the quick early gains of each lore as well as the diminishing returns from going hard in just one or two. (I&#039;ve opted not to illustrate the nearest threshold to 200 because, due to the nature of seed summation benefits, most paladins will ultimately train each of the three lores to at least some degree.)&lt;br /&gt;
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====Lore Overview====&lt;br /&gt;
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(If thinking about the math of all these numbers makes your head hurt, feel free to skip to the &amp;quot;In a Nutshell&amp;quot; sections below that summarize each lore.)&lt;br /&gt;
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&#039;&#039;&#039;Blessings&#039;&#039;&#039;&lt;br /&gt;
* More DS and TD from Mantle of Faith (+5 at 0 ranks, +14 at 54 ranks, +18 at 104, +21 at 152, +24 at 209)&lt;br /&gt;
* Extra duration added to Bless or Symbol of Blessing after Consecrate (+50% at 0 ranks, +100% at 10 ranks; doesn&#039;t get any better than that)&lt;br /&gt;
* Extra swings for EVOKE Consecrate plasma flares (flat +1 per rank)&lt;br /&gt;
* Increased odds of Consecrate or Holy Weapon plasma flare triggering twice (assumed to be a 20% base chance at 0 ranks, +32% (52%) at 52 ranks, +48% (68%) at 102 ranks, +60% (80%) at 150 ranks)&lt;br /&gt;
* Longer refresh of food/drink from Consecrate (unknown to what degree)&lt;br /&gt;
* Extra HP and stamina regeneration from Rejuvenation (+15 at 0 ranks, +45 at 55 ranks, +57 at 105 ranks, +66 at 153 ranks)&lt;br /&gt;
* Reduced enemy Force on Force impact with Defense of the Faithful&#039;s Beacon of Courage in effect (ignores 1 foe at 0 ranks, 5 foes at 46 ranks, 9 foes at 108 ranks, 11 foes at 145 ranks)&lt;br /&gt;
* Greater block rate with Divine Shield (+10% at 0 ranks, +18% at 52 ranks, +22% at 102 ranks, +25% at 150 ranks)&lt;br /&gt;
* More Combat Maneuvers ranks from Patron&#039;s Blessing (+10 at 0 ranks, +18 at 52 ranks, +22 at 102 ranks, +25 at 150 ranks)&lt;br /&gt;
* Increased max health from Vigor (there&#039;s a baseline, but it&#039;s dependent on Constitution bonus, so we&#039;ll just look at the lore benefits only: +0 at 0 ranks, +18 at 54 ranks, +20 at 91 ranks, +23 at 154 ranks)&lt;br /&gt;
* Extra damage weighting for Fervor (+10 at 0 ranks, +15 at 50 ranks, +17 at 110 ranks, +18 at 140 ranks)&lt;br /&gt;
* Extra resistance from Divine Incarnation Armor (50% at 0 ranks, 62% at 45 ranks, 70% at 95 ranks, 76% at 143 ranks)&lt;br /&gt;
* Extra daily uses of Divine Incarnation Armor (1 use at 0 ranks, 2 uses at 50 ranks, 3 uses at 125 ranks; doesn&#039;t go higher)&lt;br /&gt;
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&#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
* More DS from Higher Vision (+10 at 0 ranks, +16 at 45 ranks, +20 at 95 ranks, +23 at 143 ranks)&lt;br /&gt;
* Increased DS debuff from Aura of the Arkati (-10% at 0 ranks, -15% at 30 ranks; doesn&#039;t go any lower)&lt;br /&gt;
* Increased EBP debuff from Aura of the Arkati (-5% at 0 ranks, -12% at 49 ranks, -16% at 99 ranks, -19% at 147 ranks)&lt;br /&gt;
* Extra flare chance for Fervor (15% at 0 ranks, 33% at 54 ranks, 41% at 104 ranks, 47% at 152 ranks)&lt;br /&gt;
* More AS from Zealot (+30 at 0 ranks, +40 at 55 ranks, +44 at 105 ranks, +47 at 153 ranks)&lt;br /&gt;
* Extra TD for Faith Shield (+50 at 0 ranks, +68 at 45 ranks, +74 at 68 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra CS for spells infused into Holy Weapon via scrolls (0 baseline with flat +1 per each of the first 50 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Increased kneel chance with Judgment (35% at 0 ranks, 85% at 25 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra raises per day with Divine Word (1 baseline with flat +1 per every 20 ranks up to 140; doesn&#039;t go higher)&lt;br /&gt;
* Added double strike with Divine Incarnation Smite (0% at 0 ranks, 30% at 45 ranks, 70% at 105 ranks, 100% at 150 ranks)&lt;br /&gt;
* Increased stance ignoring with Divine Incarnation Onslaught (50% at 0 ranks, 57% at 56 ranks, 60% at 110 ranks, 62% at 156 ranks)&lt;br /&gt;
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&#039;&#039;&#039;Summoning&#039;&#039;&#039;&lt;br /&gt;
* Extra RT for Pious Trial slow effect (+2 RT at 0 ranks, +3 at 10 ranks, +4 at 25 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra chances to debuff with Templar&#039;s Verdict if an attack made after it misses (3 chances at 0 ranks, 4 chances at 50 ranks, 5 chances at 100 ranks, 6 chances at 150 ranks)&lt;br /&gt;
* Increased crit rank from Consecrate or Holy Weapon second plasma flare (+0 crit ranks at 0 ranks, +1.2 crit ranks at 51 ranks, +2 crit ranks at 105 ranks, +2.6 crit ranks at 156 ranks)&lt;br /&gt;
* Increased damage factor for Arm of the Arkati (10% at 0 ranks, 16% at 45 ranks, 20% at 95 ranks, 23% at 143 ranks)&lt;br /&gt;
* Increased maximum Swift Justice charges for Divine Shield (2 charges at 0 ranks, 3 charges at 40 ranks, 4 charges at 105 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Allows self-cast Aid the Fallen (unlocked at 20 ranks)&lt;br /&gt;
* Added debuff for infused Holy Weapon spells (flat -1 DS per each of the first 25 ranks)&lt;br /&gt;
* Increases maximum spell level possible to infuse in Holy Weapon (+0 at 0 ranks, +9 at 54 ranks, +13 at 104 ranks, +16 at 152 ranks)&lt;br /&gt;
* Extra duration for Divine Incarnation Zeal (30 seconds at 0 ranks, 34 seconds at 46 ranks, 38 seconds at 108 ranks, 40 seconds at 145 ranks)&lt;br /&gt;
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That&#039;s a lot to digest, so let&#039;s break it down in chunks and figure out which benefits matter most!&lt;br /&gt;
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====Blessings in a Nutshell====&lt;br /&gt;
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A clear winner if you&#039;re using the Divine Shield aura, with the extra block rate going a long way to make shield paladins indestructible. That benefit isn&#039;t even entirely defensive in nature, just mostly so, since more shield blocks also means more reactive flares. Another strong Blessings benefit is the double plasma flare for Consecrate or Holy Weapon, though that one does really want to also tag team with Summoning lore to make the second flare hit hard and often instead of just often.&lt;br /&gt;
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The extra DS and TD from Mantle of Faith and the extra stamina recovery for Rejuvenation are also good benefits, but, like I implied earlier, the alternatives for your exp have to be considered. Compared to all but the earliest ranks of Blessings, Dodging and Physical Fitness are much cheaper paths to, respectively, more DS and more stamina. There&#039;s no TD alternative, though, so evaluate the entire package of Blessings. More AS from Patron&#039;s Blessing is in a similar boat; it&#039;s quite good, but not as good as maxing Combat Maneuvers, so there&#039;s an order of operations here. (The Blessings AS benefit also isn&#039;t as good as the Religion AS benefit, but the latter only applies if Zealot is your aura.)&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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Extra max health from Vigor via Blessings ranks is a bit frivolous since you already get extra health from just Constitution and Paladin Base training. The Blessings benefit does ramp up pretty quickly, at least, and you can wrangle a good bit of extra health without even trying. If you plan on getting Bloodstone Jewelry, the value of max health drops further.&lt;br /&gt;
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More Fervor damage weighting isn&#039;t too impressive because it starts at a high baseline of 10 even with no lores, so it basically has diminishing returns from the outset. Divine Incarnation Armor similarly starts at a powerful baseline of 50% before lores. Between redux, plate armor, Divine Intervention, potentially a P5 Battle Standard if you have it, and potentially a shield if you have that, the odds of being able to salvage a situation at (say) 70% resistance that you can&#039;t salvage at 50% resistance are extremely low at best. Similarly, it&#039;s not terribly likely that you&#039;d need to activate the emergency mode multiple times per day.&lt;br /&gt;
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The Consecrate benefits &#039;&#039;other&#039;&#039; than secondary flare rate are basically fluff or QoL that saves tiny amounts of mana.&lt;br /&gt;
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Finally, reduced enemy Force on Force with Beacon of Courage is nearly useless in almost all scenarios since paladins are already naturally going to train Multi-Opponent Combat. 50 ranks of MOC and 0 Blessings would already mean no penalty against five creatures with Beacon of Courage up; 100 ranks of MOC and 0 Blessings would mean no penalty against seven creatures.&lt;br /&gt;
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====Religion in a Nutshell====&lt;br /&gt;
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The low-hanging fruit of 25 Religion ranks for Judgment that I mentioned earlier is vital for paladins who use that spell even slightly often. Aside from that early breakpoint, the big win from training Religion for almost any paladin has to be Aura of the Arkati&#039;s EBP debuff to stop creatures from avoiding your attacks. The debuff starts at a pretty low baseline and scales quite well for how strong the effect is.&lt;br /&gt;
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Double strike Divine Incarnation Smite also has extreme killing power against anything crittable, bordering on a guaranteed one-shot when it does hit twice. It&#039;s not &#039;&#039;quite&#039;&#039; guaranteed, but it&#039;s vastly closer to that than not. Still, there is the obvious disclaimer that a 100 SMC paladin can only use Smite 10 times per 10 minutes. The ramp up for how often you get double strikes is also pretty slow, making it more targeted at a far post-cap paladin than anyone else.&lt;br /&gt;
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Religion ranks are to Fervor what Blessings is to Divine Shield: if you&#039;re set on using Fervor, Religion takes that aura to another level with fast scaling and a powerful effect to boot. Many high Religion paladins use Zealot anyway, however; the scaling Religion AS benefits are much more marginal, but they do start from a high baseline of 30 and work on every attack. As ever, high baselines are a double-edged sword. If you&#039;re into Zealot for the AS, consider all options: maxing Combat Maneuvers is a better path to AS than all but the earliest ranks of Religion, so this is what you&#039;d top off with down the road.&lt;br /&gt;
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Same goes for the Higher Vision DS benefit; it&#039;s reasonable and it&#039;s there, but Dodging is more efficient, so max that first. The Blessings DS benefit via Mantle of Faith is also better than the Religion DS benefit via Higher Vision.&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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Extra uses of Divine Word are cool if you cast it often, but potentially useless to players who never resurrect others. You&#039;ll know if it&#039;s valuable to you or not.&lt;br /&gt;
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More TD with Faith Shield is pretty good when it &#039;&#039;is&#039;&#039; good, but excessive in most cases since the baseline +50 is very high already. Even if you do need extra TD, it&#039;s still a spell with a cooldown. On the bright side, the Religion benefit scales pretty quickly before capping off at just 68 ranks. Divine Incarnation Onslaught is another very high baseline at 50% stance ignoring, which should usually get the job done after an Aura of the Arkati even if you had 0 Religion to benefit either spell.&lt;br /&gt;
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More CS for infusing spells from scrolls into your Holy Weapon is actually very powerful in a vacuum since you can put far stronger spells into your weapon than anything in Paladin Base. However, nothing&#039;s in a vacuum, so I hav a small caveat, a medium caveat, and a big caveat. The small caveat is that Religion needs to tag team with Summoning to make this idea work at all since non-native spells count as higher spell levels than they normally would and you can&#039;t infuse them without a good buffer of Summoning. The medium caveat is that, even with up to a +50 CS boost, you still need high baseline CS of your own (via high spell ranks, heavy quartz orbs, and potentially even Transcend Destiny) to get non-native spells into the range of hitting creatures consistently. The big caveat is that regularly sourcing scrolls with killer spells like Dark Catalyst, Divine Fury, or Wither is a royal pain.&lt;br /&gt;
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====Summoning in a Nutshell====&lt;br /&gt;
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Summoning works wonders for Arm of the Arkati, making every melee hit land harder. This is already a premier paladin spell, but it&#039;s especially potent for non-shield builds as big weapons or two weapons reap more benefit from percentage boosts to their offense. I can&#039;t stress enough that even though Arm of the Arkati isn&#039;t nearly as flashy and in your face as Zealot or Fervor, the sheer invisible math of it makes it arguably the most powerful of the three effects. It&#039;s not an aura itself either, so it can stack with one of the auras.&lt;br /&gt;
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As for other Summoning benefits that scale into the endgame, higher crit ranks for the second Holy Weapon or Consecrate plasma flares really raises the power floor on those. However, this benefit does want to operate alongside Blessings lore to increase the odds of a double flare happening in the first place.&lt;br /&gt;
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The first 25-27 ranks of Summoning are also crucial for spell infusion, both in the sense of debuffing creatures (25 ranks) and the sense of being able to infuse Repentance (9 ranks) or Web (27 ranks).&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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More Swift Justice charges for Divine Shield are a decent benefit, but that aura heavily favors Blessings lore overall, so the Summoning benefit is probably only worth thinking about as part of a bigger picture where you&#039;re taking Summoning primarily for other reasons. Even then, while the 40 breakpoint isn&#039;t a big ask, the next breakpoint being at 105 &#039;&#039;is&#039;&#039; a huge commitment.&lt;br /&gt;
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Pious Trial doubles its slow effect at just 25 Summoning, but I don&#039;t encounter many paladins who cast this spell with any regularity. It&#039;s pretty strong, but paladins are loaded with options ranging from very strong to extremely strong, so it can fall by the wayside.&lt;br /&gt;
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Self-cast Aid the Fallen at 20 ranks used to be more useful, but Battle Standard can now do a similar thing with no lore required.&lt;br /&gt;
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Templar&#039;s Verdict extra debuff chances are another hard case of the high baseline blues where you&#039;ll virtually never benefit from having more than the 3 you&#039;d get even with no training.&lt;br /&gt;
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Having a longer window of time for Divine Incarnation Zeal to fire off flares doesn&#039;t seem to have any value since the total number of flares is limited by divine energy, not time.&lt;br /&gt;
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====So What Do I Do?====&lt;br /&gt;
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Whatever you want. Paladin players see viability in virtually any split of lores.&lt;br /&gt;
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===Gear Upgrades: Armor===&lt;br /&gt;
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Even though fancy gear is more a luxury than a necessity for paladins, you might as well upgrade your paladin&#039;s gear eventually if you enjoy them! But how and in what way? This is going to go quickly because I generally think that armor scripts or materials aren&#039;t worth it unless you have a lot of money burning a hole in your pocket. I&#039;ll cover both scripts and materials, but do note that if you want both, it&#039;s 50k more expensive than buying each individually would have been and you generally have to start with the material. (Transmuting an armor from one material to another is only offered for limited periods of time in rotating selections, so you can&#039;t count on its availability. Adding scripts to existing armor is always there at Duskruin.)&lt;br /&gt;
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&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
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* [[Adamantine]]: Has a chance to disarm or break weapons that connect with it, though its minimum weight is 50% heavier than standard armor materials. Its base cost is 40k bloodscrip, so it&#039;s for long-term projects that begin with fairly heavy spending. Non-shield paladins would get better use out of it than shield paladins due to taking more hits. Adamantine can&#039;t be worn until at least level 65.&lt;br /&gt;
* [[Obskruul]]: Has impact flares and a 5 AvD advantage. Not bad as a long-term project since the 5 AvD is the equivalent of an extra 5 enchant that would be otherwise impossible. It&#039;s worth noting that the base cost is 25k bloodscrip, so unless you go to a minimum of a +35 enchant normally, getting the extra 5 AvD via obskruul is a less efficient path than simply enchanting.&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, though shield paladins might potentially get more use out of zelnorn due to taking fewer hits. (On the other hand, rusalkan &#039;&#039;shields&#039;&#039; are much more powerful than the armor, so see those below.) Some contact-based combat maneuvers like Bull Rush can also trigger this.&lt;br /&gt;
* [[Somnis]]: Can put enemies to sleep after they hit you. Great stuff! But is it 100k bloodscrip great? I&#039;d be hard pressed to say so, but I acknowledge that it&#039;s a powerful effect.&lt;br /&gt;
* [[Zelnorn]]: Uses half of what &#039;&#039;would&#039;&#039; be the DS from its enchant as AS instead. If you want to have the highest AS possible, here&#039;s the armor for you! Its base cost is 50k bloodscrip, so, like other materials, it best serves as a long-term project that begins with fairly heavy spending. The big downside is that zelnorn doesn&#039;t allow flares in the ability slot (AKA category B). Zelnorn can&#039;t be worn until at least level 60.&lt;br /&gt;
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&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
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* [[Animalistic Spirit Armor]]: Much more aimed at warriors and open rogues than paladins. The reactive flares are non-damaging knockdowns, which paladins are already good at via Judgment, Shield Trample, or Bull Rush. Revenge Flares have some value, but aren&#039;t at their best on paladins, who have low evade rates. Stamina regen is decent, but expensive compared to buying stamina regen enhancives. Extra DS is fine, but extraneous. This is a fine package, but nothing overwhelmingly must-have.&lt;br /&gt;
* [[Ethereal armor]]: Again, extra DS and a flare chance for crit padding are pretty extraneous to a paladin. If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it.&lt;br /&gt;
* [[Forest Armor]]: Random boosts of 3-5 AS and CS for random durations. Not terrible and this is, if nothing else, one of the cheapest armor scripts around. Worth considering.&lt;br /&gt;
* [[Ithzir Armor]]: Cool abilities involving healing and emergency escape, but not 500k bloodscrip cool.&lt;br /&gt;
* [[Mana-Infused Armor]]: Mana, damage padding, crit padding, AS and CS, and an emergency button to drive creatures out of the room. The AS and CS buff is three minutes of guaranteed +25 AS and +15 CS, which is great. However, it&#039;s 476k bloodscrip to get to that point (and 676k total to also have the emergency button).&lt;br /&gt;
* [[Parasite Armor]]: Health recovery is redundant on paladins due to Rejuvenation. It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip.&lt;br /&gt;
* [[Sprite Armor]]: Extra DS and maneuver defense are extraneous. However, the Sprite Armor wiki page doesn&#039;t adequately cover what &#039;&#039;does&#039;&#039; make this worth considering at its full unlock (and only at its full unlock): it can store up to 900 mana, which you can infuse into it at random amounts by touching the armor (on a five-minute cooldown). You extract the mana at 90% efficiency, which means it&#039;s a mana battery of 810 mana on demand. This would already be pretty cool, but what kicks it up another level is that whatever random amount the game takes when you infuse mana, the armor stores four times that much. Putting this all together: if you touch the armor and the game takes 50 mana from you, it puts 200 mana into the armor, which you can then get back out of the armor as 180 mana. It&#039;s more or less as close to infinite mana as you&#039;re going to get, hindered only by the fact that it takes random amounts of mana and there&#039;s a cooldown. Is all of that worth 115k bloodscrip? You decide.&lt;br /&gt;
* [[Valence Armor]]: Now we&#039;re talking because we&#039;ve come to the first armor script that has damaging reactive flares, which are great since paladins take a lot of hits--and even better for non-shield paladins (or shield paladins not using Divine Shield). Of course, since they &#039;&#039;know&#039;&#039; damaging reactive flares are great, the base armor is 25k bloodscrip, which might feel steep for people without giant stashes of money. If you absolutely must have non-vanilla armor of some sort, I think this is a fine default that&#039;s better than any of the other script options and most or all of the material options, but I do have an alternative suggestion below.&lt;br /&gt;
* [[Voln armor]]: Extra DS, sheer fear protection, crit padding, and an emergency escape button. Nothing a paladin badly needs.&lt;br /&gt;
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&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
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If you absolutely must have non-vanilla armor of some sort, then I think Valence Armor is a fine default script while adamantine or zelnorn are fine default materials depending on whether you favor defense (adamantine) or offense (zelnorn).&lt;br /&gt;
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However, my actual answer to the armor question is simply:&lt;br /&gt;
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* Go to playershops and spend 1-3 million silver on full plate that has flares, then get it upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
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Think about it. You could pay 25k bloodscrip for Valence Armor to have disintegrate flares or 25k bloodscrip for obskruul to have impact flares, just as an example, or you could just buy flares in a playershop for the equivalent of 1-3 million silver. The pay event counterparts don&#039;t exceed the playershop item unless you spend &#039;&#039;even more&#039;&#039; than those base 25k bloodscrip costs to start piling on ability slot flares (Valence Armor) or scripts (obskruul).&lt;br /&gt;
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As always, everything is subject to your budget range. If you want to immediately come in and spend big, that option is there too.&lt;br /&gt;
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===Gear Upgrades: Shields===&lt;br /&gt;
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&#039;&#039;&#039;No script, flourish, or material, but simply cast Consecrate on a vanilla shield&#039;&#039;&#039;:&lt;br /&gt;
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This is where I think you should begin if you&#039;re uncertain or dipping your toe in the water. For 50,000 silver or less, you can get a basic shield at the game&#039;s baseline expectation of +20 enchantment. Even a vanilla shield becomes potent enough in a paladin&#039;s hands due to Consecrate as long as you remember to refresh its plasma flares when they run out.&lt;br /&gt;
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There&#039;s nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later! Just don&#039;t sink silver into too far upgrading such a vanilla shield with Enchant, Ensorcell, or Sanctify; you&#039;re likely to want a better baseline eventually and the silvers spent on those services can be used more effectively elsewhere.&lt;br /&gt;
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&#039;&#039;&#039;Start with a special material&#039;&#039;&#039;:&lt;br /&gt;
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* [[Adamantine]]: Has a chance to disarm or break weapons that connect with it, though its minimum weight is 50% heavier than standard shield materials. Its base cost is 40k bloodscrip, so it&#039;s for long-term projects that begin with fairly heavy spending. Adamantine can&#039;t be used until at least level 65.&lt;br /&gt;
* [[Kroderine]]: Some professions consider kroderine a neat budget way to get triple dispel flares for 30k bloodscrip instead of the 90k it would normally cost. That said, this isn&#039;t what paladins are looking for. Kroderine comes at a +22 enchant and is impossible to further Enchant, Ensorcell, Bless, or Sanctify. You also can&#039;t cast Consecrate on it for double plasma flares and it&#039;s debatable whether triple dispel flares are better than that or, even if so, how much so. Most importantly, though, holding a kroderine shield cuts your maximum mana in half. It&#039;s just too big a price to pay for too little benefit.&lt;br /&gt;
* [[Low steel]]: A high-end expensive option at 300k bloodscrip that inflicts a damage over time (DoT) psychic flare that deals damage and inflicts RT. Any enemy that gets hit by this flare is basically dead--not literally so, but I mean that it&#039;ll be so stalled out in RT that you&#039;ll essentially have won. The cost is steep, but the power is immense. Of course, there&#039;s the lingering question of how much more powerful low steel psychic flares are than the double plasma flares you get for free as a paladin. I wouldn&#039;t blink if someone said ten times more powerful, but it is, of course, difficult to beat free on sheer value!&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. The shield version of this is a lot better than the armor version since offensive shield maneuvers are much more powerful overall than contact maneuvers that use armor, making it easier to fit into your routine without going out of your way. Low steel might be even more powerful still, but unlike with low steel, you can stack the rusalkan flares &#039;&#039;and&#039;&#039; your own double plasma flares from Consecrate. It&#039;s a close call.&lt;br /&gt;
* [[Zelnorn]]: Uses half of what &#039;&#039;would&#039;&#039; be the DS from its enchant as AS instead. If you want to have the highest AS possible, here&#039;s the shield for you! Its base cost is 50k bloodscrip, so, like other materials, it best serves as a long-term project that begins with fairly heavy spending. The big downside is that zelnorn doesn&#039;t allow flares in the ability slot (AKA category B)--and that&#039;s a far bigger downside than its armor counterpart since flares really help shields at least try to keep up in the offense department. Zelnorn can&#039;t be used until at least level 60.&lt;br /&gt;
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Whether you&#039;ll be using materials or not, let&#039;s move on and look at the script options!&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Shield]] script&#039;&#039;&#039;:&lt;br /&gt;
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While Animalistic Spirit&#039;s weapon counterparts are extremely popular even without upgrades, off-the-shelf Animalistic Spirit shields face a few unique challenges due to their default grapple damage. Almost all of the offensive shield maneuvers worth using already knock down creatures, which renders grapple frivolous. That means you need to pay extra to either change the damage type or buy the Revenge Flares unlock, which allows blocking in forward, advance, or offensive stance to fire off grapple flares and knock enemies down passively. Wild Backlash is also a good unlock for paladins, who benefit from both sides of the DS and TD debuff, but the power of Wild Backlash is tied to the unlock tier of Animalistic Fury. The problem with that is that there&#039;s almost difference in the power of the Animalistic Fury flares themselves &#039;&#039;unless&#039;&#039; you change the damage type.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy Shield]] script&#039;&#039;&#039;:&lt;br /&gt;
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The good news is that Energy Shields come in lightning flare variety off the shelf and don&#039;t need an unlock to fire off flares when blocking. (You can choose fire, ice, or impact instead if you want.) The bad news is that both their OTS versions and their unlocks are far more expensive than Animalistic Spirit or Phytomorphic Shields without a corresponding power increase. I love Energy &#039;&#039;Weapons&#039;&#039; and highly recommend them, which we&#039;ll get to below, but can&#039;t do the same for their shield version.&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic_Weapon-Shield|Phytomorphic Shield]] script:&#039;&#039;&#039;&lt;br /&gt;
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Slam dunk shield script. These have default disintegrate flares and unlock paths to simultaneously debuff enemy DS and buff your AS (or debuff TD and buff your CS if you prefer as a toggleable choice), add Disoriented status that makes it more difficult for enemy creatures to cast spells, or both. Since shield maneuvers are frequently setups for a followup weapon attack, these debuffs and status-inducing effects are just what the doctor ordered.&lt;br /&gt;
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Whether you&#039;re looking to spend exactly 10k bloodscrip and no more or for a long-term project, this is &#039;&#039;the&#039;&#039; shield script right now.&lt;br /&gt;
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===Gear Upgrades: Weapons===&lt;br /&gt;
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I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]] with more information on scripts, specifically, but I&#039;ll use this section to cover some personal favorites, flourishes, materials, and paladin-specific considerations for scripts!&lt;br /&gt;
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&#039;&#039;&#039;No script or flourish, but simply bond to a vanilla weapon&#039;&#039;&#039;:&lt;br /&gt;
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Start here. You won&#039;t have trouble finding any weapon base on the cheap and your baseline vanilla weapon will be even better than your baseline vanilla shield due to Holy Weapon and Arm of the Arkati. Again, nothing wrong with starting small; the higher exp of my two paladins actually used two plain eonake war hammers from level 10 to 100 and even for a while beyond before finally upgrading. (I do have to acknowledge that capped hunting in 2017 was a very different thing than capped hunting in 2022 and on.)&lt;br /&gt;
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Just don&#039;t sink silver into too many upgrades on a vanilla weapon with Enchant, Ensorcell, Sanctify, or weighting; get a better baseline to build on eventually. If you really want some middle ground between a starter vanilla weapon and a long-term project piece, then I recommend checking the market and asking around, as people frequently sell vanilla-ish weapons with tons of player services on them at massive discounts when they themselves have outgrown those items and upgrade to bigger and better things. You can then turn around and sell it later when it&#039;s your time to move forward.&lt;br /&gt;
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&#039;&#039;&#039;Create or buy a perfect forged weapon&#039;&#039;&#039;:&lt;br /&gt;
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[[Forging]] your own weapon can eventually create what&#039;s known a perfect weapon, which has 6% better damage factor and +3 AvD compared to vanilla weapons of the same base. This is a time-consuming endeavor that can take weeks or potentially months, but many players find it rewarding to create a weapon that&#039;s truly their own with their crafting mark on it. Paladins are also [[Forging#Profession_Modifiers|among the best at forging]]! That doesn&#039;t mean that they&#039;ll produce a perfect weapon faster than other professions after becoming masters, but rather that they&#039;re likely to become masters slightly faster than other professions. Alternatively, you can potentially buy a perfect forged weapon from someone else, especially if you use fairly common weapon bases.&lt;br /&gt;
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This is a vanilla-ish path that doesn&#039;t look flashy or do anything fancy like scripts, but has comparable power to the un-upgraded version of most scripts and leaves room for expansion to add scripts or flourishes later. The lower exp of my two paladins has been using a perfect forged white ora broadsword from somewhere around the low level 30s to 3x cap. Meanwhile, the higher exp paladin upgraded from her vanilla eonake war hammers to a perfect eonake war hammer and a perfect zorchar war hammer.&lt;br /&gt;
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&#039;&#039;&#039;Start with a special material&#039;&#039;&#039;:&lt;br /&gt;
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Various ores are available at pay events to create weapons from. Let&#039;s briefly review those:&lt;br /&gt;
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* [[Adamantine]]: A much better armor or shield material than weapon material since the weapon version can only disarm or shatter an enemy&#039;s weapon when you parry. Possibly reasonable in the hands of a Parry Mastery warrior for 40k bloodscrip, but paladins don&#039;t have anywhere near their level of parrying ability.&lt;br /&gt;
* [[High steel]]: Extraplanar bane material with 8 crit weighting and anti-Ithzir fade mechanics. There was a time when almost all capped creatures were extraplanar, but that time has been erased with Ascension hunting grounds--at least for now. Even back then, players largely didn&#039;t consider it worth the 150k bloodscrip.&lt;br /&gt;
* [[Kroderine]]: You can&#039;t bond to it with Holy Weapon, making it an automatic non-starter for paladins even disregarding its other disadvantages like being impossible to Enchant, Ensorcell, Bless, or Sanctify. Other professions sometimes regard kroderine weapons as a neat budget way to get triple dispel flares for 30k bloodscrip, but paladins simply have better options in their own toolkit.&lt;br /&gt;
* [[Low steel]]: A high-end expensive option at 300k bloodscrip that inflicts a damage over time (DoT) psychic flare that deals damage and inflicts RT. Any enemy that gets hit by this flare is basically dead--not literally so, but I mean that it&#039;ll be so stalled out in RT that you&#039;ll essentially have won. The cost is steep, but the power is immense. Again, though, you could just be using your own double plasma flares for free, so there&#039;s a question of how much power you need and at what price.&lt;br /&gt;
* [[Pure coraesine]]: I&#039;ve never heard of anyone even attempting to use this with a paladin, which makes sense because I don&#039;t see why they would. Even assuming you can bond to pure coraesine with Holy Weapon, which I&#039;m not certain you can since it&#039;s not blessable, you wouldn&#039;t get your double plasma flares since it has innate air flares that are weaker. It also takes up the script slot. If that&#039;s not enough, it&#039;s also 400k bloodscrip, which means you could have been getting low steel instead with bloodscrip to spare!&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. The weapon version of this is even better than the shield version, which is already a lot better than the armor version, since weapon attacks are the bulk of your offense. Low steel might be even more powerful still, but unlike with low steel, you can stack the rusalkan flares &#039;&#039;and&#039;&#039; your own double plasma flares from Consecrate. It&#039;s a close call.&lt;br /&gt;
* [[Vethinye|Starsong, AKA vethinye]]: A 100k raikhen base cost material that flares disruption. Like rusalkan, the flares are in the material slot, which means you still get your plasma flares! Starsong can be upgraded up to twice for 150k raikhen per upgrade, which can make it flare disruption up to one extra time per upgrade. Fully upgraded, it flares disruption 1 to 3 times; if there&#039;s only one creature against the room, all three flares would hit the same creature, but if there&#039;s more than one, then additional flares would hit other creatures. I&#039;d say the highest value bang for your buck here is the basic 100k flare, but it&#039;s still behind the value proposition of scripts... which in turn are behind the value proposition of perfect forged weapons, which in turn are behind the value proposition of basic weapons. Free is infinitely cheaper than non-free, but non-free isn&#039;t infinitely stronger than free. Ultimately, everything has to be evaluated through the lens of what you want from your endgame weapon and how much you&#039;re willing to spend to get it. If scripts seem expensive to you, starsong probably isn&#039;t the way. If they seem reasonable to you, then consider starting here. If scripts seem &#039;&#039;cheap&#039;&#039; to you, then perhaps look at the more expensive materials like low steel or xazkruvrixis just below...&lt;br /&gt;
* [[Xazkruvrixis]]: The most expensive option at 500k bloodscrip, but this is even more imposing than low steel because its flares simply cause instadeath. That&#039;s it! It takes up the flare slot, so you won&#039;t get your own double plasma flares, but this is obviously better; the question is whether it&#039;s 500k bloodscrip better, which is your call.&lt;br /&gt;
* [[Zelnorn]]: An excellent material for armor and shields, but a terrible material for weapons because it works in reverse: it trades half of the &#039;&#039;AS&#039;&#039; of its enchant for extra &#039;&#039;DS.&#039;&#039; An easy skip that&#039;s not worth 50k bloodscrip.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Ghezyte Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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At the time of this writing, there&#039;s no way to start with [[ghezyte]] as a base, so it&#039;s not listed above, but I&#039;ll touch on it because I&#039;ve been asked about it in the context of Duskruin transmutation for 100k bloodscrip (when that&#039;s available, which isn&#039;t always). This is purely from a mechanical perspective without regard to RP.&lt;br /&gt;
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In theory, having a DS and TD debuff flare seems good for a profession that uses both AS and CS attacks. It&#039;s also material-based, so you can retain your own bonding flares. In practice, the paladin-specific trouble is that the ghezyte debuff goes into effect &#039;&#039;after&#039;&#039; the AS attack has landed--and you&#039;re a paladin, which at minimum means that an infused spell has &#039;&#039;also&#039;&#039; already landed before the debuff. If you&#039;re using a shield, even more hits have landed: the shield itself, the possibility of shield spikes, the possibility of shield flares, and the possibility of shield script flares if you have those.&lt;br /&gt;
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So the question with ghezyte is how often a creature will survive your first two attack commands (which could be up to five hits via a shield or TWC build plus in the realm of 7-9 flares) if you don&#039;t have the debuff, but won&#039;t survive them if you &#039;&#039;do&#039;&#039; have the debuff. The answer is hopefully not often. Even if it is often, though, you&#039;ll get much more bang for your buck exhausting other avenues like scripts or even the cheaper flourishes than ghezyte.&lt;br /&gt;
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I hinted at this with starsong, but compare those options. Let&#039;s say you&#039;re a shield user. A ghezyte transmute costs 100k bloodscrip. Alternatively, you could spend 102.5k bloodscrip to buy a Phytomorphic Shield for 10k, add max Deciduous Decay unlocks for 75k, add spikes for 7.5k, and buy an OTS Phytomorphic Weapon or Energy Weapon for 10k. This is more or less the most direct price comparison available and it blows ghezyte out of the water. You have three extra flares (counting spikes) and you still have a DS debuff, but, crucially, that debuff comes from the shield, which hits &#039;&#039;before&#039;&#039; the AS attack. The shield also adds an AS buff, which &#039;&#039;also&#039;&#039;  comes into play in time for the AS attack. Then, even in the event that your infused spell kills the creature before the AS attack ever lands, the AS buff isn&#039;t wasted because it carries over to the next creature.&lt;br /&gt;
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In short: if budget is remotely a consideration, ghezyte is probably not the way, but if budget is no issue, look to the more powerful materials like low steel, rusalkan, or xazkruvrixis.&lt;br /&gt;
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Whether you&#039;ll be using forging, materials, neither, or both, let&#039;s move on and look at the script options!&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
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Incredible variety of flavor messaging makes this script very popular among all professions! The default grapple damage type isn&#039;t particularly deadly on its own, but does frequently knock creatures down, which makes for excellent followups. If you find that you tend to lead off battles with [[Repentance (1615)|Repentance]] or [[Judgment (1630)|Judgment]] (or, for that matter, [[Web (118)]]), then the grapple type will be redundant and you might be better served elsewhere; however, if you tend to lead with [[Aura of the Arkati (1614)]], it can be very useful. You can also convert the damage type of Animalistic Spirit, though that&#039;s an extra expense.&lt;br /&gt;
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Wild Backlash is at its best here because paladins can benefit from both sides of its DS and TD debuff, though I caveat that for the reasons described above about ghezyte. However, it&#039;s a lot cheaper and comes attached to Animalistic Spirit already having a damaging flare, so it&#039;ll feel better. There are a lot of intertwined parts here: the degree of the Wild Backlash debuff depends on upgrading Animalistic Fury, but upgrading Animalistic Fury itself requires changing the damage type to see any appreciable power increase. If you do have the budget to change the damage type, upgrade Animalistic Fury, and unlock Wild Backlash, all of that also comes together to kick Revenge Flares up a notch. I said with Animalistic Spirit &#039;&#039;armor&#039;&#039; that Revenge Flares weren&#039;t at their best, but the armor version is only for evade while the weapon version works with evade and parry--plus the weapon version incorporates the Wild Backlash debuff. Even then, paladins aren&#039;t nearly as good at evading and parrying as warriors, but it&#039;s an option to consider depending on budget.&lt;br /&gt;
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Despite a high ceiling of how much you can spend, the entry point is only 10k bloodscrip and the a la carte unlocking paths make upgrading in the future easy and flexible. Still, I&#039;d say paladins have an even better script option from the same creator, so see Phytomorphic Weapons below.&lt;br /&gt;
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&#039;&#039;&#039;[[Blink_weapon|Blink Weapon]] script&#039;&#039;&#039; (price: 750k bloodscrip):&lt;br /&gt;
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Extremely expensive, but almost certainly the most powerful option for any one-handed paladin weapon and even some of the faster two-handed ones. It adds the chance to shoot even more spells out of your weapon while swinging it; compared to the spell infusion from paladin bonding itself, the upsides are that it can even fire off AoE spells like Judgment and doesn&#039;t require recharging, but the downside is that it&#039;s only a flare chance instead of guaranteed on demand.&lt;br /&gt;
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Most paladin players reading this guide because they need advice probably shouldn&#039;t be thinking about Blink Weapons for years, if ever, but I can&#039;t judge if you have tons of disposable income and want immense power immediately!&lt;br /&gt;
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&#039;&#039;&#039;[[Briar_flare_items|Briar Weapon]] script&#039;&#039;&#039; (price: 350k to 360k bloodscrip for T3 (don&#039;t get T1 or T2, which are basically just more expensive grapple flares)):&lt;br /&gt;
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T3 Briar Weapons have grapple flares with a much higher damage ceiling than ordinary grapple flares (including the ones from Animalistic Spirit), also poison the enemy, and furthermore charge an internal counter for an activated ability that gives two minutes of +25 AS. In practice, they recharge so quickly that they usually amount to always having the AS boost.&lt;br /&gt;
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Paladins already have some of the game&#039;s highest AS, so Briar Weapons can be your path to jaw-dropping overkill AS. In practice, it&#039;s usually not a significant mechanical difference, but more for fulfilling a personal need to have the highest number possible. The cost is also high enough that Briar Weapons are another case where most paladin players reading this guide probably shouldn&#039;t be considering them for a long while, if ever.&lt;br /&gt;
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&#039;&#039;&#039;[[Coraesine_Relic|Coraesine Relic]] script&#039;&#039;&#039; (price: 750k bloodscrip):&lt;br /&gt;
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Another alternative to Blink as the strongest possible paladin option. Coraesine relics can flare to swing up to five extra times, though each extra swing consumes 10 stamina and 10 mana until you run out (at which point it won&#039;t be making extra swings). These extra swings are even more powerful for paladins than almost all other professions because of all the extra flares you can get going!&lt;br /&gt;
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In scenarios like boss battles, this is definitely the most burst damage you&#039;ll find anywhere. In normal hunting that lasts longer than a few minutes, though, those costs of stamina and mana are very real and will need support from enhancives and Ascension. Some people will swear by coraesine relics, but I definitely side with Blink Weapons out of the two 750k options.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
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Energy Weapons are one of the only scripts that can come with lightning flares off the shelf, making them an extremely powerful budget option. (You can choose fire, ice, or impact instead if you prefer.) Their upgrade path also potentially has more raw power than comparable scripts, but less versatility. Energy Weapons have three power modes: standard, drained, and surged. You can ignore drained and surged if you want and just stick to conventional flare power. If you&#039;re willing to try the other two, then you can use the weakest form, drained flares, to store energy to unleash the strongest form, surged flares, on demand when you need them.&lt;br /&gt;
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I highly recommend Energy Weapons if you&#039;re looking for something that delivers sheer power off the shelf without going wild on spending, but aren&#039;t a TWC paladin. (If you are a TWC paladin, see Twin Weapons further below.) Higher unlock tiers remain an option because they do improve the power, but only moderately so. If you&#039;re willing to spend a bit more than the 10k OTS cost, but not tons more, then maybe see Knockout/Skullcrusher or Phytomorphic Weapons below.&lt;br /&gt;
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&#039;&#039;&#039;[[Iasha_white_ora_weapon|Iasha Weapon]] script&#039;&#039;&#039; (price range: doesn&#039;t matter because you shouldn&#039;t buy it):&lt;br /&gt;
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I&#039;m only bringing this up to explain that it&#039;s a trap. It&#039;s cheap and it might look aimed at paladins, but Iasha will cut you off from using your own toolkit&#039;s flares in Consecrate or Holy Weapon, which are free, more powerful, don&#039;t add gear difficulty, don&#039;t take up the script slot, and don&#039;t require that the weapon remain white ora forever.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. If you&#039;re using a blunt weapon, it doesn&#039;t get much more powerful than this without costing a ton by getting into Blink Weapon territory. (Honestly, I&#039;d take Knockout over Briar Weapon on a paladin despite the latter costing three and a half times as much. Briar is at its most efficient for archers, where +25 is a greater percentage boost.)&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than Animalistic Spirit. Some people pick Animalistic Spirit for their handwear or footwear and Knockout for the other.&lt;br /&gt;
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As for Skullcrusher flares, see everything I just said about Knockout, because these are mechanically identical and cost the same, but go into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; a script if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Blessings, Religion, or Summoning&#039;&#039;&#039; (price: 400k bloodscrip):&lt;br /&gt;
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This is another very high end offering that&#039;s at the peak of power, this time in the realm of flourishes. While normal flares have a 20% rate, Lore Flares start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. Blessings Lore Flares deal the always-favored lightning damage and increase AS by 10 for 10 seconds, allowing stacks of up to three without refreshing the duration. Religion Lore Flares deal plasma damage and heavy damage over time (DoT) afterward, but only hit the undead. Summoning Lore Flares deal plasma damage and moderate DoT that&#039;s weaker against the living and stronger against the undead.&lt;br /&gt;
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Paladins like all three of their spiritual lores, so reaching 171 ranks in one of them requires either a hefty tradeoff of other lores or heavy investment via enhancives and Ascension.&lt;br /&gt;
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Blessings is pretty clearly the strongest for paladins. Still, as great as lightning is, it&#039;s not such an enormous margin over plasma that it should necessarily throw you off of Summoning if you were training that for the lore&#039;s core benefits. Religion Lore Flares are a bit difficult to justify unless you&#039;re certain you almost exclusively hunt undead. Both of my paladins favor Religion lore to different degrees because I like the core benefits, but if I were to spend on Lore Flares, then I&#039;d go with Blessings anyway for the versatility of hitting everything.&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic_Weapon-Shield|Phytomorphic Weapons]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit script that you can tailor to your liking by altering its messaging with foraged plants. This comes with a default disintegrate damage type, which, while not amazing like lightning, is perfectly suitable for almost all creatures other than water elementals.&lt;br /&gt;
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Phytomorphic Weapons&#039; unlockables are what really make them shine! Arboreal Agony makes the flares also have a chance to add Disoriented status that makes it more difficult for enemy creatures to cast spells. Stopping creatures from casting spells is one of very few things that the paladin toolkit isn&#039;t inherently good at. Deciduous Decay makes its flares simultaneously debuff enemy DS and buff your AS--or, if you prefer, it can debuff enemy TD and buff your CS. You can toggle which one it does. This is noticeably better than Animalistic Spirit&#039;s Wild Backlash in most cases for two reasons: 1) you can specialize at will for the exact needs of your hunting ground, playstyle, and training, and 2) since it&#039;s half-debuff and half-buff, the buff part can carry over to the next creature after your flare kills your original target.&lt;br /&gt;
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If you&#039;re looking to spend exactly 10k bloodscrip and never any more no matter how long you play, then my recommendation remains with Energy Weapons. However, for anyone else looking into midrange gear with a low entry point and room to grow, the a la carte unlocks and high ceiling earn Phytomorphic Weapons my top recommendation for any non-TWC paladin. (Still high honors for TWC paladins, for but up next is my preferred pick for them!)&lt;br /&gt;
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&#039;&#039;&#039;[[Twin Weapons]] script&#039;&#039;&#039; (price range: 7.5k to 117.5k bloodscrip per weapon (minimum 15k total to start)):&lt;br /&gt;
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With the caveat that Twin Weapons are for Two Weapon Combat only, they&#039;re uncontested as the best bang for your buck. Like Energy Weapons, these offer lightning flares off the shelf, which is already an immediately strong starting point. (You can choose fire, ice, or impact instead if you prefer.) Unlike Energy Weapons, the main hand Twin Weapon has one of the best script perks in the game: the ability to flare an entire second swing of your weapon! (Before you start picturing that these are coraesine relics at 2% the price, not quite. The second swing rate ranges from 1% to 7% depending on the unlock tier. On the bright side, unlike coraesine relics, there&#039;s also no mana or stamina cost.)&lt;br /&gt;
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Twin Weapons also have various other perks of temporarily raising AS, DS, or TWC skill. They also have a pretty flexible upgrade path that allows only upgrading the main hand weapon or the offhand weapon depending on which perks you prefer instead of having to spend equal amounts on both. (The main hand perks are far more powerful because of the double swing.)&lt;br /&gt;
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All of this said, I&#039;m talking about sheer power. That&#039;s where Twin Weapons can&#039;t be bested without spending five to fifty times as much. If you want versatility, you might still prefer Phytomorphic, which is completely reasonable.&lt;br /&gt;
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&#039;&#039;&#039;Miscellaneous alternatives: [[Duskbringer_weapons|Daybringer or Nightbringer]], [[Parasitic_Weapon|Parasitic Weapons]], or [[Sprite_Weapon|Sprite Weapons]] scripts&#039;&#039;&#039;:&lt;br /&gt;
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I&#039;d describe this trio of scripts as wonderfully flavorful options. Mechanically, compared to other options strictly in their off the shelf form with no upgrades, they&#039;re about as strong as Phytomorphic Weapons and stronger than Animalistic Spirit due to better damage types, but less strong than Energy Weapons (and especially Twin Weapons for TWC paladins). Where they fall a bit behind is that their upgrade paths are completely linear, bundling aspects into the cost that you might not necessarily want. Still, if you love the flavor of these scripts, I don&#039;t think you can go wrong with any of them. They&#039;re not the best of the best, but they&#039;re still in the ballpark.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. For example, buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, despite the name, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout or Skullcrusher adds 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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Paladins&#039; own profession service is great for just about every profession and even better for paladins themselves!&lt;br /&gt;
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From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.) These flares randomly deal rank 1-7 crits; however, as a paladin-only benefit, there&#039;s a 20% chance that the flare will instead randomly rank 5-9 crits, which is a giant power boost on average. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Second tier Battle Standards create an aura that fires off attacks at nearby creatures every 10 seconds or so for 3 minutes. I mention them here because they have quite a long cooldown until your standard is upgraded to at least tier 5, at which point it&#039;s a mere 15 minutes--basically once per hunt!&lt;br /&gt;
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Lastly, fifth tier Battle Standards can reduce incoming crits while retaliating with an SMR-based flare and sixth tier Battle Standards offer a once-per-day activated ability to &#039;&#039;always&#039;&#039; reduce incoming crits and flare back for the next 30 seconds.&lt;br /&gt;
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Just looking at the above, I could still make the case that Battle Standards are still better for faster attacking professions and builds like monks, bards, and wizards. However, what cinches the deal for paladins is that, as long as they do the most recent cast on their own Battle Standard, it never runs out of charges. In other words, Battle Standards are a permanent upgrade for paladins themselves, but an upgrade with semi-regular upkeep costs for other professions. That&#039;s an enormous difference with this much power!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Every paladin will want one of these sooner or later. Tier 5 at minimum, but tier 6 if you like that ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith_(1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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Bloodstone Jewelry is another great buy for paladins because they get good benefits out of health since they take lots of hits, great benefits out of mana since they cast lots of spells, and great benefits out of stamina since they use lots of maneuvers! They&#039;re truly the total package for paladins.&lt;br /&gt;
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(Caveat: If the paladin is mostly trying to play like a warrior and rarely uses spells, then I&#039;d recommend just buying stamina regen enhancives instead for much cheaper. So much of what makes Bloodstone Jewelry good for paladins is the assumption that they&#039;ll use all three resources out of health, mana, and stamina.)&lt;br /&gt;
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The extra health damage at the fifth tier is another good selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it affects every attack instead of 20% of attacks. On average, you&#039;ll get the Major Bleed effect after every 8.3 attacks.&lt;br /&gt;
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As for the temporary healing, paladins can also make better use out of that than almost all other professions other than warriors and maybe Kroderine Soul monks. TWC paladins or two-handed paladins will get more value than shield paladins, who take fewer hits, but even the latter will still appreciate a mid-hunt refresh!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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For paladins, Bloodstone Jewelry is the second best of the charging-based services. (Not counting Battle Standard since it won&#039;t &#039;&#039;be&#039;&#039; charging-based for the paladins themselves.) Get it some time after you&#039;re done with Lucky Items. More on those below!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like many of the most recent profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for paladins? Well... &amp;quot;not very&amp;quot; would be my answer. The combat-oriented perks only offer tiny improvements to things that paladins already range from good to incredible in. (By contrast, casters see excellent benefit from things like FOF defense and the myriad bonuses to maneuver defense.) That leaves the utility perks like  Swift Recovery and finding children for bounties, but that&#039;s a bit niche for how much it costs.&lt;br /&gt;
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Poisoncraft is typically a selling point for melee characters, but paladins already have tons of flares even without it. I&#039;m a huge advocate of creating more screen scroll, but, in the spirit of being responsible with your silvers, I can&#039;t seriously argue for Poisoncraft unless you&#039;ve already exhausted all or almost other avenues of flares.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Think about Poisoncraft far down the road when you have so many silvers you don&#039;t know what to do with them. Other than that, I can&#039;t justify it for paladins.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves AS while enchanting armor or shields improves DS. The most straightforward of all services and still one of the best! Paladins already have great offense and defense, but making it even greater certainly can&#039;t hurt when it&#039;s their bread and butter.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your gear up to +30. It gets expensive afterward and paladins have the offense and defense for +35 to arguably be excessive and to &#039;&#039;definitely&#039;&#039; be heavily diminishing returns, but if you have to spend silver on something eventually, further enchanting remains an option.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling weapons adds a flare chance for either an AS boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong, but the flares give AS boosts most of the time, which is merely alright for paladins mechanically.&lt;br /&gt;
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Ensorcell evenly scales up its AS bonus; a fifth tier (T5) Ensorcell increases AS by 25 while a first tier (T1) increases AS by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15. For that reason, I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy; you already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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That said, people subjectively place different values on numbers going up, so some players will want T5 Ensorcell for the AS boost! Paladins also have the option of learning the [[Tainted Bond]] maneuver, which effectively doubles the efficiency of Ensorcell by making sure that, if it triggers on an attacks, it&#039;ll also trigger on the next attack. If you do decide on T5 Ensorcell, just make sure to get most or all of your enchanting and sanctification done first since ensorcelling adds much more gear difficulty than the other two gear services.&lt;br /&gt;
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As for Ensorcelling armor and shields, that improves CvA, which isn&#039;t exactly a major paladin weakness, but also isn&#039;t so much of a strength that there&#039;s no merit to it. I wouldn&#039;t prioritize it at all compared to many other services, but it&#039;s probably worthwhile eventually. Like with weapons, though, try to save Ensorcell for last.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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At least T1 Ensorcell on weapons, but I can&#039;t necessarily criticize T5 either. Just don&#039;t go to T5 Ensorcell before Sanctify (if you intend to do Sanctify) or the latter will get excessively expensive due to Ensorcell&#039;s gear difficulty. As for armor and shields, get T5 for them over a very long time horizon.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible. When maxed out, they have a 20% chance of rolling every combat action that you and every combat action taken against you to take the better of two rolls. In case that&#039;s too abstract to understand, the point is that they improve virtually every offensive and defensive aspect of combat.&lt;br /&gt;
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It&#039;s like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue from at least &#039;&#039;&#039;three perspectives&#039;&#039;&#039; that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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The least exciting perspectives (which is saying something because it&#039;s still extremely exciting!) is to say that, on average over an infinite number of combat actions, they&#039;re 3 better than they would have been. In other words, on average, 3 more AS, 3 more DS, 3 more CS, 3 more TD, 3 more SMR offense, and 3 more SMR offense. It really is a lot of benefit from a single item!&lt;br /&gt;
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The most exciting perspective involves considering best case scenarios like your offensive 1 roll becoming a 100 roll or an enemy&#039;s open roll SMR instadeath attack becoming a normal roll that doesn&#039;t even connect. While these events are comparatively rare, they do happen more often than you might think due to how many combat actions you see in a typical day of hunting.&lt;br /&gt;
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The middling perspective involves looking at probabilities. There&#039;s roughly a 5% chance that an enemy SMR attack will be an open roll. To put that in perspective, it&#039;s more likely that not (a ~51.23% chance) that you&#039;re going to get open rolled within 14 enemy SMR attacks. However, with a maxed out Lucky Item, it&#039;s only more likely than not (a 50.04% chance) that you&#039;re going to get open rolled by the time creatures have thrown &#039;&#039;17&#039;&#039; SMR attacks at you. Looking at it another way, let&#039;s say creatures throw exactly 20 SMR attacks at you. Under normal conditions, there&#039;s a 64.2% chance that at least one of them will have been an open roll; with a maxed Lucky Item, it&#039;s only a ~55.8% chance.&lt;br /&gt;
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Even if you ignore a best case scenario like turning an open roll into an outright miss, it&#039;s still a &#039;&#039;great&#039;&#039; case scenario to turn an open roll into a non-open roll--and that&#039;ll happen a lot!&lt;br /&gt;
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Even better yet, that the benefit of Lucky Items is so abstract and mathematical that many players don&#039;t actually understand it (nor does the game openly show what &#039;&#039;would&#039;&#039; have happened if not for the Lucky Item), so you can almost always get away with paying extremely little for a ludicrously powerful service.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Simply fantastic service for paladins, especially at the prices you&#039;ll probably pay.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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The benefits of +5 bonus to a stat are moderate at best for paladins. Standout options include:&lt;br /&gt;
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* Strength to increase AS and decrease encumbrance (particularly notable for small races)&lt;br /&gt;
* Agility or Dexterity to reach an Agidex threshold (Agility gives more maneuver defense, but Dexterity gives crit weighting)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to increase CS&lt;br /&gt;
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That&#039;s for now. &#039;&#039;&#039;In the future,&#039;&#039;&#039; Mystic Tattoos are going to get a significant buff; at the time of this writing, the current proposal is that you&#039;ll also be able to pick a skill to get +10 bonus to, have flares to double the stat and skill bonus, have a cooldown-based activated ability to double the stat and skil bonus, and ignore enhancive limits. When such time comes, recommended skills include weapon skills, Combat Maneuvers, or lores.&lt;br /&gt;
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For now, Mystic Tattoos are fine for paladins, albeit not a priority.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Pick it up on the cheap when you can and after getting many other services and gear upgrades.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area. There&#039;s a case to be made for getting one or two resistances worked on pre-cap, but I&#039;d usually say that pre-cap creatures aren&#039;t deadly enough on average to make it a priority.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds. Before cap, think about it if you can get it cheaply or know that you&#039;ll be dealing with a specific damage type for a long while.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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On a weapon, the first five tiers of Sanctify add AS against undead while the sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit. The first five tiers also negate undead damage resistance, but that&#039;s generally irrelevant on a paladin weapon because Holy Weapon or being a holy armament already eliminates that; it would only help something like a Two Weapon Combat paladin wielding a non-holy offhand weapon.&lt;br /&gt;
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On a shield or armor, the first five tiers of Sanctify add DS, TD, and sheer fear protection against undead while the sixth tier once again adds a holy fire flare. The sheer fear protection is minimally useful since paladins already have their Dauntless spell, so even without being in Voln nor having Sanctify, they&#039;d need to be hunting undead fourteen or more levels higher to get hit by fear in the first place. That&#039;s not happening outside specific Ascension hunting grounds.&lt;br /&gt;
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For weapons and shields, the sixth tier of Sanctify is amazing because the holy fire flares are extremely powerful if you spend any time at all hunting undead. The question is just whether you&#039;re willing to pay for the subdued value of the first five tiers to get there. 10 AS, 10 DS, and 6 TD aren&#039;t nothing, but like I keep saying, paladins don&#039;t have trouble with sheer AS or DS numbers even without.&lt;br /&gt;
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For armor, the reactive holy fire flares are still good if you get a lot. They&#039;re a bit better on non-shield paladins who take more hits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Paladins get comparatively less benefit from the main tiers than most professions due to already having holy weapons, so, in my opinion, either commit to seeing through the entire holy fire path for the awesome flares at the end of the rainbow or don&#039;t bother sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
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Crit weighting is always a great buy for melee characters, especially up to the 5 CER (50 services) mark. Afterward, scaling costs kick in and it&#039;s twice as much per CER to 10, then three times as much (as the original rate) per CER to 15, four times as much per CER to 20, and ten times as much per CER to 40. That&#039;s all notwithstanding the added gear difficulty; 10 CER is just 100 gear difficulty, but 15 is 225, 20 is 400, and it adds up fast. Many people stop at 10 CER, if that high, for pragmatic reasons.&lt;br /&gt;
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As for paddings, paladins join warriors as are one of the two professions that can get pretty good use out of crit padding and damage padding alike. The benefits of crit padding are obvious in just reducing instadeath one-shots or hard hits that begin death spirals, but damage padding needs more elaboration. With paladins&#039; redux and full plate, they don&#039;t take extremely hard individual hits all that often, but the first 5-6 CER of damage padding can save them from getting plinked to death by enemy mstrikes.&lt;br /&gt;
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5 CER of damage padding is a reasonable stopping point due to scaling costs above there; 6 CER of damage padding is also reasonable because it always reduces exactly 6 damage per hit, but 7 or more CER randomizes between 6 and its maximum range. For example, if you have 7 CER damage padding, the game will reduce 6 damage half the time and 7 damage half the time; if you have 10 CER damage padding, it&#039;ll reduce a hit by 6, 7, 8, 9, or 10 damage each 20% of the time. Some players don&#039;t like the psychology of knowing they&#039;re not always getting full value. You can still do it if you have silver to burn, though!&lt;br /&gt;
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Whatever you decide on weighting and padding, it&#039;s still almost always cheaper to wait for the automated WPS smithy that comes around every couple of months than to pay warriors. It is, however, &#039;&#039;faster&#039;&#039; to pay warriors, so it depends on your patience level.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get weighting and padding and get it pretty, but probably not from warriors unless unless a friend or alt is providing it for free or near-free. Use the much more affordable WPS wagon and get to at least 5 CER on your weapon and armor.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Enchant gear up to +30 quickly&lt;br /&gt;
* Battle Standard up to P3 as soon as you&#039;re capable of doing it&lt;br /&gt;
* Ensorcell weapon to T1 relatively quickly&lt;br /&gt;
* Weighting to 5-10 CER over time, but start early (via WPS wagons, not warriors)&lt;br /&gt;
* Padding to 5-6 CER or even 5-6 CER of each type over time, but start early (via WPS wagons, not warriors)&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Either Sanctify weapons and armor all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Bloodstone Jewelry when you can spare funds and still handle all of the above&lt;br /&gt;
* Battle Standard up to P5 as soon as you&#039;re capable of doing it&lt;br /&gt;
* Mystic Tattoo when you can spare funds and still handle all of the above&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly enchant gear past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell armor over time, if ever&lt;br /&gt;
* Sanctify armor very far post-cap when hunting Ascension grounds&lt;br /&gt;
* Slowly Ensorcell weapons past T1 over time, if ever&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
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Congratulations, you&#039;ve got two or even three caps worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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When you should start heavily devoting a percentage of exp into [[Ascension]] Training Points is a matter of great debate that&#039;s beyond the scope of this guide. &#039;&#039;Within&#039;&#039; the scope of this guide, however, is the question of what you do with them whenever you&#039;ve started.&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So, whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Reduced RT at various Agidex thresholds, increased maneuver defense every two ranks, increased evade chance, and between +0.6225 DS (full plate with no shield) and +0.33615 DS (full plate with tower shield) in offensive per two ranks. Highly recommended for aelotoi, dark elves, forest gnomes, half-elves, sylvans, erithians, or humans since their natural, unenhanced Agidex is a mere 6 bonus away from the next reduced RT threshold. Split gains between Agility and Dexterity for the most efficient path.&lt;br /&gt;
* &#039;&#039;&#039;Blunt/Edged/Polearm/Two-Handed Weapons&#039;&#039;&#039;: +1 AS per rank. Get it if you like numbers going up, but I&#039;d argue that at least the first four ranks of Dexterity and first 10-20 ranks of Stamina Regeneration are actually better for offensive power.&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 AS per two ranks and increased maneuver offense and maneuver defense every rank (but half as much defense increase as Agility, so basically the same rate per two ranks). A solid pickup after sinking 5-50 points each into more important things like your weapon skill, Agidex, and Stamina Regeneration.&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Reduced RT at various Agidex thresholds, increased crit weighting, and increased maneuver defense every two ranks (but half as much increase as Agility). Highly recommended for all paladins this time due to the weighting, but still &#039;&#039;even&#039;&#039; more recommended for the races listed under Agility due to the reduced RT threshold. Split gains between Agility and Dexterity for the most efficient path.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: Increases evade chance and adds between +0.6225 DS (full plate with no shield) and +0.33615 DS (full plate with tower shield) every rank. Note: that&#039;s every one rank, not every two ranks like Agility. Improving Dodging is more one-dimensional than improving Agility, but it&#039;s at least worth considering. It&#039;s probably more worthwhile for a dwarf or giant paladin than most other races since they take a minor hit to DS from their race-based Agility penalties, but even then, I&#039;d personally rather just take Agility for its more multifaceted benefits even though the DS gains are  slower.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: Get it for exp whenever you get bored of the diminishing returns grind of having trained other Common Ascension skills. Aelotoi, dwarves, erithians, forest gnomes, halflings, and humans might want to pick this up sooner than others; Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, so 35 Logic bonus is an especially attractive target as a multiple of both. These races&#039; natural Logic boost brings them to 30 already, so 15 ATPs into Logic gets them to the 35 mark.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction of 2 pounds per rank. Definitely one to at least to consider for sheer QoL if your paladin isn&#039;t a giant, half-krolvin, or dwarf who can carry things for days.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: Another option for increasing DS, this time at 0.433 DS per rank for a tower shield or 0.383 DS per rank for a large shield. The best DS gains you&#039;ll get out of Ascension, though it&#039;s a pretty one-dimensional benefit to most other things&lt;br /&gt;
* &#039;&#039;&#039;Spirit Mana Control&#039;&#039;&#039;: This is here for one reason only: spell infusion with high mana cost spells. Every 2 SMC bonus lets your bonded weapon hold 1 more mana over the baseline of 30. The unenhanced paladin max of 201 SMC bonus holds 130 mana, which is good for 8 charges of Repentance, but putting 13 ATPs into 9 ranks of SMC brings that up to 9 charges, reducing the amount of time you&#039;d have to spend refreshing your bonded spell.&lt;br /&gt;
* &#039;&#039;&#039;Spiritual Lores&#039;&#039;&#039;: I can only give general advice here: look into your spells and figure out if any thresholds are close enough to be quick wins from doing some Ascension training. Definitely max out lores with normal exp before even considering this route in Ascension, though.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: The most universally powerful option. Meeting Agidex thresholds is still more powerful for the races who can do that, but 10-20 ranks of Stamina Regen adds a degree of combat flexibility that will make far more of a difference than the equivalent in AS would.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 AS per two ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks. You also need 31 or more Strength bonus for the CLENCH MUSCLE command to show off your powerful muscles! For most races, I&#039;d put this in the same tier of value for your ATPs as Combat Maneuvers; you&#039;ll want it eventually, but many other things are more important. Gnomes and halflings might want Strength a lot sooner than most, though.&lt;br /&gt;
* &#039;&#039;&#039;Wisdom&#039;&#039;&#039;: Great for helping spells land in Ascension areas, but unnecessary in non-Ascension capped hunting. If you want it, you&#039;ll know you want it.&lt;br /&gt;
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I&#039;ll also give &#039;&#039;&#039;Trading and Influence&#039;&#039;&#039; their own segment since it&#039;s complicated. The following assumes that A) you&#039;ve already maxed Trading in normal exp (if you haven&#039;t, do that instead since it&#039;s much cheaper exp-wise) and B) you took my advice and tanked Discipline or Intuition, not Influence.&lt;br /&gt;
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* Half-elves and giants can put a mere 4 ATPs into 4 ranks of Trading to max out silver gains at 28%.&lt;br /&gt;
* Sylvans and humans can spend 13 ATPs total across 7 ranks of Trading and 4 ranks of Influence to max out at 28%.&lt;br /&gt;
* Aelotoi, burghal gnomes, dark elves, forest gnomes, halflings, and half-krolvin can put a mere 2 ATPs into 2 ranks of Trading to bump up to the next tier of silver gains! ...though the bad news is that that next tier is &#039;&#039;27%&#039;&#039;, not 28%, due to their Influence penalties. Getting them to 28% requires 18 ATPs total across 11 ranks of Trading and 6 ranks of Influence.&lt;br /&gt;
* Dwarves are the worst off here, as they&#039;d need 9 ATPs total across 5 ranks of Trading and 4 ranks of Influence to reach 27%. For 28%, it&#039;s 41 ATPs total across 15 ranks of Trading and 8 ranks of Influence.&lt;br /&gt;
* Elves and erithians reach 28% with no Ascension Trading or Influence. In fact, they can even stop normal exp Trading itself at 201 ranks instead of 202.&lt;br /&gt;
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Now that we&#039;ve covered all the Common Ascension skills, let&#039;s move on to the big Elite Ascension skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is the Goal&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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After you&#039;ve spent 150 ATPs in Common, you can begin spending 10 or more ATPs per rank of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;usually relevant to paladins in green&amp;lt;/font&amp;gt; and &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;possibly&#039;&#039; relevant to paladins in blue&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* Automatic Success of Certain Spells&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* UC - Tier Up Probability&lt;br /&gt;
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Let&#039;s break these benefits down further since they range from minor to major.&lt;br /&gt;
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* Increased CS is a big one. Non-Ascension capped hunting and pre-cap hunting doesn&#039;t assume that paladins are heavily pushing spell training, so creatures are designed to be pretty easily hittable. Ascension creatures live in a very different world, metaphorically speaking, and you&#039;ll want all the CS you can get.&lt;br /&gt;
* Improving EBP is a great defensive benefit. Offensively, it&#039;s a bit less potent since paladins already have Aura of the Arkati to debuff enemy EBP, but this is still good!&lt;br /&gt;
* More FOF defense is helpful since paladins are frontline tanks, but don&#039;t have a natural 2x MOC cap to mitigate as much DS pushdown from swarms as warriors and monks do.&lt;br /&gt;
* Sheer fear resistance isn&#039;t useful to paladins pre-cap because undead need to be at least 14 levels above them to inflict it due to Dauntless--or 17 levels above if they&#039;re Voln paladins. Ascension hunting in the Hinterwilds actually has undead that spawn anywhere from level 103 to 119, though, which means that a non-Voln paladin either needs tier 5 sanctified armor or some Transcend Destiny to avoid sheer fear entirely. Even a Voln paladin still needs tier 2 sanctified armor (or a tier 4 sanctified shield) or Transcend Destiny to avoid it. Other Ascension areas&#039; undead aren&#039;t quite that high level, though, so I&#039;ve only highlighted this Transcend Destiny benefit in blue.&lt;br /&gt;
* Paladins have plenty of SMR-based offense to capitalize on with Transcend Destiny: their combat maneuvers, shield maneuvers, Excoriate, and 1650 Smite.&lt;br /&gt;
* Paladins don&#039;t have plenty of SSR-based offense; in fact, they have none. However, the Voln society does have the extremely powerful Symbol of Sleep, so I highlighted this in blue.&lt;br /&gt;
* TD is another big benefit in the post-cap world of spell sever, where paladins--and everyone else--will get hit by enemy CS spells regularly. Even though paladins can just beseech away most hard hits, it&#039;s better not to get hit if they can help it!&lt;br /&gt;
* Better offhand hit rate for Two Weapon Combat against overleveled creatures is another excellent benefit in the Ascension world. Ordinary 202 max TWC ranks allows guaranteed offhand hits against up to level 105 creatures, but they do get much bigger than that now!&lt;br /&gt;
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Transcend Destiny is a slog after the first few ranks, no doubt, but every rank is a huge payoff. When the time comes, train it and love it!&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
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* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
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The bolt AS is near worthless, but the CS is alright for making some spells land a little more reliably. Other CS-related Gemstone properties are much stronger, though! Fine placeholder property as you look for better ones.&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
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Pretty good reactive AoE flare since many paladins take a lot of hits (though shield paladins take less of them than TWC or two-handed paladins). I wouldn&#039;t necessarily recommend keeping this in the long run, but it&#039;s a solid placeholder. (Please note that a rank 2 critical isn&#039;t the same as a rank 2 wound; almost all rank 2 criticals only deal rank 1 wounds.)&lt;br /&gt;
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&#039;&#039;&#039;Channeler&#039;s Edge&#039;&#039;&#039;&lt;br /&gt;
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 When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
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Now we&#039;re talking real CS-related benefits! This is basically 333% as powerful an effect as Arcane Intensity for the purposes of Templar&#039;s Verdict, Repentance, and Judgment, assuming your spell does land. Arcane Intensity &#039;&#039;is&#039;&#039;, however, infinitely more powerful for the purposes of Aura of the Arkati, which only cares about whether the spell connects at all.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
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 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
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Excellent property if you ever use Wall of Force and even better still if you &#039;&#039;also&#039;&#039; use Faith&#039;s Shield.&lt;br /&gt;
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&#039;&#039;&#039;Focused Storm&#039;&#039;&#039;&lt;br /&gt;
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 You gain a Focused Storm effect for each kill. Stacks up to 3 times. When your warding spells are successful, the endroll is increased by 2/3/4 per Focused Storm effect. Focused Storm falls off after 30 seconds without making a kill.&lt;br /&gt;
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120% as good as even Channeler&#039;s Edge since now the phantom endrolls go to +12 instead of +10. If you&#039;re looking to boost your magical power (which not every paladin is!) because you cast Judgment or Repentance a lot, this is a top tier among Common Gemstone properties.&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Defender&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
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Straightforward defense boosts. I don&#039;t think paladins need much more in the way of defense, but if you want to keep tiptoeing toward invulnerability, this is one option!&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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Straightforward physical offense boost. It&#039;s not going to knock your socks off, but it&#039;s a good, simple staple that virtually every paladin will love.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
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 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
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Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Goes particularly well with Defense of the Faithful&#039;s Beacon of Courage effect in a group setting. Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
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 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
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This might be the highest ceiling Gemstone property of all. You&#039;ll need to stack some additional stamina regen from enhancives or Ascension to make it do truly busted things, but if you do it, the pot of gold at the end of the rainbow is recovering 50-90% of your stamina every minute so you can blast away wildly with Chastise, Spin Attack, and weapon techniques while still feeling like you never run out of stamina.&lt;br /&gt;
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In other words, you can think of Stamina Prism as indirect means to reduce your RT by freeing you to used reduced RT abilities more often. Strike like lightning!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
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Another top tier Common Gemstone property. In fact, it&#039;s probably &#039;&#039;&#039;the&#039;&#039;&#039; top tier Common Gemstone property because it&#039;s great for all paladins universally. No enhancives or Ascension needed like Stamina Prism, no specific build needed like its CS counterpart Focused Storm. Just destroy everything in sight with incredible force by virtue of having Storm of Rage.&lt;br /&gt;
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This property is amazing for every melee build of every profession, but even slightly more for paladins because damage factor buffs stack multiplicatively. Let&#039;s say you have 45 Summoning lore so your Arm of the Arkati spell grants +16% DF, then you get a maxed Storm of the Rage for +15% DF. Your resulting DF isn&#039;t 131%, but rather 100% * 115% * 116%* = 133.4%.&lt;br /&gt;
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&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
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Mini-Storm of Rage, but even mini-Storm of Rage is still amazing. Again, these buffs also stack multiplicatively, so get more of them! As for the downside of attacks hitting you harder, it&#039;s not that big a deal when you&#039;re a paladin protected by plate and redux.&lt;br /&gt;
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&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
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 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
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If you use swords, this is reasonable in tandem with the Slashing Strikes buff from Flurry active. The main problem here, despite being another DF booster, is that paladins don&#039;t have a way to force Major Bleed to happen on demand like some other professions. It&#039;s not exactly excellent here, but still a decent placeholder to use for a while if you find it.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
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I definitely wouldn&#039;t recommend this taking one of your three rare slots as your endgame unless you&#039;re completely set on being as close to invulnerable as possible, but if you happen to get one, it&#039;s a solid placeholder to use for a while.&lt;br /&gt;
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&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
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A very high quality Gemstone property that can pile on tons of damage, especially in boss battle scenarios or against particularly high health creatures. Unlike normal flares, Blood Boil flares can&#039;t outright kill on their own, nor can you land several of them on the same creature. Still, the sheer health damage will frequently exceed more conventional flares unless the creature is already very weakened.&lt;br /&gt;
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&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;&lt;br /&gt;
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 You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
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With no pun intended, this is sneaky good--but you do have to train Ambush to get full value. It doesn&#039;t require Stalking and Hiding training and simply auto-hides you, which is defensively useful, but the real benefit is that you can attack afterward &#039;&#039;from&#039;&#039; hiding with stance pushdown and crit weighting against the foe.&lt;br /&gt;
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However, the &#039;&#039;even more&#039;&#039; real benefit is that the game might do this on its own if you&#039;re using an assault technique or AoE technique. For example, you might get auto-hidden after the first attack of your assault, then the second automated attack of your assault will have the pushdown and weighting.&lt;br /&gt;
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An extremely powerful effect &#039;&#039;if&#039;&#039; you&#039;re willing to spend the exp on Ambush for it.&lt;br /&gt;
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&#039;&#039;&#039;Channeler&#039;s Epiphany&#039;&#039;&#039;&lt;br /&gt;
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 When your warding spells are successful, the endroll is increased by 2/4/6/8/10. Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
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This is the rare version of Channeler&#039;s Edge. On average, it works out to a boost of 12 instead of 10. You &#039;&#039;can&#039;&#039; stack them, so it&#039;s still better than Greater Arcane Intensity (coming up shortly in this list), but I&#039;d only recommend it as a long-term rare if you intend to be a very, very magic-heavy paladin.&lt;br /&gt;
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&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
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 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
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A universal 5% chance to avoid and (to an extent) counter AS attacks is pretty solid stuff. If you&#039;re bent on nigh-invulnerability or if you want to somewhat counteract the DS disadvantages of two-handed paladins or TWC paladins, go for it. For everybody else, players attack much more often than they &#039;&#039;get&#039;&#039; attacked, so a defensive benefit would need to be extraordinary to close that gap compared to an offensive benefit.&lt;br /&gt;
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&#039;&#039;&#039;Grace of the Battlecaster&#039;&#039;&#039;&lt;br /&gt;
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 Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
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Very subjectively powerful effect depending on how much you hate spell hindrance and would like to get it from 3% to 0%. I probably don&#039;t even have to say anything more; most people read that effect and either instantly fall in love or instantly write it off as pointless.&lt;br /&gt;
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&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
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A reasonable placeholder like its common counterpart. These are much better for bolting wizards than paladins; paladins generally only need a 101 endroll, as their spells don&#039;t scale particularly well (if at all in some cases) with higher endrolls.&lt;br /&gt;
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&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
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 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
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Top notch rare Gemstone property that&#039;s universally powerful for every profession. Like I said toward the start of the guide, flares are high variance, but the more of them you can chain together, the more likely it is that one of them will get the job done. Simple, clean power.&lt;br /&gt;
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&#039;&#039;&#039;Lost Arcanum&#039;&#039;&#039;&lt;br /&gt;
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 1 additional spell on you is protected from Spell Sever.&lt;br /&gt;
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Pretty good option, albeit a bit mechanically dull. I wouldn&#039;t exactly recommend it as the endgame for any paladin, but it&#039;s always at least as good as the third best spell that you&#039;d want it in spell sever that you normally can&#039;t have. Very good placeholder.&lt;br /&gt;
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&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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Journeyman Tactician, but twice as powerful. Needless to say, that&#039;s excellent in a vacuum!&lt;br /&gt;
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However, it&#039;s not in a vacuum. Part of what makes Journeyman Tactician such an easy recommendation is that you can have up to seven commons for your endgame list (or even as many as ten commons if you somehow decided that you were okay with having no rares or legendaries). You can only have up to three rares, so make sure that Master Tactician is among your top three (or at least close) before committing to using it long-term.&lt;br /&gt;
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If you&#039;re a TWC paladin, I think this is a pretty slam dunk pick because it does boost both weapons. If you&#039;re not a TWC paladin, then it&#039;s still good, but see Relentless just below for an alternative...&lt;br /&gt;
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&#039;&#039;&#039;Relentless&#039;&#039;&#039;&lt;br /&gt;
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 When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again. The triggered attack can hit or miss as normal.&lt;br /&gt;
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Another stellar rare and a perfect example of why I was expressing caution about leaping to Master Tactician. 10 AS is great, but 25% retry chance on a missed attack is better on a shield paladin or two-handed paladin. Since they&#039;re attacking half as often as a TWC paladin, a missed attack is twice as punishing.&lt;br /&gt;
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Looking at it another way, turning a miss into a hit is infinitely better than turning a hit into a fractionally stronger hit. That won&#039;t always happen, as sometimes the creature will dodge the second try too, but the upside is too great to ignore when it works.&lt;br /&gt;
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All that said, Relentless isn&#039;t in a vacuum any more than Master Tactician is. If you regularly hunt with a warrior using Carn&#039;s Cry or a cleric casting Censure, for example, then you&#039;re already not missing much against immobilized creatures. Even if you hunt solo, there&#039;s also the question of how drastically your own Aura of the Arkati reduces enemy EBP depending on your  lore training. Consider everything in its context!&lt;br /&gt;
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&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
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I&#039;m only mentioning this to say that, no, unfortunately, it doesn&#039;t trigger from infused spells. If it did, I&#039;d call this no contest the best rare property for paladins. It also doesn&#039;t trigger from AoE spells like Judgment. If it did &#039;&#039;that&#039;&#039;, I&#039;d call it no contest the best rare property for particularly magic-heavy paladins.&lt;br /&gt;
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Still, caveats aside, Serendipitous Hex remains extremely powerful for paladins &#039;&#039;if&#039;&#039; they actually cast single-target spells like Web or Repentance on their own without spell infusion. That&#039;s an enormous if, though. If you&#039;re among the ones who do, then here&#039;s a strong contender for your endgame.&lt;br /&gt;
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&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;&lt;br /&gt;
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 You instantly regain all of your spirit. Cooldown: 60/40/20 mins.&lt;br /&gt;
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If you cast Divine Word even decently often or if you just plain hate long recovery time after death (especially looking at you low spirit recovery elves and dark elves!), I really like Spirit Wellspring as a toolkit option.&lt;br /&gt;
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I can&#039;t recommend it for your endgame combat setup, but just having this around to equip when needed is cool and you don&#039;t even have to upgrade it to get most of its value, nor do you have to luck into finding a Spirit Wellspring with a good common. Just having this rare already makes the Gemstone perfectly useable!&lt;br /&gt;
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(Note that you can&#039;t unequip a Gemstone while it&#039;s still on cooldown, so upgrading can still be worth it just to reduce that cooldown and allow swapping back to your other combat-oriented Gemstones more quickly.)&lt;br /&gt;
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&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
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 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
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It&#039;s definitely not flashy, but small race paladins or anyone who regularly uses Armor Support as their armor specialization of choice might like this. For everyone else, I&#039;d personally consider it a good placeholder, at absolute least.&lt;br /&gt;
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&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Easily the most powerful legendary property for paladins of just about any kind. It&#039;s a 10% double attack chance on every attack! Do I even have to say more?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get Mirror Image at all costs. However, if you happen to find a different legendary that&#039;s also solid for paladins and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If Serendipitous Hex already sounded good to you, here&#039;s the far superior version of it! The same caveats do apply, though: no triggers from infused spells or AoE spells. If this is strong for you, it&#039;ll be incredible for you. It&#039;s just that there are many paladins for whom it&#039;s basically pointless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Extraordinary general purpose power for any solo hunter (of any profession) or a group hunting paladin who casts Defense of the Faithful to draw all attacks toward them, maximizing the flare value. Randomly killing enemy creatures by standing in the same general vicinity is pretty good!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here&#039;s my ideal layout for a traditional unarmed combat monk in descending order of priority.&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Polearm or Two-Handed Weapon Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Relentless (rare 1 of 3)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Chameleon Shroud (rare 2 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 3 of 3, but Defensive Duelist, Grace of the Battlecaster, and Master Tactician are similarly powerful for two-handed weapons; would definitely take Infusion for polearms due to Radial Sweep, however)&lt;br /&gt;
# Ephemera&#039;s Extension (common 3 of 7)&lt;br /&gt;
# Taste of Brutality (common 4 of 7)&lt;br /&gt;
# Journeyman Tactician (common 5 of 7)&lt;br /&gt;
# Burning Blood (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Shield Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Relentless (rare 2 of 3)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Blood Boil (rare 3 of 3)&lt;br /&gt;
# Taste of Brutality (common 3 of 7)&lt;br /&gt;
# Journeyman Tactician (common 4 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension (common 5 of 7)&lt;br /&gt;
# Journeyman Tactician (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Two Weapon Combat Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Blood Boil (rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Master Tactician (rare 3 of 3, but Grace of the Battlecaster and Relentless are similarly powerful)&lt;br /&gt;
# Taste of Brutality (common 3 of 7)&lt;br /&gt;
# Journeyman Tactician (common 4 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension (common 5 of 7)&lt;br /&gt;
# Burning Blood (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: paladins, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s only one topic in this section for now, but it&#039;s a relevant one since paladins have some of the game&#039;s best group spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hunting Partner Tactics and Synergy===&lt;br /&gt;
&lt;br /&gt;
Who do paladins team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer. Between that and paladins&#039; Aura of the Arkati, virtually everything will roll over to the duo&#039;s overwhelming offense. Warriors also get immense benefit from paladins&#039; Arm of the Arkati and potentially any of the three paladin auras, depending on what the warrior is doing. Conversely, paladins will enjoy an AS boost from Seanette&#039;s Shout or Coup de Grace.&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and Zealot can make their ambushes that much more potent. It&#039;s not overwhelming synergy, but it exists.&lt;br /&gt;
* &#039;&#039;&#039;Monks&#039;&#039;&#039; offer [[Mind Over Body (1213)|Mind Over Body]] stamina reduction or a [[Focus Barrier (1216)|Focus Barrier]] DS boost, either of which paladins put to great use. In turn, the Fervor aura or Judgment knockdown really power up monks.&lt;br /&gt;
* &#039;&#039;&#039;A paladin duo&#039;&#039;&#039; doesn&#039;t have any major synergy, as most duos of the same profession don&#039;t, but using two auras will at least be a notable power boost almost no matter which two auras or on which two builds. Even in the worst case where one paladin isn&#039;t using a shield and the other is using Divine Shield, they do still both get benefits!&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. On the paladin&#039;s end, melee rangers should love Zealot and Arm of the Arkati from their partner, along with armored casting or armored fluidity. Archer rangers, however, get very little from paladins other than perhaps Fervor.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; pair extremely well with paladins since Song of Tonis is the game&#039;s best group buff and has extreme synergy with Arm of the Arkati and Zealot or Fervor. Faster attacks that are also more powerful is all the right stuff.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that paladins can follow up on. Fervor is particularly useful to caster wizards out of the three auras while warmages absolutely revel in Zealot elevating their AS to more conventional levels.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing, but paladins appreciate them even more than most and the feeling is mutual. Paladins can use [[Defense of the Faithful (1608)|Defense of the Faithful&#039;s Beacon of Courage effect]] to keep the empath safe and tank all the hits, which the empath can then heal off. Non-shield paladins will appreciate the healing even more because they take more hits, but should be ready to send mana to the empath to make up for it. Warpaths will really love Zealot or Fervor among the auras.&lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer, [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), and [[Benediction (307)|Benediction]] as a group AS buff, so paladins get strong offensive and defensive boosts from the cleric. However, caster clerics get basically nothing from the paladin besides Fervor. War clerics love Zealot and Arm of the Arkati, though!&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; casting [[Major Elemental Wave (435)|Major Elemental Wave]] or [[Implosion (720)|Implosion]] after a paladin&#039;s Judgment is a pretty strong combo, albeit not amazing. The two professions otherwise don&#039;t add too much to each other as partners, but Fervor is at least something.&lt;br /&gt;
&lt;br /&gt;
Nearly regardless of team composition, your paladin training the &#039;&#039;&#039;Side by Side&#039;&#039;&#039; combat maneuver (which also requires two ranks of Combat Movement) can be helpful to groups. If there are at least two shield users, the &#039;&#039;&#039;Phalanx&#039;&#039;&#039; shield maneuver also helps. I mentioned &#039;&#039;&#039;Defense of the Faithful&#039;s Beacon of Courage effect&#039;&#039;&#039; for empaths because it&#039;s at its best by far there, but nothing stops paladins from acting as the tank for other professions too.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Paladin]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fancy_Stancing_Flourish&amp;diff=253171</id>
		<title>Fancy Stancing Flourish</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fancy_Stancing_Flourish&amp;diff=253171"/>
		<updated>2026-02-10T01:05:33Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: Third person messaging added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fancy Stancing Flourish&#039;&#039;&#039; is a fluff script that works with weapons.  It offers different ways to show a verbose stance change, similar to {{boldmono|STANCE VERBOSE}}.  It is sold in certificate form, able to be applied to weapons, at [[BVShop:Certifiable|Certifiable]] at [[Duskruin]].&lt;br /&gt;
&lt;br /&gt;
The Fancy Stancing Flourish uses the &amp;quot;fluff script&amp;quot; slot introduced in 2024 and is compatible with other scripts.&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|STANCE OFFENSIVE&lt;br /&gt;
| Gripping your starsong warblade, you take an aggressive step forward.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Gripping her starsong warblade, Leafiara takes an aggressive step forward.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|STANCE ADVANCE&lt;br /&gt;
| Leaning forward, you position your starsong warblade at your knees and ready yourself for battle.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Leaning forward, Leafiara positions her starsong warblade at her knees, readying herself for battle.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|STANCE FORWARD&lt;br /&gt;
| You pull your starsong warblade across your body, preparing to fight.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Leafiara pulls her starsong warblade across her body, preparing to fight.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|STANCE NEUTRAL&lt;br /&gt;
| Lightly gripping your starsong warblade, you shift your balance from foot to foot.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Lightly gripping her starsong warblade, Leafiara shifts her balance from foot to foot.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|STANCE GUARDED&lt;br /&gt;
| Bringing your starsong warblade across your chest, you glance about with a watchful eye.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Bringing her starsong warblade across her chest, she glances about with a watchful eye.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|STANCE DEFENSIVE&lt;br /&gt;
| Stepping backwards, you pull your starsong warblade close, protecting yourself from attack.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Stepping backwards, Leafiara pulls her starsong warblade close, protecting herself from attack.&lt;br /&gt;
|}&lt;br /&gt;
==Additional Information==&lt;br /&gt;
* [[Duskruin/saved posts February 2024#Shop Teaser/Announcement 3 - Fancy Stance|Teaser announcement]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type=Fluff &amp;lt;!-- REQUIRED: Mechanical or Fluff.  OPTIONAL: If an item is feature altering or crafting, as well, please enter &amp;quot;Feature altering&amp;quot; or &amp;quot;crafting&amp;quot; below this line for &amp;quot;type2=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemclass=Weapon &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creature (Pets/Mounts), or Miscellaneous.  If more than one classification, additional lines can be added with &amp;quot;itemclass2=&amp;quot; &amp;amp; &amp;quot;itemclass3=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemtype=Weapon &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified by setting &amp;quot;itemtype2&amp;quot; - &amp;quot;itemtype8&amp;quot;. --&amp;gt;&lt;br /&gt;
|alter= &amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --&amp;gt;&lt;br /&gt;
|ld= &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting &amp;quot;feature2=&amp;quot; - &amp;quot;feature8=&amp;quot;. --&amp;gt;&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered with &amp;quot;custom2=&amp;quot; - &amp;quot;custom5=&amp;quot;. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;.--&amp;gt;&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter &amp;quot;Quest&amp;quot; ONLY.  Otherwise, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue=Duskruin &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|releaseyear=2024 &amp;lt;!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, leave blank.  --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt;&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|corrscript= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants).  Additional slots can be added with &amp;quot;corrscript2=&amp;quot; - &amp;quot;corrscript5&amp;quot;= --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified with &amp;quot;spell2=&amp;quot; - &amp;quot;spell4=&amp;quot;. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add=Yes &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb=STANCE &amp;lt;!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with &amp;quot;verb2=&amp;quot; - &amp;quot;verb28=&amp;quot;.  Verbs should be listed in alphabetical order, not by tier.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Rags_to_Riches:_The_Rings_of_Lumnis_Story&amp;diff=253149</id>
		<title>Leafiara (prime)/Mechanical Musings/Rags to Riches: The Rings of Lumnis Story</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Rags_to_Riches:_The_Rings_of_Lumnis_Story&amp;diff=253149"/>
		<updated>2026-02-09T07:53:13Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: Math updates around partial weeks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = Rags to Riches: The Rings of Lumnis Story&lt;br /&gt;
|topic = Experience, Rings of Lumnis&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-05-02&lt;br /&gt;
|updated = 2026-02-08&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2026 Disclaimer and Update==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;The below is preserved as a legacy guide that I don&#039;t want to rewrite from the ground up, but suffice it to say that, at this point in time, I recommend that the average player buy Fash&#039;lo&#039;nae&#039;s Tutelage items and forego Rings of Lumnis brooches beyond 100 or maybe 300 runs.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The exception&#039;&#039;&#039; is if either or both of the following are true:&lt;br /&gt;
* You have enough spending money that using all possible means of exp acceleration regardless of bang for your buck is exactly what you wish to do&lt;br /&gt;
* You play little enough so as to not absorb at least 39,600 base exp per week (if not donating to the Temple of Lumnis) or 54,200 base exp per week (if donating to the Temple of Lumnis), nor even get close, and yet you &#039;&#039;do&#039;&#039; play enough that getting through the Spiritual runs of your Rings of Lumnis brooch wouldn&#039;t be difficult&lt;br /&gt;
&lt;br /&gt;
For everyone else, the new Fash&#039;lo&#039;nae&#039;s Tutelage item costs 3,500 Simucoins and provides up to 100,000 bonus exp per week for a 90-day period by playing for an additional 25,000 normal exp absorption above and beyond the amount needed for your Gift of Lumnis absorption. (That amount will be 14,600 + 25,000 exp by default or 29,200 + 25,000 exp if you&#039;re paying for the Temple of Lumnis bonuses.)&lt;br /&gt;
&lt;br /&gt;
Depending on how easily you can finish your Gift of Lumnis and where you time the Tutelage to start, those 90 days encompass a minimum of 12 weeks (84 days by starting Tutelage on the same day as a Gift of Lumnis, so the 13th week has only 1 day to finish grinding) and a maximum of 14 weeks (bookending the middle 84 days with two partial weeks between Gifts of Lumnis). That&#039;s 1,200,000 to 1,400,000 exp. For the sake of illustration, I&#039;ll meet in the middle and call it 1,300,000 since not everybody can necessarily finish a Gift of Lumnis, especially a Temple-boosted one, in a partial week.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, 100 Rings of Lumnis runs cost 10,000 Simucoins--2.857 times as much--while providing 284,700 exp per year. Measuring exp per dollar, that brooch will only surpass Fash&#039;lo&#039;nae&#039;s Tutelage after ~13 years of play. It only swings further in favor of Tutelage at higher tiers that are less cost-effective. For example, 300 Rings of Lumnis cost 30,000 Simucoins--8.57 times as much--while providing 651,525 exp per year. In this case, the brooch will take ~17 years of play to surpass Tutelage.&lt;br /&gt;
&lt;br /&gt;
So far this has assumed that you play enough to earn the full Tutelage benefit of 100k bonus exp per week. However, even if you don&#039;t play for the full amount, you still get proportional benefit to whatever you do play. For example, if you play for 12,500 exp beyond your Gift of Lumnis each week, then the benefit would still be 50k bonus exp per week, equaling (in our middle ground example) 650k exp over a 90-day period. 100 Rings of Lumnis brooch runs would still only win after ~6.52 years of play and 300 runs would still only win after ~8.54 years of play.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t want to minimize the extra playtime factor of Tutelage, so I&#039;ll acknowledge that asking people to play for 25,000 more exp per week is possibly up to 12.5 more hours playing per week assuming a baseline of ~2k exp per hour (which is achievable by most characters). However, the downside of having little playtime works not only against Tutelage, but also potentially against Brooches of Lumnis.&lt;br /&gt;
&lt;br /&gt;
The lower end brooch examples that I&#039;ve been mentioning so far--100 or 300 runs--can be knocked out fairly quickly since they only require commitments of hunting for 780 extra exp and 1,785 extra exp per day, which probably respectively require 4-10 minutes or less per day. Those are, certainly, much easier than maximizing Tutelage for 12.5 hours per week. However, a higher end brooch example like 1,850 runs would require hunting for 5,664 extra exp per day. Some characters in swarmy areas with strong AoE abilities can get that in relatively no time, but others might need half an hour or more per day. Still easier than 12.5 hours per week, but not negligible.&lt;br /&gt;
&lt;br /&gt;
In short, unless money is no object and/or you have little time to play (while also being able to fry quickly in the time you do play), buy Fash&#039;lo&#039;nae&#039;s Tutelage as a far better deal than Rings of Lumnis brooches. Buying both does, of course, remain an option if you money truly is no object! And if that&#039;s you, read on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
&lt;br /&gt;
Since 5118, Elanthian adventurers have traveled each year to the Needle of Pentas on the Isle of Ornath to participate in the Trials of Lumnis, a series of puzzles and trivia to test their logic and knowledge. Likewise, since 2018, the Rings of Lumnis event has presented GemStone IV players each years with tests of their own thoughts, raising questions such as &amp;quot;&#039;&#039;&#039;Is this for me?&#039;&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;&#039;What do I stand to gain?&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The short answer for most people is &amp;quot;extra experience at accelerated rates,&amp;quot; but fully explaining just how much so--and the other alternatives--is another matter. These are reasonably complex mechanical questions, which is one reason that the Rings of Lumnis event struggled in its earliest days. Wyrom recounted the following history on Discord:&lt;br /&gt;
&lt;br /&gt;
 Wyrom — 03/20/2021&lt;br /&gt;
 RoL took a pretty heavy time investment for its debut run.  Probably more so than most events.  A good chunk of live events is planning and scheduling.  For RoL, it required lots of coding, more so than Duskruin.  It also had heavy QC, more so than EG.  &#039;&#039;&#039;The initial run was a flop, so much that it came off the official Simu event list for the next year.  But because players were asking for it, we just turned it on.&#039;&#039;&#039;  There were tweaks that happened, but I don&#039;t really see us doing anything major with RoL again.  We want to add more puzzles, but I&#039;m fairly certain the unknown factors like solving puzzles led to its initial flop.&lt;br /&gt;
&lt;br /&gt;
However, as the title of this article implies, Rings of Lumnis would go on to perform as a stellar event by any measure. Wyrom would later state the following:&lt;br /&gt;
&lt;br /&gt;
 Wyrom — 06/14/2021&lt;br /&gt;
 Major events being Duskruin, RW, and EG.  Though &#039;&#039;&#039;RoL outperformed everything this year&#039;&#039;&#039;, so we probably should reconsider that event.&lt;br /&gt;
 &lt;br /&gt;
 Wyrom — 10/11/2021&lt;br /&gt;
 Years and years ago, RoL got pushed into the minor event category, so we though[t] about having it always available.  But &#039;&#039;&#039;it then blew up, and there is no way I can label it as a minor event anymore.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What happened in those years between? Let the story unfold as we dig into the details of Rings of Lumnis, starting with its signature item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Spiritual Ring: Supercharging Players and the Event Itself==&lt;br /&gt;
&lt;br /&gt;
Since the beginning, the &#039;&#039;&#039;[[Brooch of Lumnis|quintuple orb brooch]]&#039;&#039;&#039;, an account-bound pinworn item acquired only at the Rings of Lumnis event, offered players a choice of five benefits:&lt;br /&gt;
&lt;br /&gt;
* Planar: A larger experience pool capacity for half an hour.&lt;br /&gt;
* Spiritual: Instant experience absorption.&lt;br /&gt;
* Elemental: Improved odds with luck-based Adventurer&#039;s Guild bounties.&lt;br /&gt;
* Chaos: A random selection from the other four, but up to 10% more effective at it.&lt;br /&gt;
* Order: Increased bounty point rewards for half an hour.&lt;br /&gt;
&lt;br /&gt;
This article will eventually cover most of these benefits, especially since now you can have them all and it&#039;s no longer your choice of one, but I&#039;ll start by focusing heavily on the obvious:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;For most players who participated early on, and even to this day, the Spiritual benefit of instant experience absorption immediately jumped out as the most attractive.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exactly how attractive is it, though? The thresholds for benefits as of this writing are as follows, assuming one is buying from a premium subscription:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Exp Per Rub&#039;&#039;&#039;||&#039;&#039;&#039;X/Day Uses&#039;&#039;&#039;||&#039;&#039;&#039;Daily Exp&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp&#039;&#039;&#039;||&#039;&#039;&#039;Simucoin Cost&#039;&#039;&#039;||&#039;&#039;&#039;Premium Dollar Cost&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp Per Dollar&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||100||1||100||36,500||1,000||$8.69 (of a $9.99 package)||4200.23&lt;br /&gt;
|-&lt;br /&gt;
||30||200||1||200||73,000||3,000||$23.99 (of a $34.99 package)||3042.93&lt;br /&gt;
|-&lt;br /&gt;
||55||300||1||300||109,500||5,500||$42.30 (of $49.99)||2588.65&lt;br /&gt;
|-&lt;br /&gt;
||100||390||2||780||284,700||10,000|||$74.07 (of $99.99)||3843.66&lt;br /&gt;
|-&lt;br /&gt;
||300||595||3||1,785||651,525||30,000||$223.05 (of two $99.99 and one $49.99)||2920.98&lt;br /&gt;
|-&lt;br /&gt;
||750||761||4||3,044||1,111,060||75,000||$535.71 (of $999.99)||2073.995&lt;br /&gt;
|-&lt;br /&gt;
||1,250||869||5||4,345||1,585,925||125,000||$892.85 (of $999.99)||1776.25&lt;br /&gt;
|-&lt;br /&gt;
||1,850||944||6||5,664||2,067,360||185,000||$1,321.42 (of two $999.99s)||1564.499&lt;br /&gt;
|-&lt;br /&gt;
||2,500||1,009||7||7,063||2,577,995||250,000||$1,785.70 (of two $999.99s)||1443.69&lt;br /&gt;
|-&lt;br /&gt;
||3,250||1,084||8||8,672||3,165,280||325,000||$2,321.41 (of three $999.99s)||1363.52&lt;br /&gt;
|-&lt;br /&gt;
||5,000||1,259||9||11,331||4,135,815||500,000||$3,571.39 (of four $999.99s)||1158.04&lt;br /&gt;
|-&lt;br /&gt;
||7,500||1,509||10||15,090||5,507,850||750,000||$5,357.09 (of six $999.99s)||1028.14&lt;br /&gt;
|-&lt;br /&gt;
||12,000||1,959||11||21,549||7,865,385||1,200,000||$8,571.34 (of nine $999.99s)||917.64&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The short of it is:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;As long as you play enough to use the Rings of Lumnis brooch&#039;s Spiritual benefit, it offers by far the game&#039;s most efficient bang for your buck to improve experience gain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I could even go further and argue that it offers the best &#039;&#039;mechanical&#039;&#039; gain of any pay event. I realize this is a bold claim in the face of Duskruin, but even the most powerful flares only have a chance to activate while the Rings of Lumnis brooch offers high value in a guaranteed form. In fact, let&#039;s run that comparison of &#039;&#039;the most powerful&#039;&#039; flares to a similar price spent on the brooch:&lt;br /&gt;
&lt;br /&gt;
* Duskruin&#039;s xazkruvrixis metal, which has flares that instantly kill creatures, costs roughly $952 worth of bloodscrip.&lt;br /&gt;
* A Rings of Lumnis brooch with 1250 runs of the Spiritual ring, which gives the user 1.6 million experience &#039;&#039;every year,&#039;&#039; costs $892.85 worth of event entries.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s put that 1.6 million experience per year into perspective.&lt;br /&gt;
&lt;br /&gt;
A casual player who only plays exactly enough each week to finish their Gift of Lumnis earns about 1.9m annual exp ordinarily, so the brooch described above would skyrocket their exp gain to 184% of what it was. If starting fresh from level 0, they would reach level 61 within a year and level 95 within two years. Alternatively, if we look at a veteran or more hardcore player who&#039;s already capped, they would earn an additional 1920 training points (if converting PTPs to MTPs or vice versa) or 32 Ascension training points every year from the brooch alone.&lt;br /&gt;
&lt;br /&gt;
It boggles my mind that these brooches exist, but it&#039;s just as baffling to raise the question:&lt;br /&gt;
&lt;br /&gt;
 Why did this unbelievable mechanical benefit take time to catch on instead of selling like hotcakes immediately?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing It By Ear: How Rings of Lumnis got Better in Reality and Perception==&lt;br /&gt;
&lt;br /&gt;
Several factors held the Rings of Lumnis event back at the start, yet most are things of the past by now.&lt;br /&gt;
&lt;br /&gt;
One was the uncertainty factor described by Wyrom near the start of this page. Asking players to solve puzzles by guessing at verbs or answering trivia by scouring the wiki is a taller mountain to climb than asking them to defeat creatures at Duskruin and Ebon Gate or search areas at Duskruin and Rumor Woods. However, these days the answers to the puzzles and trivia are widely known and available, including even a [[Research:Rings_of_Lumnis|spoiler section on the wiki]] if one really needs it, making Rings of Lumnis more accessible.&lt;br /&gt;
&lt;br /&gt;
Only being able to keep one of the brooch&#039;s five types of benefits active before 2021 also left many players advancing exclusively in Spiritual and not spending on the other types of puzzles, but more on that later.&lt;br /&gt;
&lt;br /&gt;
One of the biggest improvements to the event, starting only days into its first run, was the addition of lightening and deepening notes as rewards. You don&#039;t--and never did--need to actually complete the Rings of Lumnis puzzles to upgrade your brooch. Merely entering the puzzle upgrades it even if you forfeit, ensuring that you get value for your Simucoins.&lt;br /&gt;
&lt;br /&gt;
Of course, players soon realized this and some began just entering and forfeiting repeatedly, seeing little reason to finish puzzles they&#039;d already encountered--if not also ones they hadn&#039;t. In response, staff added lightening and deepening notes as rewards for completion. (There are also more rare prizes like RPA orbs and most years have even had a handful of jackpot level prizes like unique lunar halos or spirit servants.) These notes allow automated lightening and deepening of your items on your schedule, so the Rings of Lumnis value proposition became not only getting experience (or, if preferred, one of the other benefits), but saving yourself or someone else a great deal of time that could have been spent waiting in merchant lines.&lt;br /&gt;
&lt;br /&gt;
 Almost the entire supply of lightening and deepening notes that are so ubiquitous in playershops today has come from players running Rings of Lumnis.&lt;br /&gt;
&lt;br /&gt;
One thing that did and probably still does hold Rings of Lumnis back, however, is that substantial brooch benefits are predicated on some combination of heavy play, heavy spending, or heavy merchanting. My earlier example used the ~1.6 million bonus exp mark, which is pretty staggering, but it also costs almost $900 and not everyone&#039;s willing to spend that. So, even though you could spend (at the low end) less than $9 to get 36,500 bonus exp a year and ten lightening or deepening notes and that&#039;s technically a great deal, it&#039;s also a small enough benefit that it might not &amp;quot;feel&amp;quot; enticing to players. I could probably argue that brooch benefits aren&#039;t felt as a big impact until at least the $74.07 threshold of 100 runs for 284,700 bonus exp per year, if not the $223.05 threshold of 651,525 exp.&lt;br /&gt;
&lt;br /&gt;
(As an aside, in case anyone is wondering, the Rings of Lumnis secondary market is historically nowhere near as robust as the Duskruin secondary market, in which players are frequently willing to sell entries for silvers. That does change a bit when event boxes are on the table, but as of this writing in 2024, the only time that happened was the 2023 Rings of Lumnis and it&#039;s not happening again this year.)&lt;br /&gt;
&lt;br /&gt;
My personal take is that the core reason Rings of Lumnis took a while to catch on is that, even though the value proposition is great, it requires analysis and &#039;&#039;math&#039;&#039; to grasp just &#039;&#039;how&#039;&#039; great it is. It&#039;s caught on through word of mouth, charts, and analogies (for example, the $74.07 threshold is comparable to more than six and a half violet orbs every year!) since not every player is willing to look that deeply into it. After all, while the mechanical benefits are a min-maxer&#039;s dream, GemStone IV is a roleplaying game and many do play primarily for that reason.&lt;br /&gt;
&lt;br /&gt;
...and that&#039;s a perfect segue to my next point:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Hidden Benefits of Time Saving and Account Boosting==&lt;br /&gt;
&lt;br /&gt;
Until now I&#039;ve been framing the brooch&#039;s instant exp absorption in the most basic terms: an additive benefit on top of your usual hunting, used by a single character. In reality, though, it doesn&#039;t need to be either of those things.&lt;br /&gt;
&lt;br /&gt;
When I first wrote this sentence, I had been idling on a node in game for three hours and I just didn&#039;t sweat it or feel the pressure that I &amp;quot;should&amp;quot; be out getting exp. It doesn&#039;t matter anymore. I hunt significantly less often than several years ago because I&#039;m doing other things--writing on the wiki, chatting on Discord, running Silverwood Manor events or Twilight Hall events, idling and talking with people--but I still gain exp matching the pace I&#039;ve planned around.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t even require a huge number of Spiritual runs to feel way more at luxury. Most people hover in the realm of earning 1800 to 2500 exp per hour when playing semi-seriously, so even a fairly modest $74.07 brooch that gives 5,460 exp per week gives a player about 2.184 to 3.03 hours of leeway.&lt;br /&gt;
&lt;br /&gt;
That said, a significant number of Spiritual runs--like, say, 1250 or more--can be a double-edged sword. Though it relieves the pressure of staying consistently active in the hunt-rest cycle, it can &#039;&#039;add&#039;&#039; the pressure of feeling the need to run through every Spiritual use each day. This can come in the form of, for example, one exhaustive power hunt with frequent absorbs, doing an instant absorb after each of the first X bounties turned in for the day, or participating in large scale group hunts like Reim or warcamps where exp flows like water.&lt;br /&gt;
&lt;br /&gt;
Another benefit of the brooch is that, as mentioned before, it&#039;s account-bound rather than character-bound, so you can give uses to another character on a premium slot for any reason you like. When Sanctify was on the verge of being released, I had begun working on another cleric who was in her mid-10s and shifted some of my Planar brooch rubs to her for a couple of weeks to bring her up to speed and start sanctifying items.&lt;br /&gt;
&lt;br /&gt;
Yes, I said Planar, not Spiritual. As nice as it is to have the freedom to shift gears and start heavily pushing a backup character with Spiritual if you want, the Planar benefit can also make a gigantic difference for a premium player who&#039;s really capitalizing on alt slots. Used carefully and split up across characters, you can more or less permanently increase the size of their exp pools. Let&#039;s break down Planar in the next section!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maximizing an Upgraded Multi-Ring Brooch==&lt;br /&gt;
&lt;br /&gt;
Since 2021, players have been able to pay a million silvers to upgrade their brooches, enabling them to add runs in every ring and therefore have every benefit. Each ring has its own number of uses per day, however. Someone can have, for example, a brooch with 300 Spiritual runs to give 595 absorbed exp three times per day, 100 Planar runs to give half an hour of +390 exp pool size twice per day, and 100 Order runs to give half an hour of +390 bounty points twice per day.&lt;br /&gt;
&lt;br /&gt;
Revisiting a simplified version of our chart...&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Exp Pool or Bounty Point Increase Per Rub&#039;&#039;&#039;||&#039;&#039;&#039;X/Day Uses&#039;&#039;&#039;||&#039;&#039;&#039;Minutes Per Day&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||100||1||30&lt;br /&gt;
|-&lt;br /&gt;
||30||200||1||30&lt;br /&gt;
|-&lt;br /&gt;
||55||300||1||30&lt;br /&gt;
|-&lt;br /&gt;
||100||390||2||60&lt;br /&gt;
|-&lt;br /&gt;
||300||595||3||90&lt;br /&gt;
|-&lt;br /&gt;
||750||761||4||120&lt;br /&gt;
|-&lt;br /&gt;
||1,250||869||5||150&lt;br /&gt;
|-&lt;br /&gt;
||1,850||944||6||180&lt;br /&gt;
|-&lt;br /&gt;
||2,500||1,009||7||210&lt;br /&gt;
|-&lt;br /&gt;
||3,250||1,084||8||240&lt;br /&gt;
|-&lt;br /&gt;
||5,000||1,259||9||270&lt;br /&gt;
|-&lt;br /&gt;
||7,500||1,509||10||300&lt;br /&gt;
|-&lt;br /&gt;
||12,000||1,959||11||330&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
...the scaling on Planar and Order is nominally identical to Spiritual, meaning that 1 absorbed exp = 1 additional exp in the pool = 1 additional bounty point. &#039;&#039;However,&#039;&#039; while Spiritual happens instantaneously and is then gone, Planar and Order each last half an hour per rub.&lt;br /&gt;
&lt;br /&gt;
In the case of Order, this means you can often get more than one use out of it. Rub the brooch just before turning in a bounty to get bonus bounty points, then complete another one within the half hour and get bonus bounty points on that too. Order is good at what it does, but I won&#039;t spend any more time on that since &#039;&#039;what it does&#039;&#039; is a niche benefit primarily helpful to players who need a steady supply of bounty points for enhancive charging or even fixskills (like, for example, if they fixskill every time Duskruin comes around or supply fixskills to wizards, clerics, and sorcerers working on improving their items).&lt;br /&gt;
&lt;br /&gt;
The benefits of the Planar ring, while not as immediately and obviously attractive as the Spiritual ring, can be substantial. On the surface level, a Spiritual benefit of (just to pick a number) 600 experience instantly absorbed per rub likely seems far better than the equivalent Planar benefit of increasing your exp pool by 600 for half an hour and gradually absorbing that over time.&lt;br /&gt;
&lt;br /&gt;
However, there are caveats and niche circumstances in which the Planar benefit can be &#039;&#039;better&#039;&#039; than the Spiritual benefit, depending on your playstyle and resources.&lt;br /&gt;
&lt;br /&gt;
First, for every 200 exp in your pool, you absorb one more experience per pulse than normal. So, using our example of a Planar brooch with 600 bonus, you&#039;d nominally have +3 experience per pulse for half an hour, which is 90 experience on top of the 600.&lt;br /&gt;
&lt;br /&gt;
Better yet, though, a Planar boost can technically extend past half an hour if you time it correctly. By turning in a bounty right before a Planar boost expires, your saturated mind state will be based on the increased exp pool. In my case, this means ~2000 experience to absorb instead of ~1500, so I retain bigger experience pulses not just for the ordinary half hour, but also during the time it takes to absorb the the additional exp above and beyond what I would have had ordinarily.&lt;br /&gt;
&lt;br /&gt;
So far, the above two points can only make a case for Planar ever exceeding Spiritual, even in the most niche scenario, if someone is playing heavily enough to be online for the full duration of exp pulses.&lt;br /&gt;
&lt;br /&gt;
However, due to how offline experience absorption works, arguably a far better use case than the above is using a Planar boost on the most &#039;&#039;infrequently&#039;&#039; played of characters. Here&#039;s an illustration:&lt;br /&gt;
&lt;br /&gt;
 Right before a player goes to bed, her level 15 character with a normal exp pool size of 900 takes on a bounty. When her normal exp pool fills up, she uses a Planar boost to increase it by 761, then fills her head again as she completes the bounty five minutes later. She turns it in, reaching a saturated point of ~2100 exp, then shuts off GS for the night.&lt;br /&gt;
 &lt;br /&gt;
 She only plays this character once per day before bed to finish out her Gift of Lumnis, so by the time she comes back, it&#039;s about 23 hours later. Using the offline exp absorption rate of 15 per 10 minutes, the character has absorbed 2070 experience.&lt;br /&gt;
 &lt;br /&gt;
 Crucially, if she &#039;&#039;hadn&#039;t&#039;&#039; used the Planar boost, then her saturated exp pool would have been around 1400, so she would have come back to exactly that much experience absorbed. In other words, the character gained a net benefit of 670 experience from this 761 experience Planar boost.&lt;br /&gt;
 &lt;br /&gt;
 However, she&#039;s not done. You see, the Planar boost lasts half an hour and we said that so far she only had it active for five minutes while finishing her bounty. Now she gets a new bounty and we&#039;ll say it takes ten minutes to complete and turn in, so she does that and shuts off for the night again, ending with ~2100 exp.&lt;br /&gt;
 &lt;br /&gt;
 This time she comes back to play 24 hours later and has absorbed all 2100 exp, which again is 700 more than she would have if she didn&#039;t have a Planar boost active. At this point she&#039;s now gotten a 1370 experience benefit from a rub of a 761 experience Planar ring.&lt;br /&gt;
 &lt;br /&gt;
 ...but the Planar boost still has 15 minutes left, so if she can finish another bounty in that time, she can get &#039;&#039;2070&#039;&#039; experience (by the time she logs on again tomorrow night) from this one Planar rub.&lt;br /&gt;
&lt;br /&gt;
In reality, it&#039;s even better than that because this example doesn&#039;t mention the larger exp pulses or the increased instant absorption from bounty turn-ins with a bigger exp pool. Still, as nice as those are, they&#039;re minutiae compared to the overarching point:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;On a character played only once a day, a Planar rub can be equivalent to multiple Spiritual rubs. If you can complete bounties quickly enough on such a character, it&#039;s essentially like permanently increasing your exp pool.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
But let&#039;s step back for a second. If the character&#039;s brooch is good for an exp pool of 761, then it has four uses per day, so why does it matter that she can get 2070 exp out of one rub over the course of three days? What happens to the other eleven rubs?&lt;br /&gt;
&lt;br /&gt;
Well, there are three broad possibilities. One is better than its Spiritual counterpart, one is worse, and the other depends (but will generally favor Spiritual).&lt;br /&gt;
&lt;br /&gt;
In the example as it was written--a player who consistently hunts exactly seven times per week--the extra rubs are pointless and she most likely would have been better off going with Spiritual. The daily exp absorbed per Planar rub via offline absorption is 670 whereas Spiritual would have been the full 761, so Spiritual can only win if her hunts are typically short enough or against underleveled enough creatures that using a Spiritual rub is either A) unlikely to get its full amount or B) would likely leave her at noticeably less than a full mind by the time she&#039;s finished, therefore reducing the amount of exp instantly absorbed when turning in her bounty.&lt;br /&gt;
&lt;br /&gt;
The second possibility involves stacking Planar rubs. If we changed our example from a player who hunts once per day to a player who hunts once per day except for Saturdays, when she plays anywhere from 4-8 hours, then she has her full exp pool permanently active due to gaining more hours of boost than she&#039;s using six days a week.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve done this myself. With my earlier example of a mid-10s cleric, at one point I had stacked over eight hours of Planar boost by adding an hour (two rubs) each day while only hunting her once. Since she was a premium alt who had stocked hundreds of instant mind clearers over years of daily logins, I then basically just power hunted to blast through her early levels and get to Sanctifying. (And, yes, I said I stacked &#039;&#039;over eight hours&#039;&#039;--because, unlike conventional spell effects, Rings of Lumnis brooch benefits aren&#039;t constrained to a four hour and ten minute maximum.)&lt;br /&gt;
&lt;br /&gt;
Barring a scenario like that with tons of mind clearers stocked ahead of time, though, a Spiritual brooch will still pay off more even for a player who only plays heavily once per week.&lt;br /&gt;
&lt;br /&gt;
So the third possibility, and the one where Planar really does shine, involves premium accounts. If we used an example of a player who hunts &#039;&#039;four characters&#039;&#039; once per day each, she could split the brooch uses among them and basically they would &#039;&#039;all&#039;&#039; end up with larger exp pools as a reward for her item management juggling.&lt;br /&gt;
&lt;br /&gt;
Having said all that, I&#039;ll reiterate that you can also just build up Planar &#039;&#039;and&#039;&#039; Spiritual on the same brooch!&lt;br /&gt;
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&lt;br /&gt;
==A Tangent on the Orb Alternative==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a comparison of yearly exp from Rings of Lumnis brooches to [[Roleplaying_award#Roleplaying_Experience_Award_Levels|indigo orbs or violet orbs]], which are respectively worth 21,875 or 42,875 exp. You can think of Rings of Lumnis entries like a one-time fee for a lifetime subscription to some number of yearly orbs!&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp&#039;&#039;&#039;||&#039;&#039;&#039;Equivalent in Indigo Orbs&#039;&#039;&#039;||&#039;&#039;&#039;Equivalent in Violet Orbs&#039;&#039;&#039;||&#039;&#039;&#039;Simucoin Cost&#039;&#039;&#039;||&#039;&#039;&#039;Premium Dollar Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||36,500||1.6686||0.8513||1,000||$8.69 (of a $9.99 package)&lt;br /&gt;
|-&lt;br /&gt;
||30||73,000||3.3371||1.7026||3,000||$23.99 (of a $34.99 package)&lt;br /&gt;
|-&lt;br /&gt;
||55||109,500||5.0057||2.5539||5,500||$42.30 (of $49.99)&lt;br /&gt;
|-&lt;br /&gt;
||100||284,700||13.0149||6.6402||10,000|||$74.07 (of $99.99)&lt;br /&gt;
|-&lt;br /&gt;
||300||651,525||29.784||15.1959||30,000||$223.05 (of two $99.99 and one $49.99)&lt;br /&gt;
|-&lt;br /&gt;
||750||1,111,060||50,7913||25.9139||75,000||$535.71 (of $999.99)&lt;br /&gt;
|-&lt;br /&gt;
||1,250||1,585,925||72.4994||36.9895||125,000||$892.85 (of $999.99)&lt;br /&gt;
|-&lt;br /&gt;
||1,850||2,067,360||94.5079||48.2183||185,000||$1,321.42 (of two $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||2,500||2,577,995||117.8512||60.128||250,000||$1,785.70 (of two $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||3,250||3,165,280||144.6985||73.8258||325,000||$2,321.41 (of three $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||5,000||4,135,815||189.0658||96.4622||500,000||$3,571.39 (of four $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||7,500||5,507,850||251.7874||128.46297||750,000||$5,357.09 (of six $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||12,000||7,865,385||359.5605||183.4492||1,200,000||$8,571.34 (of nine $999.99s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I want to put this in perspective. Let&#039;s say that Wyrom offers a violet orb at Duskruin for 5000 bloodscrip. 5000 bloodscrip can be earned from 16.67 Duskruin entries. We&#039;ll round up and call it 1700 Simucoins. Let&#039;s also say you&#039;re buying Simucoins in the $49.99 package on a premium account. At that point, 5000 bloodscrip, and therefore the violet orb, costs $13.07--and that&#039;s why I never buy them.&lt;br /&gt;
&lt;br /&gt;
At the 100 Rings of Lumnis entries mark, the exp equivalent of a yearly violet orb--not a one-off--costs $11.1548, which is cheaper &#039;&#039;and&#039;&#039; a recurring benefit. At the 300 Rings of Lumnis entries mark, the exp equivalent of a yearly violet orb costs $14.6783, which is slightly more than $13.07, but is again a recurring benefit.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s skip ahead to what&#039;s technically the least bang for your buck in Rings of Lumnis. At 12,000 entries, the exp equivalent of a yearly violet orb costs $46.7232. Obviously this is much more than $13.07, but if you play for at least 3.575 years, it swings around and becomes a better deal. The longer you keep playing afterward, the better it gets.&lt;br /&gt;
&lt;br /&gt;
These are the kinds of things I probably shouldn&#039;t even talk about since it might stop people from buying unattuned indigo orbs or violet orbs that I put in my playershop, but the mathematical truth is that if you&#039;re a GemStone player who&#039;s here for the long term &#039;&#039;and&#039;&#039; who has time to get through brooch rubs every day (or almost every day), then Rings of Lumnis entries are always a better deal than any price--in bloodscrip, raikhen, or silver--I&#039;ve ever seen orbs offered at. Orbs are only worthwhile if you have little time to play, if you go through long stretches of not playing, if you have a short-term goal that you want to hit very quickly, or other situations like that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Note: There&#039;s still more to come since this guide hasn&#039;t covered the Chaos benefit yet! Didn&#039;t want to hold off for that, though, since this is perfectly suitable as a first draft covering what are by far the three most used benefits.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Rings of Lumnis]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=253065</id>
		<title>Leafiara (prime)/Mechanical Musings/The Autumnwinds&#039; Magical Monk Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=253065"/>
		<updated>2026-02-07T00:27:31Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = The Autumnwinds&#039; Magical Monk Guide&lt;br /&gt;
|topic = Combat, Monks, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-06-19&lt;br /&gt;
|updated = 2026-02-06&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind, in loving memory of &#039;&#039;&#039;[[Saraphenia (prime)/Memorial|Saraphenia]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
&lt;br /&gt;
Last updated February 6, 2026.&lt;br /&gt;
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Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
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&lt;br /&gt;
==Introduction: How to Use This Guide==&lt;br /&gt;
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This guide is for all magical monks from 0 exp to 54,000,000! (What do I mean by a magical monk? One not using [[Kroderine Soul]]. Somebody else will have to write that guide!) I&#039;ll go over monks&#039; strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, or at least it can be.&lt;br /&gt;
&lt;br /&gt;
* If you want an exhaustive guide, read through it in order.&lt;br /&gt;
* If you want the opposite of an exhaustive guide, jump to the &amp;quot;tl;dr Recap: Cookie Cutter&amp;quot; section at the end.&lt;br /&gt;
* If you&#039;re not sure whether you want an exhaustive guide, read the &amp;quot;Why Play a Monk&amp;quot; section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you&#039;re intrigued afterward. The Cookie Cutter section provides an overview of &#039;&#039;what&#039;&#039; to do and gives a small window into what the rest of the guide covers, which is &#039;&#039;why&#039;&#039; to do it.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
&lt;br /&gt;
Speaking of experience, what&#039;s mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I&#039;m now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.&lt;br /&gt;
&lt;br /&gt;
Speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn&#039;t have had the passion or interest--at least on my own. When I say I&#039;ve written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I&#039;ll call it a job well done!&lt;br /&gt;
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No further ado. Let&#039;s get on with it!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Monk or Why Not Play a Monk?==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a monk at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Unarmed Combat===&lt;br /&gt;
&lt;br /&gt;
Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:&lt;br /&gt;
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# &amp;quot;Tiering up,&amp;quot; AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.&lt;br /&gt;
# Improving your [[multiplier modifier]] primarily through things like forcing a creature&#039;s stance down or inflicting status conditions.&lt;br /&gt;
&lt;br /&gt;
Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC&#039;s equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! &lt;br /&gt;
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I&#039;ll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still &#039;&#039;miss&#039;&#039; via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you&#039;ve played other physical characters and can&#039;t stand seeing a creature avoid an attack before it even gets to the roll, try a monk!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Gear Indifference===&lt;br /&gt;
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Monks have extremely low dependence on good gear.&lt;br /&gt;
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While GSIV is technically balanced around vanilla +20 gear, most people would agree there&#039;s a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I&#039;d put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!&lt;br /&gt;
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Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you&#039;re unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game&#039;s most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I&#039;d say monks are &#039;&#039;the best&#039;&#039; at not depending on gear nor even exp! Much more on that in the Ascension section.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Simplicity===&lt;br /&gt;
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Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it&#039;s difficult to get wrong. If you stick to unarmed combat, I&#039;d go so far as &#039;&#039;extremely&#039;&#039; difficult to get wrong.&lt;br /&gt;
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(If you want to do unusual things that don&#039;t involve UC, then read on in Odds and Ends!)&lt;br /&gt;
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===Fun Factor===&lt;br /&gt;
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Once monks hit their stride by level 40--maybe even level 30--they&#039;re great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!&lt;br /&gt;
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Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game&#039;s coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!&lt;br /&gt;
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===Might and Magic===&lt;br /&gt;
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If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!&lt;br /&gt;
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===Downsides or Lack Thereof===&lt;br /&gt;
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Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks &#039;&#039;can&#039;&#039;, if they want, operate like warriors who have more DS (until very far post-cap) but don&#039;t wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don&#039;t have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there&#039;s a very real case that a monk can be a better choice than a warrior.&lt;br /&gt;
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[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo&#039;s Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks&#039; offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.&lt;br /&gt;
&lt;br /&gt;
The best I can muster for legitimate monk downsides are that they can&#039;t obliterate an entire swarm of creatures in six seconds or less (that&#039;s the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your monk? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-creation&amp;quot;&amp;gt;&lt;br /&gt;
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If making a monk sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it&#039;s more a question of which ones are slightly better at any given thing. I don&#039;t think you can go wrong, which I don&#039;t say about other professions, so my honest suggestion is to pick whatever sounds interesting.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not sure what&#039;s interesting or are torn between options, my &#039;&#039;next&#039;&#039; suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk &#039;&#039;appear&#039;&#039; like other races, they can&#039;t perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!&lt;br /&gt;
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If verbs don&#039;t sound compelling either, then here&#039;s how I&#039;d rank monk races mechanically if I really had to:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;: What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means faster mstrikes and assault techniques--the most key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they&#039;re slightly below average on encumbrance.&lt;br /&gt;
# &#039;&#039;&#039;[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]&#039;&#039;&#039;: All of these races tie for third place Agidex and second place in my overall rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...&lt;br /&gt;
#* Aelotoi have a [[Logic]] bonus, so they gain exp slightly faster (1 per pulse) and [[Vertigo (1219)|Vertigo]] and [[Mindwipe (1225)|Mindwipe]] are slightly more reliable.&lt;br /&gt;
#* Dark elves&#039; [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.&lt;br /&gt;
#* Half-elves have the best carrying capacity of my top five picks. The dwarves and halflings bullet points have more to say about encumbrance.&lt;br /&gt;
#* Sylvans&#039; Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.&lt;br /&gt;
# &#039;&#039;&#039;[[Dwarf|Dwarves]] and [[Halfling]]s&#039;&#039;&#039;: Unlike the above grouping of races that play roughly identically, dwarves and halflings have substantial differences alongside some similarities. The most eye-catching similarity is excellent defense against elemental warding spells, which monks would normally be weak against; dwarves have +30 TD and halflings have +40 TD. Dwarves and halflings do have -10 and -5 Aura bonuses respectively, which also defends against elemental spells, so the real numbers could be considered more like +20 and +35. (Enemy elemental warding spells &#039;&#039;are&#039;&#039; sort of rare, but you might be glad for the benefit when you do run into them.) Their heights require keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat&#039;s Leap]] to target heads as a finisher if you&#039;re trying to aim, though not all monks do. Dwarves and halflings have Logic bonuses for exp, Vertigo, and Mindwipe purposes. As for the differences...&lt;br /&gt;
#* Dwarves are the only race that&#039;s both short and slow, ranking second to last in Agidex. Still, if you&#039;re okay with slower attacks, then elemental TD remains a rare and valuable selling point. More importantly, dwarves can carry a surprising amount due to huge [[Strength]] and [[Constitution]] bonuses along with identical body weight to dark elves. I rank dwarven monks the best of the slower races. Dwarves also have a slew of amazing verbs!&lt;br /&gt;
#* Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults while being about as close as invulnerable to enemy maneuvers as it gets. This alone (never mind also having the elemental TD bonus) is important enough that older versions of this guide used to rank halflings as the second best monk race. However, 2026 changes to average box sizes and drop rates exacerbate halflings&#039; severe [[encumbrance]] issues. The question is your tolerance level for either A) frequently pulling back from hunts to [[locksmith pool|drop off boxes]] or B) buying encumbrance-reducing items like silvery blue potions and [[Blue_feather-shaped_charm|blue feather-shaped charms]]. If you don&#039;t mind, then halflings remain a very powerful option. If you do mind, you might want to look elsewhere.&lt;br /&gt;
# &#039;&#039;&#039;[[Half-krolvin]]&#039;&#039;&#039;: The fourth best race for Agidex, though there&#039;s as much of a speed gap between third best and fourth best as between best and third best. Like dwarves, half-krolvin have a slew of amazing verbs. In pre-2026 versions of this guide, I didn&#039;t see much purely mechanical reason to choose a half-krolvin over the previous seven races or gnomes, but things have changed. Their second best carrying capacity helps much more than before. On the flip side, their Logic penalty hurts less in a world with new options in silver or Simucoins for vastly accelerated exp. If you want carrying capacity without sacrificing anything, but also not specializing in anything else, half-krolvin monks are a perfectly good place to be.&lt;br /&gt;
# &#039;&#039;&#039;[[Forest Gnome]]s and [[Burghal Gnome]]s&#039;&#039;&#039;: These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are minor enough that I don&#039;t think anyone should sweat it. It just comes down to the same question of whether you can live with the encumbrance issues. If you can, have at it.&lt;br /&gt;
# &#039;&#039;&#039;[[Giantmen]]&#039;&#039;&#039;: Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance &#039;&#039;doesn&#039;t&#039;&#039; slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. However, giants are the worst at mstrikes via natural stats. Agidex-boosting enhancives can fix that, but maintaining charges on numerous enhancives can get even more expensive than the small race path of maintaining encumbrance potions, so I personally wouldn&#039;t take the trade. Still, there&#039;s a reason that some players choose giants near exclusively. If returning to town sounds aggravating or if you want to maximize the amount of time you spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.&lt;br /&gt;
# &#039;&#039;&#039;[[Erithian]]s and [[Human]]s&#039;&#039;&#039;: These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!&lt;br /&gt;
&lt;br /&gt;
Races from half-krolvin up are close enough that I wouldn&#039;t quibble about any of them being seriously better than the others. I understand people&#039;s case for giants too, even though they&#039;re not my style (I&#039;m okay with returning to town every two or three boxes!), and gnomes are similar enough to halflings. I find erithians and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can&#039;t go wrong, exactly, but Perfect Self also makes the rich richer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to playing a halfling or gnome warrior who wears full plate, don&#039;t expect your encumbrance life to be similar on a halfling or gnome monk in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let&#039;s talk about GS&#039; encumbrance paradox!&lt;br /&gt;
&lt;br /&gt;
[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes.&lt;br /&gt;
&lt;br /&gt;
Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly &#039;&#039;that&#039;&#039; much of the gap, so be warned!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar 2, 2026 Edition!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t want to bog down the bullet points above by talking too much about encumbrance, which could have taken over the entire race section. In short, as of mid-January 2026, boxes drop a third as often as they used to, so encumbrance kicks in less often, but boxes also contain roughly three times as much as they used to, so once encumbrance does kick in, it kicks in much harder than it used to. You might jump from unencumbered to moderately encumbered in a single box.&lt;br /&gt;
&lt;br /&gt;
It might not be immediately apparent why I consider the loot changes to be impactful enough to move halflings down, half-krolvin up, and gnomes down, but not impactful enough to move giants or humans up. The answer is that the 2026 loot changes are a double-edged sword. While giants and (to a lesser extent) humans can handle the bigger boxes, that doesn&#039;t mean their containers can. For example, if you have a conventional &amp;quot;max deep&amp;quot; backpack (no epic deepening that can cost millions of silver) that holds 140 pounds and you find a 45 pound, 55 pound, and 65 pound box, you can&#039;t fit all of that inside even if your character can hold it no problem.&lt;br /&gt;
&lt;br /&gt;
Putting it another way, there&#039;s a point at which a character&#039;s max carrying capacity gets &amp;quot;wasted&amp;quot; because it exceeds the containers&#039; practical limits. I think giants are certainly over that. Humans aren&#039;t, necessarily, but carrying capacity can also be &amp;quot;wasted&amp;quot; in a different sense because the boxes themselves are less common. You have to be exactly on a threshold of weight at which you&#039;re saving encumbrance, which is a narrow margin in a world where encumbrance increases less incrementally before. In other words, the hit to the small races outweighs the gain to the large races as rankings go.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placing Your Stats===&lt;br /&gt;
&lt;br /&gt;
At level 0, set Strength, Dexterity, and Agility high so you&#039;re at your best in combat and setting Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That&#039;s your cue to check in and decide your &amp;quot;real&amp;quot; stat placement!&lt;br /&gt;
&lt;br /&gt;
Here are my recommendations for each race. If you&#039;ve read Flimbo&#039;s older monk guide, a major difference between us is that he was on the side of tanking Influence while I&#039;m on the side of tanking Discipline or Intuition, which I&#039;ll explain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Level 20 Stat Placement Tables!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Discipline Version &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;(Recommended!)&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||31||82||73||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||43||85||64||62||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||41||82||75||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||31||82||70||70||77||92&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||50||70||73||70||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||20||82||70||69||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||33||82||73||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||23||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||35||82||75||70||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||37||85||79||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||53||82||70||70||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||25||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||43||77||73||70||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Intuition Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||59||82||73||41||82||92&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||70||85||62||37||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||68||82||73||44||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||58||82||70||44||77||91&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||70||70||73||50||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||58||82||71||29||83||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||59||82||73||44||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||62||82||70||32||83||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||68||82||73||39||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||62||85||77||46||83||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||68||82||70||56||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||62||82||70||35||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||70||77||73||43||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline or Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, Influence, or occasionally Logic.&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wondering what relevant things each stat does, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). +1 TD against mental spells for every 1 bonus. Increased resistance to enemy warcries. Improves tattooing ability.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[Mana#Base_Mana|starting mana]] for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #1!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there&#039;s endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don&#039;t require good Agidex like hard-hitting melee weapons.&lt;br /&gt;
&lt;br /&gt;
Once mstrikes and weapon techniques are a regular part of your monk&#039;s arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren&#039;t the majority of commands in combat.&lt;br /&gt;
&lt;br /&gt;
Overall, in my example, there&#039;s a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #2!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s also endless debate across most professions on which stat to tank out of Discipline, Intuition, and Influence. The short answer is Discipline. The long answer requires more detail.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; monks&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition ultimately provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but it&#039;s once again more trivia than useful information. Warcry defense is at least potentially relevant, but many monks will rarely, if ever, interact with it. SSR bonus is a reasonable perk because Voln is the mechanically strongest society (a point that I &#039;&#039;do&#039;&#039; concur with the majority on) and SSR bonus improves the success rate of Symbol of Sleep, arguably Voln&#039;s strongest ability, along with a couple of its others. (More on Voln in the next section!) However, Influence also grants SSR bonus.&lt;br /&gt;
&lt;br /&gt;
The main reason that few players of any profession used to tank Discipline was experience. Instant Mind Clearers from login rewards can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the Wisdom of the Ages perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between that, the Ascension system introduced in 2020 (though that&#039;s more aimed at capped characters), and of course Perfect Self, it&#039;s far easier than ever to retain the all-important 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
One aspect of Discipline that has become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. If the trend keeps up, I can reevaluate Discipline in the future. However, for now, monks--at least magical monks using Dragonscale Skin (explained in the Feats section)--have better natural defenses against mental CS spells than any build of any other profession except for a warrior or rogue who has maxed or near-maxed spells, wears full plate, and uses a shield. Even that&#039;s debatable since it&#039;s assuming the warrior or rogue has infinite exp. Either way, the point is that magical monks have so much less to worry about from enemy mental spells than almost anyone else that tanking Discipline still leaves them ahead.&lt;br /&gt;
&lt;br /&gt;
Still, what if someone is set on maxing Discipline? Maybe they really do want the mental TD, or maybe they don&#039;t stay subscribed and don&#039;t do bounties. In that case, the question goes to whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. As already mentioned, Influence improves Symbol of Sleep and other Voln symbols. It also helps a little bit with Trading bonuses and making extra silver! (More on that in the Monk Merchants section toward the end.) As a monk, thank to Glamour, you can admittedly max Trading benefit in the end even if you do tank Influence, but that&#039;s a post-cap thing and this guide is aimed at everyone.&lt;br /&gt;
&lt;br /&gt;
The main argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it&#039;s much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter).&lt;br /&gt;
&lt;br /&gt;
To put it into perspective, my capped monk Tarine, who tanked Intuition (because Wisdom of the Ages didn&#039;t exist yet), has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive a difference!&lt;br /&gt;
&lt;br /&gt;
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn&#039;t maxed her stats yet, didn&#039;t have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn&#039;t sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn&#039;t appeal to me like improving the success of the absurdly powerful Symbol of Sleep.&lt;br /&gt;
&lt;br /&gt;
Even assuming that you &#039;&#039;do&#039;&#039; want improved defense, remember that having extra silver from higher Influence lets you pay for better gear and items, which are also their &#039;&#039;own&#039;&#039; paths to improved defense--and often simultaneously to improved offense as well. Ultimately, the Intuition benefit is more narrow than the Influence benefit. That said, the Discipline benefit is even more narrow still. That&#039;s my true choice for tank stat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Also, like I said in stats, Voln makes Influence very relevant, so it&#039;s worth considering right away. Which society is right for your monk?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)&lt;br /&gt;
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This society has a bit more mechanical appeal for monks.&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist&#039;s powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.&lt;br /&gt;
&lt;br /&gt;
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.&lt;br /&gt;
&lt;br /&gt;
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most or possibly all professions.&lt;br /&gt;
&lt;br /&gt;
Like all professions, monks get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat. There&#039;s also an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits. Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.&lt;br /&gt;
&lt;br /&gt;
Voln also features two UC-specific abilities in [[Kai&#039;s Strike]] and [[Kai&#039;s Smite]]. Kai&#039;s Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don&#039;t have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.&lt;br /&gt;
&lt;br /&gt;
Kai&#039;s Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn&#039;t. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren&#039;t those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.&lt;br /&gt;
&lt;br /&gt;
The idea of Kai&#039;s Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you&#039;re not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don&#039;t benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I&#039;d say it&#039;s a net loss for anyone with at least two flares.&lt;br /&gt;
&lt;br /&gt;
The inability to turn off Kai&#039;s Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai&#039;s Strike. Sanctify takes off 5% resistance per tier, so you&#039;d get 20% resistance while keeping your flares between blesses. While Kai&#039;s Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it&#039;s not a dealbreaker.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat Primer==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-unarmedcombat&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Still figuring out how unarmed combat works? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-unarmedcombat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s go over the unarmed combat system in more detail! If you&#039;re familiar with more conventional melee combat, put that knowledge aside--a great deal of it won&#039;t apply and might even interfere with understanding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beginner Basics===&lt;br /&gt;
&lt;br /&gt;
JAB, GRAPPLE, KICK, and PUNCH are your tools of the trade. What&#039;s the difference? Have a look at this table from the unarmed combat system page.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Attack Type&lt;br /&gt;
![[Armor|AG]]&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Scale&lt;br /&gt;
!Chain&lt;br /&gt;
!Plate&lt;br /&gt;
!Base [[Roundtime|RT]]&lt;br /&gt;
!Min [[Roundtime|RT]]&lt;br /&gt;
![[Critical table|Damage Type]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Jab]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.100&lt;br /&gt;
|.075&lt;br /&gt;
|.060&lt;br /&gt;
|.050&lt;br /&gt;
|.040&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[Jab critical table (UCS)|Jab]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Punch]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.275&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.170&lt;br /&gt;
|.140&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Punch critical table (UCS)|Punch]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[GRAPPLE (verb)|Grapple]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.160&lt;br /&gt;
|.120&lt;br /&gt;
|.100&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Grapple critical table (UCS)|Grapple]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Kick]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.400&lt;br /&gt;
|.350&lt;br /&gt;
|.300&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Kick critical table (UCS)|Kick]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Weak, but fast.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power, but less of the latter than punches.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Powerful, but slow (at least by UC standards).&lt;br /&gt;
&lt;br /&gt;
The use case for punches and kicks seems clear, but why jab when it&#039;s so weak and why grapple if punches are the same speed with more strength?&lt;br /&gt;
&lt;br /&gt;
One answer that applies to both jabs and grapples is the defining component of unarmed combat: &#039;&#039;&#039;positioning&#039;&#039;&#039;. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk&#039;s position, follow the combat prompts as they appear. Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
 You attempt to jab a mezic!&lt;br /&gt;
 As you strike, a deep golden light surrounds your hands!&lt;br /&gt;
 You have &#039;&#039;&#039;decent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137&lt;br /&gt;
  ... and hit for 4 points of damage!&lt;br /&gt;
  Fast slap only reddens the cheek.&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the cue to grapple:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
As you can see, the followup was significantly more powerful. That&#039;s partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here&#039;s one more example, this time going from good to excellent:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;jab&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You exploit the momentum of your previous strike to make a stronger attack against a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146&lt;br /&gt;
  ... and hit for 15 points of damage!&lt;br /&gt;
  Blow to kidney!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
 &lt;br /&gt;
 [2 seconds later...]&lt;br /&gt;
 &lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;excellent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158&lt;br /&gt;
  ... and hit for 48 points of damage!&lt;br /&gt;
  Powerful tug pulls right hip, and leg, free of the socket!&lt;br /&gt;
   A mezic falls to the ground grasping her mangled right leg!&lt;br /&gt;
 Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
This time the jab started at good positioning because of Rolling Krynch Stance (more on that in the Martial Stances section), but the followup grapple was still far more powerful. Tiering up is crucial!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting highlights can help! Since the text prompt is...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...you can either create four highlights for each individual message or create a highlight for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup&amp;lt;/font&amp;gt;, then four more highlights for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;jab attack!&amp;lt;/font&amp;gt; and the others.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, in unarmed combat&#039;s &#039;&#039;&#039;most basic form&#039;&#039;&#039; at the lowest levels, the use cases for each attack type are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning. &lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Only when needed to tier up.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Deliver a finishing blow during excellent positioning.&lt;br /&gt;
&lt;br /&gt;
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples. We&#039;ll get into that later, but first let&#039;s keep exploring the basics to lay the foundation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UAF, UDF, and MM===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to GemStone&#039;s AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a mezic!&lt;br /&gt;
 You have good positioning against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s look at an even more extreme example that doesn&#039;t go as well:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a spectral shade!&lt;br /&gt;
 You have good positioning against a spectral shade.&lt;br /&gt;
  UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102&lt;br /&gt;
  ... and hit for 1 point of damage!&lt;br /&gt;
  The spectral shade shakes off a weak arm grab.&lt;br /&gt;
&lt;br /&gt;
This is why I say you have to ignore what you know about AS-based combat.&lt;br /&gt;
&lt;br /&gt;
UAF isn&#039;t completely irrelevant, but the more important numbers are UDF and the &#039;&#039;&#039;multiplier modifier&#039;&#039;&#039; (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.&lt;br /&gt;
&lt;br /&gt;
What does that mean in practice? Higher lows and lower highs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rare that a monk outright &#039;&#039;couldn&#039;t possibly&#039;&#039; hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.&lt;br /&gt;
&lt;br /&gt;
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes&#039; stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is the number that drops so low in defensive that it can even become negative! This used to occasionally trip up Saraphenia&#039;s player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it&#039;s often easier to figure out that you&#039;re in the wrong stance because everything&#039;s failing to hit; that was how I&#039;d take notice and Leafi would tell Phenia to fix up her stance.&lt;br /&gt;
&lt;br /&gt;
Also unlike AS-based melee attacks, lying down not only doesn&#039;t reduce your UAF, but also doesn&#039;t even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you&#039;re not paying attention, you could be fighting from your back and not even know it! You&#039;d find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. Those can&#039;t be done from the ground.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release &#039;&#039;enemy creatures&#039;&#039; who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mstrikes===&lt;br /&gt;
&lt;br /&gt;
As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you&#039;ll eventually be able to use mstrikes or weapon techniques. (I&#039;ll refer to these as &amp;quot;techniques&amp;quot; from here on. Despite the name, the brawling &amp;quot;weapon techniques&amp;quot; don&#039;t require weapons--unless you&#039;re thinking of your monk&#039;s hands and feet as weapons!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are your means to fit more attacks into less time.&lt;br /&gt;
&lt;br /&gt;
Covering mstrikes first!&lt;br /&gt;
&lt;br /&gt;
Mstrikes with no target specified, AKA &#039;&#039;&#039;unfocused mstrikes&#039;&#039;&#039;, can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA &#039;&#039;&#039;focused mstrikes&#039;&#039;&#039;, can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.&lt;br /&gt;
&lt;br /&gt;
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you&#039;re at decent positioning against them and attacking them for the first time. Once you&#039;re into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.&lt;br /&gt;
&lt;br /&gt;
Mstrikes &#039;&#039;sort of&#039;&#039; have a cooldown after use, which is 15-20 seconds or so (depending on training). When on &amp;quot;cooldown,&amp;quot; you &#039;&#039;can&#039;&#039; still mstrike, but they&#039;ll consume a good chunk of stamina. (I can&#039;t give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.&lt;br /&gt;
&lt;br /&gt;
Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it&#039;ll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk&#039;s life, especially if you&#039;re a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn&#039;t increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fury and Clash===&lt;br /&gt;
&lt;br /&gt;
The unarmed combat assault technique is &#039;&#039;&#039;[[Fury]]&#039;&#039;&#039;, which you learn with 25 ranks of Brawling (level 11). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There&#039;s no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it&#039;s not a major selling point.&lt;br /&gt;
&lt;br /&gt;
The AoE unarmed combat technique is &#039;&#039;&#039;[[Clash]]&#039;&#039;&#039;, which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn&#039;t include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist &#039;&#039;before&#039;&#039; Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities &#039;&#039;and&#039;&#039; seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.&lt;br /&gt;
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Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can&#039;t be used while they&#039;re on cooldown. They do have separate cooldown timers, so you can alternate between them.&lt;br /&gt;
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However, you can&#039;t alternate mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you &#039;&#039;can&#039;&#039; use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it&#039;ll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn&#039;t intend for players to insert mstrikes into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)&lt;br /&gt;
&lt;br /&gt;
RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it&#039;ll execute them as 2 RT, 2 RT, and 1 RT.&lt;br /&gt;
&lt;br /&gt;
Compared to focused mstrikes, Fury&#039;s structure has upsides and downsides. One upside is that you&#039;ll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can &#039;&#039;also&#039;&#039; interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It&#039;s also less likely that your target will be dead as soon your command gets sent to the server since attacks don&#039;t happen all at once. &lt;br /&gt;
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===Twin Hammerfists and Spin Kick===&lt;br /&gt;
&lt;br /&gt;
The other two UC techniques are &#039;&#039;&#039;[[Twin Hammerfists]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Spin Kick]]&#039;&#039;&#039;, respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won&#039;t lock you out of them.&lt;br /&gt;
&lt;br /&gt;
Twin Hammerfists is an [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! At only 2 RT and 7 stamina, it&#039;s a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.&lt;br /&gt;
&lt;br /&gt;
Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it&#039;s an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn&#039;t a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If highlighting tier up opportunities goes well for you, then &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;You could use this opportunity to Spin Kick!&amp;lt;/font&amp;gt; is another message to consider highlighting from level 35-36 on!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Beyond Basics: Synchronizing Everything===&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.&lt;br /&gt;
&lt;br /&gt;
However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let&#039;s put everything together into a cohesive whole.&lt;br /&gt;
&lt;br /&gt;
Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot (&amp;quot;flare slot&amp;quot;), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of a Twin Hammerfists firing off three flares:&lt;br /&gt;
&lt;br /&gt;
 Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist&lt;br /&gt;
 [SMR result: 316 (Open d100: 89, Bonus: 107)]&lt;br /&gt;
 Perfectly executed strike to the crimson angargeist&#039;s back!  It staggers!&lt;br /&gt;
 The attack exposes a vulnerability in a roiling crimson angargeist&#039;s defenses!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps emit a searing bolt of lightning! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Hard shot to the crimson angargeist&#039;s back sends it drifting forward!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps spray forth a shower of pure water! **&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Incredible strike to the crimson angargeist&#039;s back smashes through the chest!&lt;br /&gt;
   Too bad it melts back together.&lt;br /&gt;
 Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.&lt;br /&gt;
 &lt;br /&gt;
 ** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **&lt;br /&gt;
 &lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Strong strike splits the belly open, revealing ghostly organs.&lt;br /&gt;
   Haggis anyone?&lt;br /&gt;
&lt;br /&gt;
The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it&#039;s a great illustration because of the particulars.&lt;br /&gt;
&lt;br /&gt;
First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk&#039;s entire life. That&#039;s the least interesting thing to say here, though.&lt;br /&gt;
&lt;br /&gt;
The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water.&lt;br /&gt;
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Angargeists are non-corporeal undead. Normally Kai&#039;s Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn&#039;t allow for one-shotting it; you have to take out its entire health pool.&lt;br /&gt;
&lt;br /&gt;
2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you&#039;re fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.&lt;br /&gt;
&lt;br /&gt;
Speaking of uncrittable creatures or creatures you&#039;re otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a more nuanced look at the unarmed combat core attack types than before:&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can&#039;t hit a foe who&#039;s already downed, so it&#039;s not repeatable.)&lt;br /&gt;
* The fastest means of tiering up with single strikes.&lt;br /&gt;
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.&lt;br /&gt;
* Poor as the specified command of a Fury or mstrike since they have little or (usually) no speed advantage over the other commands in that case.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.&lt;br /&gt;
* The best aimed attack at excellent positioning. I&#039;m not particularly a fan of aimed UC attacks for reasons we&#039;ll delve into later, but it is there.&lt;br /&gt;
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.&lt;br /&gt;
* Poor as the specified command of an unfocused mstrike or Clash since it&#039;s unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but can&#039;t help tier up.)&lt;br /&gt;
* Good against individual threatening creatures that need to be slowed down.&lt;br /&gt;
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.&lt;br /&gt;
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The best finishing blow at excellent positioning per hit.&lt;br /&gt;
* The highest damage output per hit.&lt;br /&gt;
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or exactly as fast as the other commands.)&lt;br /&gt;
* Poor at tiering up with single strikes. (Same as above.)&lt;br /&gt;
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In short, pick the right tool for the right job. They can all be the right tool at times!&lt;br /&gt;
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===Macros and Aliases===&lt;br /&gt;
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If you&#039;re playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Grapple&lt;br /&gt;
* Punch&lt;br /&gt;
* Kick&lt;br /&gt;
* Weapon Twinhammer&lt;br /&gt;
* Weapon Fury [Grapple/Punch/Kick (depending on your level, training, specialization, and preference)]&lt;br /&gt;
* Weapon Spinkick&lt;br /&gt;
* Mstrike Grapple&lt;br /&gt;
* Mstrike Punch&lt;br /&gt;
* Mstrike Kick&lt;br /&gt;
* Mstrike Grapple Target&lt;br /&gt;
* Mstrike Punch Target&lt;br /&gt;
* Mstrike Kick Target&lt;br /&gt;
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For macros, this just means tying each one you care about to a single key press. You can configure them in Options -&amp;gt; Macros if using [[Wrayth]].&lt;br /&gt;
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For Lich aliases, I&#039;ve set mine as jj for jab, gg for grapple, pp for punch, kk for kick, twin for Twin Hammerfists, utf for Fury Grapple (stands for &amp;quot;unarmed technique Fury&amp;quot;), uts for Spin Kick, mg for mstrike grapple, mp for mstrike punch, and mk for mstrike kick. I could create things like an mkt alias for mstrike kick target if I wanted, but in that case I just type out &amp;quot;mk target&amp;quot; or &amp;quot;mk [target noun].&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Training Plan: Skills==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your monk&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
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These are skills you consistently train with little to no deviation.&lt;br /&gt;
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* &#039;&#039;&#039;[[Brawling]]&#039;&#039;&#039;: Max every level.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more stamina early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more DS early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Combat Maneuvers as Core Skills?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I&#039;d say &#039;&#039;roughly&#039;&#039; 1x minimum is mandatory and you&#039;ll almost certainly want far more than that early on. However, philosophically, I don&#039;t consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That&#039;s why it&#039;s in the Breakpoint Skills section below!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Breakpoint Skills===&lt;br /&gt;
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Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
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* &#039;&#039;&#039;[[Two Weapon Combat]]&#039;&#039;&#039;: One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn&#039;t that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it&#039;s also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you&#039;re going self-spelled. Up to you!&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and &#039;&#039;possibly&#039;&#039; 90 or 100. The good technique breakpoints are 10, 24, 50, and &#039;&#039;possibly&#039;&#039; 100. If you&#039;re using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Mental]] up to 13 or 16 ranks&#039;&#039;&#039;: The major early benchmarks are [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I&#039;m not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body&#039;s stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.&lt;br /&gt;
* &#039;&#039;&#039;[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore&#039;&#039;&#039;: To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why anyone would train to account for the mstrike MOC thresholds &#039;&#039;and&#039;&#039; the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.&lt;br /&gt;
&lt;br /&gt;
My monk, Sariara, preferred Fury in most hunts while leveling, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don&#039;t even get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I&#039;ll discuss in the Offensive Specialization section.&lt;br /&gt;
&lt;br /&gt;
However, Clash is a very weak AoE technique compared to unfocused mstrikes. Mstrikes&#039; bonus jab allows double the number of attacks for the first engagement with the enemy, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she would use focused mstrikes for single targets, even though they&#039;re slightly weaker than Fury because of her Grapple Specialization, since that left the unfocused mstrike option open for battling hordes.&lt;br /&gt;
 &lt;br /&gt;
Your MOC training plan doesn&#039;t need to assume that mstrikes or techniques are either/or!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Niche Skills===&lt;br /&gt;
&lt;br /&gt;
Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]] and [[Mental Mana Control]]&#039;&#039;&#039;: Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game &#039;&#039;unless&#039;&#039; you&#039;re surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Monks get immense value out of at least the first 20 ranks. See the Trade Secrets section!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s more expensive than First Aid. Slightly reduces duration of stuns, but monks don&#039;t get stunned very often. Like First Aid, I recommend it during the first 19 levels. Afterward, train it only if you want to excel at skinning bounties &#039;&#039;and&#039;&#039; have already trained First Aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk mana sharing breakpoints!&lt;br /&gt;
&lt;br /&gt;
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.&lt;br /&gt;
&lt;br /&gt;
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.&lt;br /&gt;
&lt;br /&gt;
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.&lt;br /&gt;
&lt;br /&gt;
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.&lt;br /&gt;
&lt;br /&gt;
Just remember: 5, 7, 10, 24!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at 24 mana control, consider going to 25! This unlocks [[Multicast|multicasting]], the ability to cast a buff spell twice in one cast. For self-cast spells, that&#039;ll take you to full duration in 3 RT instead of 6, which is nice quality of life!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
&lt;br /&gt;
Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
&lt;br /&gt;
Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midgame and Later Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]] at half your level&#039;&#039;&#039;: After you&#039;re finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you&#039;re still not feeling hardy enough.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Spiritual]] up to 2 or 7 ranks&#039;&#039;&#039;: I&#039;d ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It&#039;s very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you&#039;re a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that&#039;s all the way at 20 ranks.) If you don&#039;t want to rely on the invoker or others, I&#039;d say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.&lt;br /&gt;
* &#039;&#039;&#039;Minor Mental up to 20 or 25 ranks&#039;&#039;&#039;: [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #4: The Spirit Barrier Irony!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! &#039;&#039;Lowering&#039;&#039; your UAF in exchange for increasing your DS via Spirit Barrier isn&#039;t nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren&#039;t like (weapon-using) rangers who would find trading &#039;&#039;AS&#039;&#039; for DS completely untenable. This spell can be worth a second look!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Post-Cap Skills===&lt;br /&gt;
&lt;br /&gt;
Eventually you can train everything if you play long enough, but here are some considerations for what to prioritize if or when you reach post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Edged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that&#039;s not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can&#039;t be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery is another possibility for diversifying. Unlike with katars, AS-based &#039;&#039;ranged&#039;&#039; attacks don&#039;t necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren&#039;t exactly &#039;&#039;poor&#039;&#039; at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Item Use]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Supplementing DS with [[small statue]]s is eventually a good idea for every profession and MIU bolsters their duration. (As a historical note, MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta&#039;Faendryl, the Ruined Temple, or the Sanctum of Scales. However, that&#039;s largely immaterial these days. [[Spell sever]] has supplanted spellburst in newer capped hunting grounds like the Hinterwilds, Moonsedge Castle, and the Hive--and, although these are technically Ascension grounds aimed at far post-cap characters, monks are able to do well in them long before other professions, including even at fresh cap, due to the unique qualities of unarmed combat.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual up to 20 or 40 ranks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It&#039;ll become apparent enough when that&#039;s the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I&#039;m fairly certain that my second monk Sariara never will. Voln already offers a fine substitute for fogging, Wall of Force isn&#039;t what it used to be when it had no cooldown, and having fewer spell ranks means more redux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental up to 48 or 50 ranks (or beyond)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they&#039;re more for hunting things like bandits and pirates or just messing around than for casting in &amp;quot;real&amp;quot; hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I&#039;ll elaborate further there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secret Sauce of Lores===&lt;br /&gt;
&lt;br /&gt;
This section contains tables to visualize lore thresholds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Telepathy Ranks&#039;&#039;&#039;||0||6||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039;&amp;lt;/font&amp;gt;||80||150&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mind Over Body Stamina Reduction&#039;&#039;&#039;||20%||25%||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;35%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Green&amp;lt;/font&amp;gt;&#039;&#039;&#039;: The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.&lt;br /&gt;
&lt;br /&gt;
Aside from Mind Over Body, a couple of Telepathy&#039;s more minor claims to fame for monks include:&lt;br /&gt;
&lt;br /&gt;
* 25 ranks allow [[Soothing Word (1201)|Soothing Word]] to remove sheer fear and grant 30 seconds of immunity to it&lt;br /&gt;
* 15, 45, and 90 ranks improve the spawn rate of [[Provoke (1235)|Provoke]]&lt;br /&gt;
&lt;br /&gt;
You can work around sheer fear in other ways by being in Voln or getting your robes sanctified, but the Soothing Word option exists.&lt;br /&gt;
&lt;br /&gt;
Provoke is an interesting niche, but not a major selling point in my eyes. Training 35 Minor Mental ranks asks a ton pre-cap and Provoke becomes less effective the more people are hunting in an area. Most capped hunting grounds are either very crowded, so Provoke does little, or they&#039;re not crowded because they&#039;re extremely dangerous, which makes Provoke a bad idea.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 2&#039;&#039;&#039;||&#039;&#039;&#039;Level 5&#039;&#039;&#039;||&#039;&#039;&#039;Level 15&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Full leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforced leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Double leather||Leather breastplate||Cuirbouilli leather||Studded leather&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||||Double leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Leather breastplate&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Cuirbouilli leather||Studded leather||Brigandine&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||||||Cuirbouilli leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Studded leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Brigandine&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||||||||Brigandine||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Double chain&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||||||||Double chain||Augmented chain&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||||||||Chain hauberk&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;105 Transformation&amp;lt;/font&amp;gt;|||||||||||||Metal breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;140 Transformation&amp;lt;/font&amp;gt;|||||||||||||Augmented breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;180 Transformation&amp;lt;/font&amp;gt;|||||||||||||Half plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You&#039;ll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it &#039;&#039;is&#039;&#039; amazing and I recommend it highly for a magical monk--I&#039;d consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won&#039;t be the majority of my readers.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Pink&#039;&#039;&#039;&amp;lt;/font&amp;gt;: My recommendations for which levels to meet which Iron Skin thresholds if you&#039;re undecided. You have more leeway at level 50 on to push lores higher, so I&#039;ve highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.&lt;br /&gt;
&lt;br /&gt;
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell&#039;s effect has improved over the previous breakpoint.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||&#039;&#039;&#039;Dragonclaw UAF Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Brace Disarm Rate&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0||10||25%&lt;br /&gt;
|-&lt;br /&gt;
||1||11||&lt;br /&gt;
|-&lt;br /&gt;
||3||12||27%&lt;br /&gt;
|-&lt;br /&gt;
||6||13||&lt;br /&gt;
|-&lt;br /&gt;
||7||||29%&lt;br /&gt;
|-&lt;br /&gt;
||10||14||&lt;br /&gt;
|-&lt;br /&gt;
||12||||31%&lt;br /&gt;
|-&lt;br /&gt;
||15||15||&lt;br /&gt;
|-&lt;br /&gt;
||18||||33%&lt;br /&gt;
|-&lt;br /&gt;
||21||16||&lt;br /&gt;
|-&lt;br /&gt;
||25||||35%&lt;br /&gt;
|-&lt;br /&gt;
||28||17||&lt;br /&gt;
|-&lt;br /&gt;
||33||||37%&lt;br /&gt;
|-&lt;br /&gt;
||36||18||&lt;br /&gt;
|-&lt;br /&gt;
||42||||39%&lt;br /&gt;
|-&lt;br /&gt;
||45||19||&lt;br /&gt;
|-&lt;br /&gt;
||52||||41%&lt;br /&gt;
|-&lt;br /&gt;
||55||20||&lt;br /&gt;
|-&lt;br /&gt;
||63||||43%&lt;br /&gt;
|-&lt;br /&gt;
||66||21||&lt;br /&gt;
|-&lt;br /&gt;
||75||||45%&lt;br /&gt;
|-&lt;br /&gt;
||78||22||&lt;br /&gt;
|-&lt;br /&gt;
||88||||47%&lt;br /&gt;
|-&lt;br /&gt;
||91||23||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn&#039;t make a huge difference. Brace, on the other hand, can be impactful &#039;&#039;if&#039;&#039; you&#039;re getting hit by physical attacks. I wouldn&#039;t go out of my way to push Transformation for Brace alone, but if you&#039;re already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we&#039;ll look at in the Meditation Resistance section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Training Snapshots===&lt;br /&gt;
&lt;br /&gt;
For illustration and discussion purposes, here&#039;s what my most recent monk Sariara has looked like at various level thresholds--or, in the case of level 30, what she &#039;&#039;should&#039;&#039; have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Level 20&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 40&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 60&#039;&#039;&#039;||&#039;&#039;&#039;Level 70&#039;&#039;&#039;||&#039;&#039;&#039;Level 80&#039;&#039;&#039;||&#039;&#039;&#039;Level 90&#039;&#039;&#039;||&#039;&#039;&#039;Level 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||0||0||0||0||0||0||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||24||48||74||100||114||134||134||144||144&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||44||65||85||105||125||149||165||187||207&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||24||35||55||55||55||55||55||60||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||44||64||84||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||44||64||125||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||10||10||10||10||20||20||38||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||5||5||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||15||15||15||15||15||15||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||20||30||40||50||60||72||82||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||10||10||10||20||20||40||40||60||60&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||10||10||10||10||10||10||40||0||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||20||30||20||25||30||35||40||42||42&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||40||43||42||48||60||72||83||95||167&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039;||0||0||0||0||3||3||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Mental&#039;&#039;&#039;||12||13||14||16||20||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;(spare TPs)&#039;&#039;&#039;||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s break down some of the more unusual things you might notice!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I could have done the one rank of Two Weapon Combat much sooner, but didn&#039;t particularly feel the need for the quick DS.&lt;br /&gt;
&lt;br /&gt;
Combat Maneuvers are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.&lt;br /&gt;
&lt;br /&gt;
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she&#039;d maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM &#039;&#039;is&#039;&#039; her second post-cap goal, finally; it&#039;s currently at 190 as she approaches 8.6m experience.)&lt;br /&gt;
&lt;br /&gt;
Max Brawling, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.&lt;br /&gt;
&lt;br /&gt;
Physical Fitness and Dodging are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks&#039; training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
I took a little bit of early Harness Power, then slacked off for a while, then finally only began pushing it in the late game as an efficient way to wear more spells in &#039;&#039;spellburst&#039;&#039; hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90).&lt;br /&gt;
&lt;br /&gt;
I started First Aid relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She eventually picked it back up post-cap, but the table only shows up to fresh 100.&lt;br /&gt;
&lt;br /&gt;
Swimming and Climbing are skills that you might not need at fresh cap if you intend to stick to a specific hunting ground for a long time. I dropped Swimming since the Sanctum doesn&#039;t have any water and the only swimming in the Hinterwilds can be bypassed with Water Walking or Symbol of Return (among other options), but hunters of the Atoll, Ruined Temple, or Sailor&#039;s Grief would want it. Conversely, I kept Climbing because the Sanctum has a pretty tough check, but various other hunting grounds don&#039;t. For where Saria&#039;s currently at long after the initial publication of this guide, she could actually skip both Swimming and Climbing.&lt;br /&gt;
&lt;br /&gt;
Saria heavily pushed Trading early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated.) Similar story for Minor Mental, which came out of the gate fast, then inched to 20 at level 60 and stayed there.&lt;br /&gt;
&lt;br /&gt;
Level 30 and 100 spare TPs are there because I was hoarding for the next MOC thresholds while level 70 spare TPs are there because I was hoarding for the 20 Minor Spiritual threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn&#039;t care about any of the in-between spells, so might as well preserve higher redux until then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Exclusive Choices==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meditation Resistance===&lt;br /&gt;
&lt;br /&gt;
One neat monk perk I haven&#039;t mentioned yet is that their [[Verb:MEDITATE#Damage_Resistance|MEDITATE verb]] allows them to gain resistance to one selected damage type! It offers 10% resistance to start, then improves at these thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||0||1||3||6||10||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;15&amp;lt;/font&amp;gt;&#039;&#039;&#039;||21||28||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;36&amp;lt;/font&amp;gt;&#039;&#039;&#039;||45||55||66||78||91&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||10%||12%||14%||16%||18%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;20%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||22%||24%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;26%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||28%||30%||32%||34%||36%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And if you decide to go ham post-cap with Ascension and enhancives:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||38%||40%||42%||44%||46%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted 15 and 36 Transformation because 20% and 26% (translation: &amp;quot;25% or more&amp;quot;) are extremely notable benchmarks. I &#039;&#039;could&#039;&#039; fully elaborate, but people who aren&#039;t Whirlin and me would probably get bored to tears by the rows and charts I&#039;d need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV&#039;s crit system, and how it relates to order of operations with redux and crit padding.&lt;br /&gt;
&lt;br /&gt;
Suffice it to say this:&lt;br /&gt;
&lt;br /&gt;
Because of rounding and the nature of GSIV crits, it wouldn&#039;t be merely &#039;&#039;underestimating&#039;&#039; 20% and 25% resistance to say that they&#039;re twice as effective or two and a half times as effective as 10% resistance, but &#039;&#039;completely off base&#039;&#039; by orders of magnitude. The upgrade is huge.&lt;br /&gt;
&lt;br /&gt;
That said, which damage type should you resist? You can change your type any time, but these jump out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold&#039;&#039;&#039;: Useful for Icemule-based hunting at various levels.&lt;br /&gt;
* &#039;&#039;&#039;Crush&#039;&#039;&#039;: A very common damage type, like all physical damage types. Particularly helpful for gigantic creatures that fall on you as they die.&lt;br /&gt;
* &#039;&#039;&#039;Electrical&#039;&#039;&#039;: The most lethal damage type, albeit somewhat rare. If you&#039;re hunting creatures that use it, though, protect yourself!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;: Useful for Teras Isle, among other specific areas.&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Great against various rock-themed creatures or shield-using creatures, among some others.&lt;br /&gt;
* &#039;&#039;&#039;Puncture&#039;&#039;&#039;: Another common physical damage type. Very deadly if it hits the eyes even on a fairly tame enemy attack, so 20% or 25% resistance will help immensely.&lt;br /&gt;
* &#039;&#039;&#039;Slash&#039;&#039;&#039;: The last of the common physical damage types. Probably the least impressive in a vacuum, but it &#039;&#039;is&#039;&#039; very common.&lt;br /&gt;
&lt;br /&gt;
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!&lt;br /&gt;
&lt;br /&gt;
The only damage types I&#039;d generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn&#039;t stop that aspect. Still, if you&#039;re in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything&#039;s worth considering in the right context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Grapple Specialization]], [[Kick Specialization]], and [[Punch Specialization]], which each improve their respective attacks, but which is right for you? I&#039;ll write about each one as if it&#039;s maxed, but during the earliest levels, these ramp up by gaining 20% of their max effectiveness per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. &amp;quot;Before&amp;quot; is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists.&lt;br /&gt;
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone.&lt;br /&gt;
* If you love Fury or hate setups, this could be the specialization for you!&lt;br /&gt;
* In a vacuum, grapples aren&#039;t ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.&lt;br /&gt;
* Grapple Specialization has little to offer if you exclusively use mstrikes. &amp;quot;Exclusively&amp;quot; is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Turns your [[Spin Kick]] into two Spin Kicks!&lt;br /&gt;
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It&#039;s great fun and can save you in situations where the other two specializations couldn&#039;t.&lt;br /&gt;
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it&#039;s flat out the best mstrike option.&lt;br /&gt;
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven&#039;t become as fast as they&#039;ll eventually be and Spin Kick might not even be an option yet (pre-level 35-36).&lt;br /&gt;
* While Spin Kick performs exceptionally well against like-level foes, it&#039;s not nearly as good against overleveled ones for two reasons: it&#039;s less likely to succeed and you&#039;re much more incentivized to disable those foes immediately. If they don&#039;t attack, you don&#039;t evade, so you don&#039;t Spin Kick.&lt;br /&gt;
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Punch Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.&lt;br /&gt;
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn&#039;t a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.&lt;br /&gt;
* Despite the above, the buff to Clash being minor doesn&#039;t matter if the monk isn&#039;t using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can&#039;t bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specialization Sidebar: Mstrikes with Specified Attack Types!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In case it isn&#039;t clear or in case going into math would be helpful...&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mstrike kick&#039;&#039;&#039; becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike punch&#039;&#039;&#039; can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they&#039;re slower because your Agidex isn&#039;t up to par, punches can still win overall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike grapple&#039;&#039;&#039; is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.&lt;br /&gt;
&lt;br /&gt;
In short...&lt;br /&gt;
&lt;br /&gt;
Use mstrike kick if you&#039;re a high Agidex race who&#039;s at or close to the peak of your Agidex growth.&lt;br /&gt;
&lt;br /&gt;
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you&#039;re a moderate Agidex race or a high Agidex race not yet near your peak, you&#039;re against foes in armor lighter than chain, and you trained Grapple Specialization, but you&#039;re in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)&lt;br /&gt;
&lt;br /&gt;
Use mstrike punch if neither of the above applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I&#039;ve been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).&lt;br /&gt;
&lt;br /&gt;
As for Punch Specialization, I wouldn&#039;t honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn&#039;t necessarily wrong either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Defensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one&#039;s a lot easier than the last!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Block Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they&#039;re expensive to train, monks can&#039;t learn shield skills, and shields significantly decrease their MM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Parry Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to parry melee or ranged attacks--assuming you have [[Brace (1214)|Brace]] active. After parrying, it gives a 25% chance of gaining the [[Counter]] effect, which means your next attack has 1 less RT and costs 25% less stamina (if applicable). This might sound neat until it&#039;s compared to...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say &amp;quot;Brawling&amp;quot; because I&#039;m not even limiting this to unarmed combat. Even if you&#039;re using brawling &#039;&#039;weapons&#039;&#039; like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Martial Stances===&lt;br /&gt;
&lt;br /&gt;
Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let&#039;s review them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Duck and Weave]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most flavorful martial stance.&lt;br /&gt;
&lt;br /&gt;
Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.&lt;br /&gt;
&lt;br /&gt;
This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker&#039;s AS and weapon type have to be good enough compared to the defending creature&#039;s DS and armor type to do meaningful damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Delightful, but bad. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Flurry of Blows]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The screen scrolliest martial stance.&lt;br /&gt;
&lt;br /&gt;
Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.&lt;br /&gt;
&lt;br /&gt;
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren&#039;t good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn&#039;t say it comes close to being worthwhile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Again, great fun, but bad. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Inner Harmony]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most wasted potential of martial stances.&lt;br /&gt;
&lt;br /&gt;
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you&#039;d most want to remove are exactly the ones you can&#039;t because you can&#039;t use Inner Harmony while bound or RT-locked. [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]] this definitely isn&#039;t!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I appreciate the idea behind this stance, but it has little to no appeal in practice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Rolling Krynch Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Almost surely the best martial stance for UC monks.&lt;br /&gt;
&lt;br /&gt;
This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won&#039;t kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least &#039;&#039;might&#039;&#039; kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap.&lt;br /&gt;
&lt;br /&gt;
When I wrote that monks rarely one-shot creatures, that&#039;s true in a vacuum, but Rolling Krynch can at least open that door for them.&lt;br /&gt;
&lt;br /&gt;
Bottom line: the less time you spend in decent positioning, the better off you are, and that&#039;s what Rolling Krynch offers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Slippery Mind]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most defensive martial stance.&lt;br /&gt;
&lt;br /&gt;
When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you&#039;re in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don&#039;t avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
This stance is simple, but really good, offering two lines of defense against a monk&#039;s biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I&#039;d say it&#039;s the very best for a weapon-wielding monk in robes!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Stance of the Mongoose]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most &amp;quot;almost got there&amp;quot; martial stance.&lt;br /&gt;
&lt;br /&gt;
This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you&#039;re running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you&#039;re doing that, thank you for making it this far into the guide for reasons I don&#039;t understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a more typical unarmed combat monk, the good news is that Stance of the Mongoose&#039;s retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it&#039;s always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it&#039;ll pick the tier up type.&lt;br /&gt;
&lt;br /&gt;
That last bit might sound good--and, truthfully, it &#039;&#039;is&#039;&#039; good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it&#039;s not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That&#039;s not necessarily saying much; I&#039;d put it distantly behind Rolling Krynch Stance and Slippery Mind. If you&#039;re running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I&#039;m not knocking wildly niche monks. Many of my characters who &#039;&#039;aren&#039;t&#039;&#039; monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I&#039;m torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and &#039;&#039;can&#039;&#039; have immense defensive gain!)&lt;br /&gt;
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This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you&#039;re doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the &#039;&#039;creatures&#039;&#039; do--things you&#039;re actively trying to prevent them from doing, no less!--and, for that matter, only &#039;&#039;some&#039;&#039; of them do it and only &#039;&#039;some&#039;&#039; of the time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Striking Asp Stance]]&#039;&#039;&#039;:&lt;br /&gt;
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The best... uh... PvP martial stance?&lt;br /&gt;
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[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.&lt;br /&gt;
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Whoever this stance might be good for--if anyone, because I&#039;m not convinced it&#039;s worthwhile in any context other than PvP duels--it&#039;s not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp&#039;s own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs&#039; worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp&#039;s reduced stamina cost.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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No.&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Acrobat&#039;s Leap]]&#039;&#039;&#039;:&lt;br /&gt;
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Useful for short races to make up the height gap.&lt;br /&gt;
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&#039;&#039;&#039;[[Bearhug]]&#039;&#039;&#039;:&lt;br /&gt;
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Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that &#039;&#039;are&#039;&#039; so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don&#039;t necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. It&#039;s also a bit worse for small races, but, since it&#039;s an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first.&lt;br /&gt;
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Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you&#039;re already using them!&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a need of controlling the enemy hordes so you can systematically pick them off.&lt;br /&gt;
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&#039;&#039;&#039;[[Burst of Swiftness]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
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If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don&#039;t recommend using it until you have at least four ranks since the cooldown is very long before then.&lt;br /&gt;
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If your monk is a fast race, there&#039;s still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar &#039;&#039;mstrikes&#039;&#039;&#039; don&#039;t get faster than 5 seconds regardless of Agidex.) &lt;br /&gt;
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&#039;&#039;&#039;[[Cheapshots]]&#039;&#039;&#039;:&lt;br /&gt;
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I love this suite of disabling skills on rogues and bards, but I don&#039;t think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can&#039;t, Cheapshots won&#039;t either since they&#039;re all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I&#039;d rather get Bearhug or Coup de Grace.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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I like two or three ranks to slightly shore up TD weaknesses if you can spare the points, but it&#039;s not mandatory by any means.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Mobility]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points &#039;&#039;are&#039;&#039; a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.&lt;br /&gt;
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&#039;&#039;&#039;[[Coup de Grace]]&#039;&#039;&#039;:&lt;br /&gt;
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A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.&lt;br /&gt;
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The AS/UAF buff isn&#039;t what matters (at least for solo UC-oriented monks; it&#039;s amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can&#039;t be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup&#039;s insta-kill, so it&#039;s another helpful option in your toolbox.&lt;br /&gt;
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&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
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Even though UAF attacks &#039;&#039;can&#039;&#039; power through turtled creatures, turning that &amp;quot;can&amp;quot; into &amp;quot;most likely&amp;quot; is ideal. Feint is the premier combat maneuver for lowering enemies&#039; stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier.&lt;br /&gt;
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&#039;&#039;&#039;[[Hamstring]]&#039;&#039;&#039;:&lt;br /&gt;
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I mention this for the katar builds. Hamstring can only be used with an edged weapon, but it&#039;s a devastatingly powerful setup-and-damage maneuver all in one. Two Weapon Combat characters will find it even more exceptional.&lt;br /&gt;
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&#039;&#039;&#039;[[Ki Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver&#039;s wiki page recommends it if you aren&#039;t using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.&lt;br /&gt;
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That said, the stamina cost to use it too often &#039;&#039;is&#039;&#039; real, even with Mind Over Body, so you&#039;ll need heavy Physical Fitness training. It&#039;s more of a midgame or late game skill to me.&lt;br /&gt;
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Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don&#039;t cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.&lt;br /&gt;
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&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
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You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
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I&#039;d consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge&#039;s cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you&#039;re willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Further Character Progression==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats, meditating, or upgrading your monk&#039;s gear later? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
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===Feats===&lt;br /&gt;
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Monks gain new abilities called Feats at various levels, which are as follows:&lt;br /&gt;
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====Level 0 Monk Feat - [[Kroderine Soul]]====&lt;br /&gt;
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Kroderine Soul is an opt-in feat that I won&#039;t cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.&lt;br /&gt;
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In exchange, before level 30, you can&#039;t learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I&#039;ll explain in the level 30 feat section.&lt;br /&gt;
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====Level 0 Monk Feat - [[Martial Mastery]]====&lt;br /&gt;
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After you&#039;ve maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two &#039;&#039;additional&#039;&#039; weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I&#039;ll explain that too in the level 30 feat section.&lt;br /&gt;
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While Martial Mastery is technically learned automatically from level 0, most monks won&#039;t make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I&#039;ll speak more about that in the Odds and Ends section discussing builds off the beaten path.&lt;br /&gt;
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====Level 20 Monk Feat - [[Mystic Tattoo]]====&lt;br /&gt;
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Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from &#039;&#039;[[Stock_tattoo|nearly 1000 different options]]&#039;&#039; from a stock tattoo list! These are called mundane tattoos.&lt;br /&gt;
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From level 20 on, monks can upgrade a character&#039;s existing tattoo--including one for which the monk wasn&#039;t the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!&lt;br /&gt;
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For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer&#039;s choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)&lt;br /&gt;
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As profession services go--so I&#039;m comparing Mystic Tattoos to Battle Standards, [[Bloodsmith (1135)|Bloodstone Jewelry]], [[Covert Arts]], enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this &#039;&#039;can&#039;&#039; be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.&lt;br /&gt;
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Mystic Tattoos are in the midrange of profession service value overall; don&#039;t create a monk expecting to start rolling in silver like a cleric, sorcerer, or wizard eventually can (...at least not via tattooing, but more on the silver-making secrets of monks later!), but they&#039;ll likely make more from tattooing than non-capped bards, paladins, or rangers, or any level rogues or warriors do from their services. At the time of this writing, empaths make more than monks with their service, but they also have the newest service, so that might be a temporary situation. Either way, GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Advanced Tattooing Tips!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Mystic Tattoos were designed with the intent that a typically trained monk should be able to do a tier 1 at level 20, a tier 2 at level 40, a tier 3 at level 60, a tier 4 at level 80, and a tier 5 at level 100. In practice, I find that many monks are anywhere from 5-15 levels ahead of that schedule--&#039;&#039;and&#039;&#039; that&#039;s even assuming that you want a 100% success rate unboosted! Here are some options to jump ahead of the curve:&lt;br /&gt;
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* Use BOOST ENHANCIVE STATS (from [[Login_Rewards|daily login rewards]]) for +10 tattooing skill. (However, since this temporarily increases your max health and max spirit and your tattooing ability gets reduced when those two stats aren&#039;t full, you&#039;ll need to wait until health and spirit recover after using the boost. Voln members can do this most easily since Symbol of Renewal is one of the game&#039;s very few tools to instantly recover spirit.)&lt;br /&gt;
* Use BOOST GIFT EONAK (also from daily login rewards) to take the best of two rolls when determining your success. To put that in perspective, a 50% success rate would become 75% with Gift of Eonak active, a 60% success rate would become 84%, a 70% success rate would become 91%, an 80% success rate would become 96%, and a 90% success rate would become 99%.&lt;br /&gt;
* Suffusion allows converting your Motes of Tranquility to extra skill bonus on a single tattoo upgrade at a rate of 2000 motes to 1 skill bonus. Since it&#039;s a one-off boost and yet requires trading potentially weeks of resource gain, I don&#039;t recommend using suffusion for tattooing characters other than your own monk. Even with your own monk, I&#039;d usually just advise patience--but if patience isn&#039;t your thing, then trading off a week of resources for five levels or so of skill might appeal to you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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====Level 25 Monk Feat - [[Mystic Strike]]====&lt;br /&gt;
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A weird one, to say the least. FEAT MYSTICSTRIKE allows a monk to use a small amount of stamina to infuse their next physical UC or melee attack with an effect that debuffs a foe&#039;s defense against warding spells after it lands. While monks do have a few warding spells like Thought Lash, Vertigo, and Mindwipe, those spells are normally better off as setups--if they&#039;re even used at all--than something to set up &#039;&#039;toward&#039;&#039;.&lt;br /&gt;
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====Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]====&lt;br /&gt;
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At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.&lt;br /&gt;
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&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; is a straightforward buff that improves monks&#039; Iron Skin spell.&lt;br /&gt;
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Reviewing the basics of Iron Skin first, it improves a monk&#039;s robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).&lt;br /&gt;
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Here&#039;s a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA &#039;&#039;without&#039;&#039; Dragonscale Skin.&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Dragonscale Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
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||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)&lt;br /&gt;
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||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)&lt;br /&gt;
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||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)&lt;br /&gt;
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||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)&lt;br /&gt;
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||50 Transformation||||Double chain||Augmented chain (23 benefit)&lt;br /&gt;
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||75 Transformation|||||||Chain hauberk (24 benefit)&lt;br /&gt;
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||105 Transformation|||||||Metal breastplate (33 benefit)&lt;br /&gt;
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||140 Transformation|||||||Augmented breastplate (34 benefit)&lt;br /&gt;
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||180 Transformation|||||||Half plate (35 benefit)&lt;br /&gt;
|}&lt;br /&gt;
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For illustration&#039;s sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she&#039;ll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.&lt;br /&gt;
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To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.&lt;br /&gt;
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The alternative to Dragonscale Skin, &#039;&#039;&#039;Mental Acuity&#039;&#039;&#039;, is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk&#039;s first 20 learned Minor Mental spells don&#039;t count. However, instead of a monk&#039;s first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won&#039;t necessarily be exactly twice.)&lt;br /&gt;
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The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it&#039;s not a route I&#039;m interested in.&lt;br /&gt;
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In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There &#039;&#039;are&#039;&#039; still reasons to do it. Saving 20 spell ranks&#039; worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks&#039; worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.&lt;br /&gt;
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Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I&#039;ll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can&#039;t cast Iron Skin &#039;&#039;unless&#039;&#039; they have Mental Acuity.&lt;br /&gt;
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====Level 40 Monk Feat - [[Martial Arts Mastery]]====&lt;br /&gt;
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Now we&#039;re talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).&lt;br /&gt;
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If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.&lt;br /&gt;
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Level 40 draws a line in the sand, though, to establish that unarmed combat &#039;&#039;is&#039;&#039; the monk&#039;s wheelhouse because Martial Arts Mastery &#039;&#039;is&#039;&#039; the monk&#039;s premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you&#039;ll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like &#039;&#039;double-maxing&#039;&#039; it.&lt;br /&gt;
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Unleash the power and never look back.&lt;br /&gt;
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====Level 50 Monk Feat - [[Perfect Self]]====&lt;br /&gt;
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Perfect Self raises all your stats by +10 (or +5 bonus). That&#039;s it! Your monk hits level 50 and great power drops on their head.&lt;br /&gt;
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Like I&#039;ve said, there&#039;s pretty much no bad monk stat split from level 50 on because of this feat. It&#039;s also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you&#039;re using mstrikes and weapon techniques at all, you&#039;ll notice the improvement!&lt;br /&gt;
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===Gear Upgrades: Armor===&lt;br /&gt;
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Even though fancy gear is more a luxury than a necessity for monks, you might as well upgrade your monk&#039;s gear eventually if you enjoy them! But how and in what way?&lt;br /&gt;
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For armor, I think the answer is to keep it really simple. Most of the expensive armor you can pick up doesn&#039;t do all that much for monks. (...at least not magical non-Kroderine Soul monks, the subject of this guide. I assume expensive armor does way more for KS monks who are tanking more hits.)&lt;br /&gt;
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&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
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* Rusalkan: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts UAF and CS for 10 seconds if it does knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, but the expenses  are enormous. Some contact-based combat maneuvers like Bull Rush can also trigger rusalkan flares.&lt;br /&gt;
* Zelnorn: Uses half of what would be the DS from its enchant as AS (or in monks&#039; case UAF) instead, but doesn&#039;t allow flares or a TD boost to go in the ability slot (AKA category B). Players hit creatures more than creatures hit players, so zelnorn can be fantastic for AS-based professions--but most monks aren&#039;t AS-based. Improving UAF is fairly irrelevant, not justifying the base cost of 50k bloodscrip in the case of monks. Either flares or increased TD would more greatly benefit monks, making use of the ability slot.&lt;br /&gt;
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&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
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* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you&#039;re a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.&lt;br /&gt;
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn&#039;t screaming for more DS and a flare chance for crit padding.&lt;br /&gt;
* [[Forest Armor]]? Monks don&#039;t need a tiny boost to UAF and CS.&lt;br /&gt;
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.&lt;br /&gt;
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk&#039;s seeking.&lt;br /&gt;
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip. Pass.&lt;br /&gt;
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!&lt;br /&gt;
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.&lt;br /&gt;
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You&#039;d have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.&lt;br /&gt;
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&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
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So my actual answer to the armor question is:&lt;br /&gt;
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* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
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Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I&#039;ll come back and update the guide at that point!&lt;br /&gt;
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===Gear Upgrades: Weapons===&lt;br /&gt;
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I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I&#039;ll go over the few that I think are worth looking into depending on your budget--plus flourishes, flares, and one material!&lt;br /&gt;
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&#039;&#039;&#039;No script or flourish, just basic elemental flares (especially lightning)&#039;&#039;&#039;:&lt;br /&gt;
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This is where I think you should begin if you&#039;re uncertain or just dipping your toe in the water.&lt;br /&gt;
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You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares &#039;&#039;on top&#039;&#039; of it, but that means even heavier investment.&lt;br /&gt;
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Nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later!&lt;br /&gt;
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&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; (price range: 30k to 210k bloodscrip):&lt;br /&gt;
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Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.&lt;br /&gt;
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You might hear dispel flares commonly cited as better than lightning flares in a weapon&#039;s ability slot and the best in class (unless you&#039;re using Flare Affinity for 400k bloodscrip, in which case lightning flares come roaring back). I generally agree with this and would say it&#039;s even more true that dispel is great for UC than for other weapon types due to three factors:&lt;br /&gt;
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# High volume of attacks&lt;br /&gt;
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount&lt;br /&gt;
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature&lt;br /&gt;
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There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don&#039;t affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong.&lt;br /&gt;
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All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. These aren&#039;t starter gear, but for committed and reasonably wealthy monks, and should only go onto UC gear that started with a script like Animalistic Spirit, Knockout, or Phytomorphic Weapons. (GEF can&#039;t use dispel flares.)&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
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Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn&#039;t the best since it&#039;s mainly good for knockdowns and monks are very adept at that on their own. My higher exp monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that&#039;s an extra expense.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (As a caveat, though, I highly recommend against the Savage Power unlock, which isn&#039;t particularly good for any build of any profession, and the Wild Backlash unlock, which is excellent for some professions but not all that useful for monks. Animalistic Fury upgrades can be worth it &#039;&#039;if&#039;&#039; you first change the damage type.)&lt;br /&gt;
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Overall, this script has been monks&#039; top pick for years for very good reason on the strength of Revenge Flares, messaging, and being one of the only games in town. However, it&#039;s been five years since Animalistic Spirit and the creator of Animalistic Spirit, GM Avaluka, has debuted a new script called Phytomorphic Weapons that I think is even better for monks! More on that further below.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
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For unarmed combat, Energy Weapons are only available in the form of &#039;&#039;held&#039;&#039; weapons like a [[cestus]], not handwear and footwear. That&#039;s immediately anathema to some people. I&#039;d agree with them when talking about a -10 or -15 MM weapon, but I&#039;m actually not down on the -5 MM held UC weapons like others.&lt;br /&gt;
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Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.&lt;br /&gt;
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That &#039;&#039;is&#039;&#039; an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don&#039;t use it. Easy enough.&lt;br /&gt;
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The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren&#039;t very useful to monks, so I called mine a one and done.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Obscure Trivia Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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When you&#039;re wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon&#039;s flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?&lt;br /&gt;
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Well, let&#039;s say my Animalistic Spirit gloves still had their default grapple flares, which I don&#039;t value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.&lt;br /&gt;
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This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren&#039;t as favorable or you&#039;re spending currency to upgrade gloves &#039;&#039;and&#039;&#039; a cestus. Still, I stand behind it as at least an &#039;&#039;option&#039;&#039; if your stopping point is a flare and a script flare.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Greater elemental flare|Greater Elemental Flares]] script&#039;&#039;&#039; (price: 40k bloodscrip):&lt;br /&gt;
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These are a gold standard of midrange weapon scripts, at least if you&#039;d consider 40k bloodscrip per item &amp;quot;midrange.&amp;quot; Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.&lt;br /&gt;
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GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I&#039;ve used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the &amp;quot;You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!&amp;quot; messaging.&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than other options such as Animalistic Spirit or Phytomorphic Weapons. Some people pick Knockout for for their handwear or footwear and a different script for the others.&lt;br /&gt;
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As for Skullcrusher, see everything I just said about Knockout, because Skullcrusher costs the same and is mechanically identical except that it goes into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; Animalistic Spirit or Phytomorphic if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic Weapon Shield|Phytomorphic Weapon]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit of a script in the vein of Animalistic Spirit and from the same creator! This one is plant-themed instead of animal-themed and you can customize it yourself via foraging plants. Arboreal Agony is the big selling point of unlockable features here, which makes creatures Disoriented so they&#039;ll have difficulty casting spells--which are one of a monk&#039;s weak points. The default damage type is disintegrate, which is also broadly useful and can have killing power.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (Like with Animalistic Spirit&#039;s Wild Backlash, I&#039;ll give the caveat that Phytomorphic&#039;s Deciduous Decay is far more useful for AS-based professions than UAF-based professions like most monks. Phytomorphic Putrescence upgrades, on the other hand, don&#039;t need you to change the damage type first to get full value, which makes them either better or cheaper than Animalistic Spirit&#039;s Animalistic Fury counterpart depending on how you look at it.)&lt;br /&gt;
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RP-wise, I think there&#039;s a very real chance that people will continue to favor Animalistic Spirit going forward. Mechanically, though, I&#039;d say that Arboreal Agony not allowing enemy casters to cast is even better than Animalistic Spirit&#039;s Revenge Flares firing off when dodging physical attacks--and not needing to change the base damage type is also a big win.&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Telepathy or Transformation&#039;&#039;&#039; (price: 400k bloodcsrip):&lt;br /&gt;
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At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training &#039;&#039;and&#039;&#039; great enhancives, but hey, I did say this guide was for 0 exp to 54,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that&#039;s mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.&lt;br /&gt;
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You probably aren&#039;t even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can&#039;t stack on a single creature, so it&#039;s more valuable to have a stronger initial hit since you&#039;d be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that&#039;s a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, &#039;&#039;focused&#039;&#039; mstrikes still favor Transformation due to DoTs not stacking.&lt;br /&gt;
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&#039;&#039;&#039;[[Somnis]] material&#039;&#039;&#039; (price range: 100k or 250k bloodscrip bought as-is, or 300k bloodscrip transmuted into when available)&lt;br /&gt;
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Lesser somnis is a 100k bloodscrip material that flares to put a creature to sleep after it hits while greater somnis is a 250k bloodscrip material that flares to put a creature to sleep &#039;&#039;before&#039;&#039; it hits. Alternatively, instead of starting with somnis items as the base, you could wait for greater somnis transmutation to re-enter the Duskruin rotation every so often for 300k bloodscrip.&lt;br /&gt;
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This powerful effect significantly increases MM for the next hit (or current hit) in most cases! Materials in general are far behind flares and scripts in terms of bang for your buck, and behind the Skullcrusher flourish as well (not as much so), so there are typically two demographics who should be considering this: 1) those to whom money is no object, who would be well served to buy greater somnis as the starting point because it could be years before the ability to convert existing weapons to it returns to Duskruin, or 2) those who can wait for years for transmutation to be available and have picked up everything else or almost everything else already, making greater somnis a great final touch to add after exhausting other avenues.&lt;br /&gt;
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&#039;&#039;&#039;[[Vethinye|Starsong, AKA vethinye]] material&#039;&#039;&#039; (price range: 100k, 250k, or 400k raikhen bought as-is, or 450k bloodscrip transmuted into when available):&lt;br /&gt;
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A 100k raikhen base cost material that flares disruption. Starsong can be upgraded up to twice for 150k raikhen per upgrade, which can make it flare disruption up to one extra time per upgrade. Fully upgraded, it flares disruption 1 to 3 times; if there&#039;s only one creature against the room, all three flares would hit the same creature, but if there&#039;s more than one, then additional flares would hit other creatures. Alternatively, instead of starting with starsong items as the base, you could wait for maxed starsong transmutation to re-enter the Duskruin rotation every so often for 450k bloodscrip.&lt;br /&gt;
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Like always, more flares are an excellent thing when firing from UC&#039;s flurry of free jabs or otherwise quick attacks. The main problem for starsong handwear and footwear is that it&#039;s competing with somnis, which in the context of UC is either stronger, cheaper, or both. Personally, I love the extra screen scroll fun of starsong flares blasting all over the place. Objectively, somnis is the way to go. It&#039;s a classic matter of fun vs. power.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. For example, buying Phytomorphic gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Phytomorphic to it later. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf, so it should be done later. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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Buying a base material like somnis or starsong and fully unlocking it costs 50k bloodscrip less than transmuting later, but if you want a script--which you should since a script is stronger than the material--then you break even because it&#039;ll cost 50k bloodscrip later to add a script to it. However, transmutation prices assume you want the highest tier of the material at all; if you don&#039;t, then starting with the base material is by far superior.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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If there&#039;s only one service I&#039;d recommend for a monk, it&#039;s Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)&lt;br /&gt;
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As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you&#039;re only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won&#039;t, but even a lighter hit might stun a creature--and stunning increases UC&#039;s most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Battle Standards have a few other perks, but these are the main ones making them so good for monks.&lt;br /&gt;
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Battle Standards have charges and periodically need recharging, which will cost you. I don&#039;t believe we have hard confirmation on how the charges drain, but &#039;&#039;if&#039;&#039; (if!) it&#039;s identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith (1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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The temporary healing is difficult to advise on because its value heavily depends on how much risk you take in hunting. That benefit is about knowing yourself well enough to know if you&#039;ll like it or not. Same goes for more max health; I see the value for small races roughly doubling their health, but otherwise don&#039;t consider it particularly valuable. However, opinions vary widely. As for max stamina, monks already have Mind Over Body--but, even if they didn&#039;t, you can shore up stamina far more cheaply with conventional regen enhancives than with Bloodstone Jewelry.&lt;br /&gt;
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As for everything else, the value for a monk--at least a magical monk--is like a mishmash of weaker Battle Standards and weaker Ensorcell. Bloodstone Jewelry and Ensorcell both offer stamina regeneration, which is a great in a vacuum, but Ensorcell&#039;s version of stamina regeneration is a flare chance (which is effective with frequent UC attacks) instead of a per minute effect and never requires paying again for recharging. There is something to be said for having both Bloodstone Jewelry and Ensorcell since Ensorcell usually won&#039;t restore stamina unless your health is full and Bloodstone Jewelry helps keep your health full--but, then again, just having herbs or using society abilities could also keep your health full.&lt;br /&gt;
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Extra health damage, on the other hand, is a reasonable selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it does affect every attack instead of 20% of attacks--and 1-5 damage might not sound like a lot, but when it&#039;s every attack, it does matter. On average, you&#039;ll get the Major Bleed effect after every 16.67 attacks, which is decently powerful in its own right. All that said, Bloodstone Jewelry doesn&#039;t add extra damage until its fifth and final tier, so you&#039;d probably be paying a premium to get it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Either go all the way with this service or pass on it unless someone&#039;s offering a steal. I wouldn&#039;t call this a particularly monk-oriented service unless you&#039;re a Kroderine Soul build or a small race.&lt;br /&gt;
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(Since this is alphabetically the first service I&#039;m recommending against, I&#039;ll clarify that that doesn&#039;t mean it&#039;s a bad service; even Enchant isn&#039;t particularly great for monks, as we&#039;ll see later, and that&#039;s a classic service. I&#039;m simply saying that, when you&#039;re reading a monk guide because you&#039;re making a monk, don&#039;t view this service through the lens of playing your warrior, your semi, or your Sunfist pure, who would all make better use of more of the Bloodstone Jewelry perks.)&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like most other non-gear-based profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they&#039;re already amazing at. (By contrast, casters see good benefit from things like FOF defense and the myriad bonuses to maneuver defense unless already far post-cap.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat by preventing kicks.&lt;br /&gt;
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Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. The biggest is that, unlike with Battle Standards, jabs don&#039;t flare with Poisoncraft. Poisons don&#039;t affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren&#039;t lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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It&#039;s worth learning at least Poisoncraft even though the other Covert Arts don&#039;t do much for monks. Recharging Poisoncraft isn&#039;t much cheaper--if any cheaper--than learning more Arts and learning them &#039;&#039;also&#039;&#039; recharges, so once you&#039;re in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves UAF (or AS if you&#039;re using a weapon) while enchanting armor improves DS.&lt;br /&gt;
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UAF offers minimal help for all the reasons described in the Unarmed Combat Primer. DS is more compelling, especially once you&#039;re hunting areas with the [[spell sever]] mechanic. Monks have the game&#039;s cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they &#039;&#039;are&#039;&#039; regularly in offensive stance. I don&#039;t go hard on improving monk DS, but it can&#039;t hurt either.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but improving it doesn&#039;t matter much otherwise.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling armor improves CvA and enemy spells are a weak point, so I&#039;d say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling adds much more gear difficulty than sanctifying. (For much more on the intricacies of gear difficulty and order of operations for upgrading gear, see [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|my service guide]]! For our purposes here, though, basically just know that tiers 2-5 of Ensorcell should usually be done after finishing the enchanting and sanctifying you want. The order of enchanting and sanctifying doesn&#039;t matter much, though.)&lt;br /&gt;
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For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.&lt;br /&gt;
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I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy. You already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul, but only after finished with enchanting and sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible for almost everybody. They improve virtually every offensive and defensive aspect of combat, which is like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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...but monks aren&#039;t most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.&lt;br /&gt;
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Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you&#039;re probably firing off a lot of those. On the bright side, since Lucky Items&#039; charges drain depending on the amount of time spent in combat, that aspect does pair well with monks&#039; high volume of attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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If this were any other profession, I&#039;d be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they&#039;re tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you&#039;re a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I&#039;d recommend your silvers go elsewhere first--but only &amp;quot;first.&amp;quot; Luck is powerful and you should get it eventually, just not as a high priority. I&#039;d take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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Despite Mystic Tattooing being a monk&#039;s own ability, it&#039;s not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won&#039;t consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include:&lt;br /&gt;
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* Strength to decrease encumbrance, especially for small races&lt;br /&gt;
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to slightly improve defense against spiritual magic&lt;br /&gt;
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Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can&#039;t go further than &amp;quot;arguably&amp;quot; since the others will have more impact when they &#039;&#039;do&#039;&#039; have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would.&lt;br /&gt;
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Mystic Tattoos are slated for a future upgrade. The current proposal includes adding a skill bonus up to +10, flares to double the stat and skill bonuses for a short duration, an activated ability with a cooldown to double the stat and skill bonuses for a short duration, and ignoring enhancive limits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Until the future update, I&#039;d only tattoo yourself in your spare time when you can&#039;t find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins&#039; Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there&#039;s &#039;&#039;some&#039;&#039; merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you&#039;d have to know you&#039;ll be running into that damage type consistently for a while.&lt;br /&gt;
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On an obscure note, nature resistance is unique to ranger trinkets. Monks can&#039;t meditate against it and even the Ascension system can&#039;t train to defend against it. However, an extremely small number of creatures use nature damage.&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.&lt;br /&gt;
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The first five tiers of Sanctify have dubious value for UC gear (unless you&#039;re buying the first tier specifically because of the Kai&#039;s Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you&#039;re willing to pay for the first five tiers&#039; minimal value just to get to holy fire.&lt;br /&gt;
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Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it&#039;ll only trigger for certain combat maneuvers or when the undead hit you.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get the first five tiers on your robes unless you&#039;re absolutely certain you&#039;ll never have interest in hunting high-level undead. Holy fire isn&#039;t a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don&#039;t bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify).&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
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Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It&#039;s still marginally useful for good positioning (very specifically good positioning). Crit padding is more broadly useful. Either way, neither is useful enough to justify paying warriors unless they&#039;re charging less than the automated WPS smithy that comes around every couple of months. (They probably aren&#039;t!) Use that instead to bring your robes up to speed.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn&#039;t terribly desirable for most players, monks or otherwise.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I&#039;d say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Battle Standard up to P3 as soon as possible&lt;br /&gt;
* Enchant armor up to +30 relatively quickly&lt;br /&gt;
* Ensorcell UC gear to T1 relatively quickly&lt;br /&gt;
* Battle Standard up to P5 relatively quickly&lt;br /&gt;
* Either Sanctify UC gear all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Sanctify armor unless very rarely hunting undead&lt;br /&gt;
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Slowly enchant UC gear over time&lt;br /&gt;
* Padding to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Slowly Ensorcell armor over time&lt;br /&gt;
* Weighting to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge&lt;br /&gt;
* Bloodstone Jewelry if you want it&lt;br /&gt;
* Slowly enchant armor past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell UC gear past T1 over time, if ever&lt;br /&gt;
* Mystic Tattoo only if you can&#039;t sell yours, but selling it is preferable to fund all of the above&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
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Congratulations, you&#039;ve got a cap and a half worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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Since it&#039;s not relevant to the large majority of players, I&#039;ve only vaguely talked about monks&#039; advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they&#039;re &amp;quot;done enough&amp;quot; with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements.&lt;br /&gt;
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Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.&lt;br /&gt;
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I did say this guide was for magical monks from 0 to 54,000,000 experience, so what should you do with Ascension Training Points (ATPs)?&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race.&lt;br /&gt;
* &#039;&#039;&#039;Brawling&#039;&#039;&#039;: +2 UAF per rank. I&#039;m not going to knock UAF this time because, once we&#039;re talking Ascension, we&#039;re talking marginal gains almost no matter what you do. Get it if you like numbers going up!&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Increased maneuver defense every two ranks, but half as much increase as Agility. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race. For the weapon route, specifically, Dexterity also adds crit weighting.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: +0.75 DS (in offensive) per rank and a tiny extra chance of outright evading for more Spin Kicks.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction by 2 pounds per rank. &#039;&#039;Now&#039;&#039; I&#039;ll knock UAF again! If we&#039;re in the realm of diminishing returns from exp anyway, then Porter is a reasonable low-hanging fruit option for races with lower carrying capacity.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: If you&#039;re firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body and Ensorcell no longer enough. If that&#039;s you, you&#039;ll know when to train this--or just buy stamina regen enhancives and Bloodstone Jewelry.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks.&lt;br /&gt;
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During earlier versions of this guide, I was also open to Aura, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let&#039;s finally delve into the Elite skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is Monks&#039; Everything&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones potentially relevant to (magical) monks in green:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Automatic Success of Certain Spells&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;UC - Tier Up Probability&amp;lt;/font&amp;gt;&lt;br /&gt;
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As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I&#039;d argue that usually it&#039;s at or near the top end of value &#039;&#039;in&#039;&#039; that application:&lt;br /&gt;
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* Improving UC tier ups is, naturally, at its best for the profession most built around UC.&lt;br /&gt;
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy&#039;s EBP means improving MM, which is a UC monk&#039;s most important offensive combat number.&lt;br /&gt;
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don&#039;t use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here.&lt;br /&gt;
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn&#039;t go so far to say it&#039;s at its best here, which I think goes to pures who become capable of warding off spells from (some) &#039;&#039;pure&#039;&#039;-style Ascension creatures, but it&#039;s a pretty narrow win.&lt;br /&gt;
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln.&lt;br /&gt;
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks.&lt;br /&gt;
* Improving ambush defense is a benefit I place almost no value on for any profession and build &#039;&#039;except&#039;&#039; magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don&#039;t have 105 or more Transformation lore, so defense is valuable.&lt;br /&gt;
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(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do &#039;&#039;have&#039;&#039; the occasional spots of value. The auto-success spell benefits don&#039;t do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.)&lt;br /&gt;
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Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can!&lt;br /&gt;
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Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I&#039;d also argue that there&#039;s less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds.&lt;br /&gt;
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As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they&#039;re both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn&#039;t have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more &#039;&#039;total&#039;&#039; Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she&#039;s only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn&#039;t need to work for at all because monks have Perfect Self and Burst of Swiftness.&lt;br /&gt;
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Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They&#039;re simply the most exp-efficient profession in the game.&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
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The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and you want them to hit more reliably.&lt;br /&gt;
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&#039;&#039;&#039;Bold Brawler&#039;&#039;&#039;&lt;br /&gt;
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 Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
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A self-explanatory staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy!&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
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Pretty good reactive damage that comes at full power out of the gate. Needing an SMR check does slightly hinder its efficiency against overleveled creatures, but that&#039;s offset by the fact that it can go after multiple targets to hit at least one of them. Importantly, note that &amp;quot;a rank 2+ critical strike&amp;quot; refers to a rank 2 critical &#039;&#039;based on a crit table,&#039;&#039; not a rank 2 wound. Usually a rank 2 critical only creates a rank 1 wound; for example, rank 2 [[Slash_critical_table|slash crits]] are always rank 1 wounds unless they hit an eye. In other words, even very light hits can get this going, but just not the absolute lightest hits.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
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 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
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Reasonable if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to monks&#039; combination of inexpensive Harness Power costs, not much to spend that mana on, not being in full plate like warriors (and so valuing the DS more), and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don&#039;t know any of those other than my own).&lt;br /&gt;
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&#039;&#039;&#039;Ether Flux&#039;&#039;&#039;&lt;br /&gt;
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 When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
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(For clarity, it can occur once &#039;&#039;per creature&#039;&#039; per minute. You can basically consider it once per creature, period. For even more clarity, Ether Flux itself isn&#039;t a flare &#039;&#039;chance&#039;&#039;; it&#039;s described as a flare because it deals a random amount of disruption damage, but it always triggers once you meet the condition.)&lt;br /&gt;
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Ether Flux has no tiers and comes at full power immediately, which is definitely nice and it&#039;s a very good perk &#039;&#039;if&#039;&#039; you can get it going! ...but can you? Even though monks don&#039;t innately deal elemental damage, it still might be easier than you think.&lt;br /&gt;
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Some options for elemental flares include conventional ability slot flares, Battle Standards of applicable Arkati or spirits, certain Gemstone properties like Blood Boil or Infusion or Thorns, holy fire or holy water when hunting undead, or script flares of elemental types. That&#039;s already up to seven sources of elemental flares and I&#039;m not describing anything too wildly out of the way or anything that&#039;s very expensive by post-cap standards. The most expensive of those would be buying flare type changes for Animalistic Spirit or Phytomorphic Weapons.&lt;br /&gt;
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Whether you&#039;re mstriking or using Fury, monks fire off a lot of attacks, so with a decent base of varied flare types, the odds can stack up to force a lot of Ether Flux triggers through! However, if you don&#039;t have that decent base, I wouldn&#039;t go out of my way working up to it just because you find an Ether Flux. This is a very solid B or maybe B+ common, but it&#039;s no Bold Brawler, Flare Resonance, Stamina Prism, or Storm of Rage.&lt;br /&gt;
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&#039;&#039;&#039;Flare Resonance&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
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Assuming you have flares on your handwear and your footwear (and if you don&#039;t, then you should!), this is another staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries.&lt;br /&gt;
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[[Flare Affinity]] basically supercharges your flares to hit substantially harder--and, for that matter, more often! Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. (If you &#039;&#039;are&#039;&#039; someone who already has the Flare Affinity flourish, you wouldn&#039;t want this property since they don&#039;t stack.) The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk&#039;s handwear &#039;&#039;and&#039;&#039; footwear would cost 800k bloodscrip.&lt;br /&gt;
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In short, get more flares and make them spend less time poking and more time killing. &lt;br /&gt;
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&#039;&#039;&#039;Force of Will&#039;&#039;&#039;&lt;br /&gt;
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 You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
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This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! Alternatively, if you find it on a Gemstone with at least one other property that&#039;s good for somebody else but isn&#039;t good for you, you can try to sell it for a good chunk of silver since solo hunters of almost every profession like Force of Will for general purposes. (The exceptions are bards, who can already get rid of almost all of these conditions with their own [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]], and maybe clerics, who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die.)&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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The UAF boost is fairly immaterial for all the reasons you know by now about UAF, but the maneuver boost makes for an acceptable placeholder for most monks to use while looking for better Gemstones in the long run. That said, I wouldn&#039;t recommend upgrading it except possibly on a monk who makes very heavy use of extremely endroll-dependent attacks like Spin Kick or Bearhug.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
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 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
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Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
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 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
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This might be the highest ceiling Gemstone property of all for monks. It&#039;s easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don&#039;t run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they&#039;re off cooldown and Ki Focus when the mstrikes &#039;&#039;are&#039;&#039; on cooldown, thus basically only using stamina for the latter. However, if you started stacking on enhancives, Ascension, and Stamina Prism to start recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and &#039;&#039;still&#039;&#039; not run out of stamina.&lt;br /&gt;
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In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits, but you can be even more of a whirlwind in battle if you build for it!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
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If you&#039;ll battle just about any creature in your preferred hunting ground and it&#039;s a fairly swarmy place, this is an extraordinary property since you&#039;ll have the boost going constantly. UC monks or weapon monks will both love this property! Even if you&#039;re picky about which creatures you battle or if you hunt a slower area, it&#039;s still excellent. The only other thing is to consider is that it&#039;s a top tier common for virtually every build of virtually every profession--any weapon user, any UC build, any magical bolter--and so people are likely to pay very well for it if you&#039;d rather have the silvers!&lt;br /&gt;
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&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
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Mini Storm of Rage, except you always have the boost even if you&#039;re in the slowest of areas or if you&#039;re selectively hunting a single creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you&#039;ll almost definitely have at least one of those.&lt;br /&gt;
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&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
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 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
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If you&#039;re using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn&#039;t.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
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Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death. Don&#039;t use this if you go the Kroderine Soul route.&lt;br /&gt;
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&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
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A high quality Gemstone property for almost every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky; they can&#039;t outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened. A possibly bigger obstacle is that Blood Boil, of course, only works on creatures with blood! That won&#039;t be an obstacle in most hunting grounds, but if you try to exclusively hunt undead who have no blood (most undead by far don&#039;t; a few do), this wouldn&#039;t be the property for you.&lt;br /&gt;
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&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
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 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
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Despite having some anti-synergy with Spin Kick, it&#039;s very hard to ignore the value of a universal 5% chance to avoid and (to an extent) counter AS attacks. All else being equal, it &#039;&#039;is&#039;&#039; better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!)&lt;br /&gt;
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&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
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Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you&#039;re one of the rare monks who uses CS spells in combat.&lt;br /&gt;
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&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
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 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
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Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that&#039;s exactly what I&#039;d recommend, but they&#039;re mutually exclusive.)&lt;br /&gt;
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&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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Journeyman Tactician, but twice as good. Like its common counterpart, the UAF boost isn&#039;t noteworthy for a UC monk (it is good for a weapon monk, though!), but if you make heavy use of SMR attacks, I think it can be a reasonable long-term property for you. If not, I&#039;d either sell it to someone willing to pay top silvers or reroll until you get a better rare property.&lt;br /&gt;
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&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That&#039;s an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you&#039;re looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I&#039;ll cover shortly, you might consider working your entire build around it...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
A reasonable option for lighter races. It&#039;s not necessarily going to help with the newer and bigger boxes of 2026 on, but can help with the lower end loot like solid moonstone cubes or wands that add up when you&#039;re tiny. Definitely not a flashy property, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS, and this is a solution to at least part of that!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirst for Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Twice as strong as its already very powerful common counterpart, Taste of Brutality... or is it? The common version&#039;s 5% penalty when taking hits is negligible, but a 10% penalty isn&#039;t as easily dismissed. Still,  the increased DF is fantastic, so I&#039;d say you should consider your options with this one. If you have high redux &#039;&#039;and&#039;&#039; high Transformation lore, get it, love it, and upgrade it all the way. If you only have one of those, then you could simply treat it like Taste of Brutality by leaving it un-upgraded. 6% on both ends with no upgrades is comparable to the fully upgraded Taste of Brutality&#039;s 5%, after all, and nothing says you have to upgrade it at any point, never mind right away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It&#039;s actually difficult to even sell you on this because it&#039;s so straightforward that I shouldn&#039;t have to. It&#039;s a 10% double attack chance on every attack!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that&#039;s also solid for monks and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystic Impulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
&lt;br /&gt;
Hear me out. This is a very, very specific niche, but it&#039;s incredible within that niche, which is that you&#039;re a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise.&lt;br /&gt;
&lt;br /&gt;
If all of that&#039;s true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you&#039;ll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you &#039;&#039;aren&#039;t&#039;&#039; running the Serendipitous Hex build, then I&#039;d honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.&lt;br /&gt;
&lt;br /&gt;
Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power&#039;s effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that&#039;s with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Great general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF boost is, as always, borderline immaterial unless you&#039;re a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy that works well with the free jabs in your mstrikes! Unlike traditional dispel flares, these are post-resolution, so they&#039;re slightly less reliable. However, UC monks tend to have no trouble making their attacks land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here are some hypothetical ideal layouts!&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Traditional Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# &#039;&#039;(Blood Boil)&#039;&#039; (rare 2 of 3)&lt;br /&gt;
# &#039;&#039;(Thirst for Brutality)&#039;&#039; (rare 3 of 3)&lt;br /&gt;
# Force of Will (common 5 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 6 of 7)&lt;br /&gt;
# Journeyman Tactician if using Thirst for Brutality, otherwise Taste of Brutality (common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
Blood Boil and Thirst of Brutality are parenthetical and italicized because they&#039;re slightly conditional picks. For general purposes, that&#039;s what I&#039;d go with, but specific hunting ground choices or even gear can change everything. Blood Boil might be useless if you primarily hunt undead without blood. Tethered Strike, not listed, might be superior to either Blood Boil or Thirst of Brutality if you regularly hunt evasive creatures. Anointed Defender, also not listed, could be the way to go if you&#039;ve managed your gear and training in such a way that the TD boost can push you just out of range of dangerous CS attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Very Magic-Heavy Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# &#039;&#039;(Serendipitous Hex)&#039;&#039; (rare 1 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Greater Arcane Intensity (rare 3 of 3)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# Arcane Intensity (common 5 of 7)&lt;br /&gt;
# Taste of Brutality (common 6 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
This has enough overlap that you might think they&#039;re the same picture, but the subtle differences add up to large ones. This Gemstone setup assumes a high CS monk, then Greater Arcane Intensity and Arcane Intensity push CS even higher. That means that Vertigo and Mindwipe land more consistently, which means that creatures are disabled more often, which means Force of Will shouldn&#039;t be as necessary. It also means that your MM will be higher, which means I wouldn&#039;t even think about Journeyman Tactician. Conversely, Taste of Brutality claims a solid place because its rare counterpart has been traded off to secure Greater Arcane Intensity and maybe Serendipitous Hex.&lt;br /&gt;
&lt;br /&gt;
Speaking of Serendipitous Hex, even though I ranked it highly, it gets the parenthetical italics treatment because I only recommend it if you&#039;re regularly casting Web! It doesn&#039;t trigger with Vertigo or Mindwipe, so if those are your go-tos, then bring in some other top end rare like Blood Boil, Tethered Strike, or Thirst for Brutality. (Unlike the traditional monk, the magic-heavy monk doesn&#039;t risk as much from the double DF hit of using Taste and Thirst simultaneously because their more consistent disablers will keep enemies contained. Still, just in case of the worst, &#039;&#039;definitely&#039;&#039; use Ephemera&#039;s Extension over Ether Flux if you go the double Brutality route!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we draw close to the end, I&#039;ll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Magic After Dark===&lt;br /&gt;
&lt;br /&gt;
...wait, I can&#039;t write about that on the wiki! Moving on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade Secrets of the Sneaky Monk Merchants===&lt;br /&gt;
&lt;br /&gt;
I&#039;m one of the bigger advocates of training [[Trading]] in the GS community, but even more so for monks than others!&lt;br /&gt;
&lt;br /&gt;
Monks have easier and more universal means to make more silvers per item sold than any other profession--and they can do it almost anywhere in Elanthia.&lt;br /&gt;
&lt;br /&gt;
Except for [[Mist Harbor]] and [[Kraken&#039;s Fall]], every town&#039;s NPC shops will pay +5% extra silver to at least one race when players sell. ([[Trading#Trading_chart|See the chart of favored races here!]])&lt;br /&gt;
&lt;br /&gt;
Monks have a &#039;&#039;&#039;secret weapon&#039;&#039;&#039; in the profit war: &#039;&#039;&#039;[[Shroud of Deception (1212)|Shroud of Deception]]&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Even monks who live in a geographic region where their race can&#039;t get a bonus can configure their Shroud profile to appear as another race and get the bonus anyway! It&#039;s that easy!&lt;br /&gt;
&lt;br /&gt;
But wait, it gets better! Monks also have &#039;&#039;[[Glamour (1205)|Glamour]]&#039;&#039;&#039;, which gives an enhancive boost of 20 Trading ranks or 50 Trading skill, whichever is lower. (50 Trading skill will be lower before you have 20 Trading ranks on your own.)&lt;br /&gt;
&lt;br /&gt;
What does Trading do, though?&lt;br /&gt;
&lt;br /&gt;
You get an extra 1% silver for every combined 12 bonus between Influence and Trading bonus. That&#039;s &#039;&#039;bonus&#039;&#039;, not ranks! So, for example, if you had 44 Trading ranks, which is 144 Trading bonus, you&#039;d make 12% more silver for selling items than if you had 0 Trading ranks. Shroud of Deception takes that 12% to 17%, then Glamour takes that 17% to 18%--and, actually, 8/12ths of the way to 19%. If you took my advice and set Influence high from the start, Influence will also get you to 19% if not 20%!&lt;br /&gt;
&lt;br /&gt;
This is a big part of how Sariara made 2,509,473 million silver within a week of existing. By now she&#039;s existed for four weeks and a day and is up to 23,108,060 silver, only 1,500,000 of which came from selling a Mystic Tattoo.&lt;br /&gt;
&lt;br /&gt;
Some general tips on early silvers:&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t hunt overcrowded Landing areas, but find the rich lower level creatures. There are plenty of them because characters don&#039;t stay low level for long, so hunting pressure is low. (For more on hunting pressure, see the [[treasure system]] page and [[Treasure_system/saved_posts|saved posts subpage]].)&lt;br /&gt;
* Take advantage of Glamour and Shroud of Deception to get a percentage boost to these rich creatures&#039; already valuable loot. Reap the reward of being a monk!&lt;br /&gt;
* Between level 0 and 19, when skills migrate near instantly, max out Trading every time you&#039;re about to sell things.&lt;br /&gt;
* Between level 0 and 19, push First Aid and Survival up when you&#039;re out hunting so you can get value from skinning. Unlearn them afterward so you can...&lt;br /&gt;
* Between level 5 and 19, learn Glamour and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* Between level 12 and 19, learn Shroud of Deception and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* For your final level 19.9 build, as you&#039;re forced to commit to your skills, have at least 20 ranks of Trading and know at least your first 12 Minor Mental spells.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I did. I got to see delightful lines in my SKILL command like:&lt;br /&gt;
&lt;br /&gt;
 You started this migration period on Saturday, 5/25/2024 at 01:55:18 EDT.  You have 4 days, 20 hours, 8 minutes remaining in your current 30 day migration period.&lt;br /&gt;
 &lt;br /&gt;
 You&#039;re currently migrating at a rate of .001 skill points per pulse, and &#039;&#039;&#039;have converted 25580.00 training points this migration period.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t go to this extreme, though, monks are the game&#039;s best at selling to NPC merchants. At the low end, monks skyrocket toward high sales value. At the high end in the post-cap world, monks reach the maximum sale bonus in almost every town.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maximum sale bonus&amp;quot; is 28% from Trading and Influence plus another 5% from race bonus. To be clear, the max bonus is 33%, but only sort of; the two bonuses are treated separately. For example, if you&#039;re an elf monk selling in Solhaven (no bonus), you can&#039;t just pump your Trading and Influence so high that you&#039;d make 33% from that alone; it&#039;s capped at 28% and the other 5% &#039;&#039;has to&#039;&#039; come from Shroud of Deception.&lt;br /&gt;
&lt;br /&gt;
My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===When Robes Aren&#039;t Robes: Alterations===&lt;br /&gt;
&lt;br /&gt;
For simplicity, I&#039;ve been talking about &amp;quot;robes&amp;quot; throughout this guide because that&#039;s the conventional name for that [[armor]] type.&lt;br /&gt;
&lt;br /&gt;
However, robes don&#039;t have to remain robes at all; they have the same leeway for alterations as other chest-worn clothing! Here are examples of post-alteration &amp;quot;robes&amp;quot; that my various characters (monks or otherwise) have worn or that I plan to create:&lt;br /&gt;
&lt;br /&gt;
* An airy white starsilk sundress sporting an asymmetrical knee-length skirt&lt;br /&gt;
* A sleeveless lily white tunic with a jet black silk sash&lt;br /&gt;
* A knee-length midnight blue silk dress aglisten with a constellation of stars&lt;br /&gt;
* A sleeveless white tunic splashed with an autumn-hued music motif&lt;br /&gt;
* A sleeveless white starsilk tunic spangled with sunset orange musical notes&lt;br /&gt;
* A midnight black silk tunic marked with a silver eight-pointed star&lt;br /&gt;
* A sleeveless sunlight gold tunic accented by bright white edges&lt;br /&gt;
* A royal purple starsilk tunic featuring an embroidered silver rose&lt;br /&gt;
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits)&lt;br /&gt;
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola)&lt;br /&gt;
* A thigh-slit scarlet starsilk dress accented by ivory edges&lt;br /&gt;
* A sleeveless white kimono featuring golden star embroidery&lt;br /&gt;
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves&lt;br /&gt;
* A sleeveless gold feather-patterned tunic tied at the waist&lt;br /&gt;
&lt;br /&gt;
Mine are mostly feminine designs, but even for a masculine character, you can turn your robes into shirts, vests, jackets, and more. Get your creativity on!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Likewise, unarmed combat footwear isn&#039;t limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Hunting Partner Tactics and Synergy===&lt;br /&gt;
&lt;br /&gt;
Who do monks team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer that&#039;s enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies&#039; UDF. In turn, warriors love monks&#039; Mind Over Body stamina cost reduction, the best group buff they can get other than bards&#039; [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day).&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don&#039;t necessarily mind being targeted more often since it offers more Spin Kick opportunities.&lt;br /&gt;
* &#039;&#039;&#039;A monk duo&#039;&#039;&#039; can keep up both Mind Over Body and Focus Barrier, but otherwise doesn&#039;t have any particular synergy.&lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don&#039;t have as much redux as warriors and rogues nor as much DS as them, so a boost can really help.&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don&#039;t offer much to rangers otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; can make a monk&#039;s attacks even faster, at least for now, since Song of Tonis is the game&#039;s best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they&#039;re already pretty durable as casters go. Monks simply being present as an additional target to split up enemies&#039; attacks is helpful to wizards and all casters.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks&#039; Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath&#039;s [[Mass Interference (217)|Mass Interference]] setting up a monk&#039;s Vertigo isn&#039;t the worst idea I&#039;ve ever had, but it&#039;s not an amazing one either. &lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it&#039;s still there when needed. Having a hunting partner&#039;s extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn&#039;t help monks as most other professions&#039; disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward.&lt;br /&gt;
&lt;br /&gt;
Nearly regardless of team composition, your monk training &#039;&#039;&#039;Coup de Grace&#039;&#039;&#039; and &#039;&#039;&#039;Side by Side&#039;&#039;&#039; (which also requires two ranks of &#039;&#039;&#039;Combat Movement&#039;&#039;&#039;) can be helpful to groups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Weapon-Wielding Melee Monk===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk more about Martial Mastery, the level 0 feat. Although monks have access, it was primarily invented for warriors and rogues as an alternative to learning [[Elemental Targeting (425)|Elemental Targeting]], a Minor Elemental spell that increases AS.&lt;br /&gt;
&lt;br /&gt;
Far enough post-cap, magical warriors or magical rogues have the same AS ceiling as their non-magical counterparts. (Their non-magical counterparts do get there millions of experience points sooner while the magical ones have more DS and TD, but that&#039;s outside the scope of this guide...) Monks, on the other hand, don&#039;t have Elemental Targeting, so a monk maximizing Martial Mastery can have up to 50 more AS and UAF than a monk &#039;&#039;not&#039;&#039; maximizing it! Of course, UAF doesn&#039;t matter nearly as much as AS and the entire monk profession is built around unarmed combat. So I ask:&lt;br /&gt;
&lt;br /&gt;
Is there merit to a weapon-wielding, AS-based monk?&lt;br /&gt;
&lt;br /&gt;
Before I explore it, I&#039;ll repeat that I think people should make whatever kind of character they find fun and that I personally like wacky builds. However, I&#039;m not convinced that a melee monk even &#039;&#039;is&#039;&#039; a wacky build. When people consider making a melee-only character who isn&#039;t stealth-based, a warrior is probably their first thought, but let&#039;s seriously compare these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Training Cost Factor&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I&#039;ll use my (first) monk and warrior for the sake of illustration since they&#039;re both elves. At level 50, my warrior had a total pool of 2568 PTPs and 2242 MTPs while my monk had a total pool of 2319 PTPs and 2259 MTPs. You might think the warrior is hugely ahead, but no, not at all. I could show you paragraphs upon paragraphs of math I wrote, but let&#039;s just cut to the chase.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say my monk and warrior had both done dual katar builds that shared nearly identical core training. 2x Brawling, 2x Edged Weapons, 1x Thrown Weapons (to buff up Martial Mastery), 2x Two Weapon Combat, 2x Combat Maneuvers, 2x Physical Fitness, 50 Multi-Opponent Combat, and 1x Perception were all in common.&lt;br /&gt;
&lt;br /&gt;
From there, my warrior took 70 Armor Use to get metal breastplate, then trained as many Dodging ranks as possible with her remaining points. My monk learned Iron Skin, took 30 Transformation to buff up Iron Skin, and took 10 Harness Power, then trained as many Dodging ranks as possible with her remaining points. Their skills would be identical in most ways, but here&#039;s where they&#039;d differ:&lt;br /&gt;
&lt;br /&gt;
* Monk in robes that act like chain mail: 153 ranks of Dodging and 102 MTPs spare&lt;br /&gt;
* Warrior in metal breastplate: 109 ranks of Dodging and 21 MTPs spare&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to claim that my monk would basically just be better; there are too many factors to say that. Warriors have their guild skills. Monks have Perfect Self. Warriors have a higher parry chance because of [[Combat Mastery|their level 40 feat]]. Monks have a higher evade chance because of &#039;&#039;their&#039;&#039; level 40 feat. Warriors have [[Whirling Dervish]]. Monks have more DS, at least at this stage of the game. Warriors have [[Weapon Specialization]]. Monks have Burst of Swiftness. Warriors have [[Weapon Bonding]].&lt;br /&gt;
&lt;br /&gt;
My point is that a melee monk is even &#039;&#039;comparable&#039;&#039;--better in some ways and worse in others--to a warrior with the exact same build despite ignoring so much of what the monk skillset is tailored toward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Mental Acuity Possibility&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
What if you learned Mental Acuity even without Kroderine Soul? My above training cost example illustrated my monk stopping at two Minor Mental spells for Iron Skin, but another alternative (though this would be during later levels) would be taking Mental Acuity to retain access to the first 20 Minor Mental spells and still even allowing room for Spirit Warding I and Spirit Defense. (If you were okay with Martial Mastery capping out at +45 AS instead of 50, you could even learn Spirit Warding II!)&lt;br /&gt;
&lt;br /&gt;
The hypothetical Martial Mastery and Mental Acuity monk has almost the same AS as a Martial Mastery warrior, but her spells would pull her far ahead in DS while keeping all the silver selling benefits of Glamour and Shroud of Deception, plus saving tons of stamina via Mind Over Body. The tradeoff is making spelling up more of a hassle, but that might be worth the payoff of having a light armored warrior-like character whose combat maneuvers and weapon techniques have 35% stamina cost reduction!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Doubly Perfect Self&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
As great as Perfect Self is for unarmed combat, it&#039;s arguably even better for a melee monk. For UC purposes, it&#039;s mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you&#039;re getting AS--more useful than UAF--and RT reduction for &#039;&#039;two&#039;&#039; types of assault techniques: Brawling&#039;s Fury and Edged Weapons&#039; Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don&#039;t sweat it as much due to Mind Over Body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specializations and Katars&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
The Grapple, Kick, and Punch Specialization bonuses for their respective techniques &#039;&#039;do&#039;&#039; still apply even if you&#039;re using a brawling weapon instead of unarmed combat!&lt;br /&gt;
&lt;br /&gt;
Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.&lt;br /&gt;
&lt;br /&gt;
Ironically, if there&#039;s anywhere that I even sort of like Punch Specialization-powered Clash, it&#039;s on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash &#039;&#039;with&#039;&#039; Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you&#039;re regularly hunting things like bandits, pirates, warcamps, or areas that swarm.&lt;br /&gt;
&lt;br /&gt;
Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I&#039;d make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It&#039;s also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk&#039;s stamina cost reduction from Mind Over Body.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it&#039;s a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I&#039;d bring it up.&lt;br /&gt;
&lt;br /&gt;
Instead, after considering all the math and angles I did while writing this, it&#039;s made such a strong case for a bizarrely appealing build that I&#039;ve talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind&#039;s swirling and it seems clear that the melee monk is a very, very real idea that&#039;s gone unexplored because it&#039;s not an intuitive or obvious idea from a glance over the monk skillset.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Infrequently Asked (or Imagined) Questions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-faq&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-faq&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This final section covers any random topics that people have asked me or that I can &#039;&#039;imagine&#039;&#039; them asking me if I feel that they&#039;re worth answering in this guide, but not worth a full tip or sidebar of their own.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things actually asked are red.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Things I imagine people should ask are pink.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things that are both red and pink come from comments I got that&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;weren&#039;t originally questions, but I&#039;ve reframed them into questions because they&#039;re worth discussing.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Does enchanting UC handwear and footwear help with DS?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Why do you rank half-krolvin monks so low?&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Flimbo&#039;s Guide and the [[Comprehensive Monk Guide]] really like them!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s guide likes half-krolvin monks because Perfect Self normalizes their Logic penalty and they have &amp;quot;solid physical stats with which to punch things quite well.&amp;quot; I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even kind of agree that if you&#039;re set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I&#039;d rather have a race without a Logic penalty to begin with! Exp-wise, that Logic penalty is less important than it used to be if you&#039;re paying for Temple of Lumnis donations or Fash&#039;lo&#039;nae&#039;s Tutelage, but it&#039;s still a penalty. The impact on Vertigo and Mindwipe also isn&#039;t negligible. (This is, after all, the Autumnwinds&#039; &#039;&#039;magical&#039;&#039; monk guide, not the Kroderine Soul monk guide.)&lt;br /&gt;
&lt;br /&gt;
Another point I agree with Flimbo on is that half-krolvin have solid physical stats with which to &#039;&#039;punch&#039;&#039; things quite well. However, I&#039;d rather have a faster Agidex race who has solid physical stats with which to also &#039;&#039;kick&#039;&#039; things quite well, meaning minimum RT for mstrike kick!&lt;br /&gt;
&lt;br /&gt;
The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn&#039;t matter! (Okay, fine, &#039;&#039;technically&#039;&#039; the math says UAF matters... fractionally.)&lt;br /&gt;
&lt;br /&gt;
Cold damage protection has some appeal if you&#039;re specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that?&lt;br /&gt;
&lt;br /&gt;
The Hinterwilds &#039;&#039;are&#039;&#039; a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you&#039;ve exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you&#039;ll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk.&lt;br /&gt;
&lt;br /&gt;
Like I said, any race can do well as a monk. I&#039;m not down on half-krolvin, exactly, but I&#039;d rather truly excel at &#039;&#039;something&#039;&#039; than be a generalist. Play a half-krolvin if you like their excellent verbs, though!&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Should I train Ambush?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The short answer is no. Now for the long, fun answer!&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but back then, players had no visibility into the aiming formula. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you &#039;&#039;did,&#039;&#039; it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.&lt;br /&gt;
&lt;br /&gt;
In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:&lt;br /&gt;
&lt;br /&gt;
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)&lt;br /&gt;
* Knocking creatures down helps (I don&#039;t remember if we&#039;d known this or not)&lt;br /&gt;
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but we underestimated how much)&lt;br /&gt;
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Intuition Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you&#039;ve tanked Intuition instead of Discipline, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even &#039;&#039;standing&#039;&#039; foes. Of course, they need Acrobat&#039;s Leap for that.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let&#039;s use that in an example.&lt;br /&gt;
&lt;br /&gt;
With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you&#039;d have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let&#039;s say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.&lt;br /&gt;
&lt;br /&gt;
Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let&#039;s say everything had reached 91%, 86%, and 83%. Even that&#039;s not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you&#039;d need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that&#039;s +17 DS in offensive stance) at 3x costs!&lt;br /&gt;
&lt;br /&gt;
What if you eased back to the old 24 Ambush mark? Then you&#039;d need 148 Combat Maneuvers. Perfect Self has kicked in, so let&#039;s call it 144 Combat Maneuvers needed. Even that&#039;s already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)&lt;br /&gt;
&lt;br /&gt;
In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you &#039;&#039;can&#039;&#039; reach max or near-max success rates with some Ambush, but not &#039;&#039;so&#039;&#039; high that you reach max or near-max success rates even without Ambush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But even then,&#039;&#039; we&#039;re only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your &#039;&#039;unaimed&#039;&#039; attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head!&lt;br /&gt;
&lt;br /&gt;
Like PSM3&#039;s wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I&#039;ve made my choice: forget Ambush and play to my strengths.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The TL;DR Recap: Making Cookie Cutter Monks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-cookiecutter&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Low on time or thought processing power and just want a cookie cutter build you don&#039;t need to put much thought into? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-cookiecutter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(...by my wacky definition of &amp;quot;cookie cutter.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leafi, I love you and all, but I expanded every section, noticed my scroll bar is tiny, noticed your guide is crazy long, and ain&#039;t nobody got time for that. Please tl;dr this nonsense?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Okay, okay, I hear you.&lt;br /&gt;
&lt;br /&gt;
Some of you never wanted the Leafiara treatment where we seek to become real life monks with advanced spiritual and mental understanding by thoroughly exploring the unfathomable mysteries of reality and transcendent metareality (like math and logic).&lt;br /&gt;
&lt;br /&gt;
Some of you instead wanted the Saraphenia treatment where I tell you how to have a functional build that lets you have mechanical fun in an online text-based multiplayer video game and then you embark on your journey.&lt;br /&gt;
&lt;br /&gt;
So I included this section for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Race&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aelotoi, dark elves, dwarves, elves, half-elves, half-krolvin, halflings, and sylvankind are all basically the same power for monks. Faster is better, but more encumbrance is worse, so find your balance. Giantmen have a niche.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Stats&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See the table in the Placing Your Stats section.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Society&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voln.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;How do I fight?&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Twinhammer&#039;&#039;&#039; as your opener once you learn it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jab&#039;&#039;&#039; at decent position, &#039;&#039;&#039;punch&#039;&#039;&#039; at good position if you&#039;re not Grapple Specialization and &#039;&#039;&#039;grapple&#039;&#039;&#039; at good position if you are, &#039;&#039;&#039;kick&#039;&#039;&#039; at excellent position. Regardless of those general rules, &#039;&#039;&#039;follow prompts&#039;&#039;&#039; and do what it tells you when it tells you.&lt;br /&gt;
&lt;br /&gt;
Against single targets, &#039;&#039;&#039;Weapon Fury&#039;&#039;&#039; until whenever you have enough Agidex for a 5-6 second &#039;&#039;&#039;mstrike kick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Against multiple targets, &#039;&#039;&#039;mstrike grapple&#039;&#039;&#039; if you&#039;re Grapple Specialization or &#039;&#039;&#039;mstrike kick&#039;&#039;&#039; if you&#039;re Kick Specialization. In either case, not until they&#039;re 7 seconds or less. If mstrike grapple is 7 seconds or less, but you&#039;re Kick Specialization and mstrike kick is 8 seconds or more, &#039;&#039;&#039;mstrike punch&#039;&#039;&#039; for now until mstrike kick doesn&#039;t take so long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Core skills to train every level&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2x &#039;&#039;&#039;Brawling&#039;&#039;&#039;, 2x &#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; (eventually 3x), 2x &#039;&#039;&#039;Dodging&#039;&#039;&#039; (eventually 3x), 1x &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Skills with breakpoints&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; in bursts for various breakpoints to pick up specific maneuvers. (For which ones and when, see the &amp;quot;combat maneuvers and feats&amp;quot; section below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; in bursts to 5, 10, 24, 30, 35, 50, 55, 60, 90, and 100 ranks.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Harness Power&#039;&#039;&#039; early, 20-30 mid-game, then push near cap if you want QoL for spelling up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental&#039;&#039;&#039; to 16 so you have both focus spells (1213 and 1216) as options, then slack off with spells until the midgame. Grab 1220 if you feel the DS need, especially if using 1213 instead of 1216.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathy&#039;&#039;&#039; lore in bursts to 6, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transformation lore&#039;&#039;&#039; in bursts to 5, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Climbing and Swimming&#039;&#039;&#039; until the midgame or as needs arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Tertiary skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiritual/Mental Mana Control&#039;&#039;&#039; only if sharing mana with friends and alts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid and Survival&#039;&#039;&#039; only if you want skinning.&lt;br /&gt;
&lt;br /&gt;
20 &#039;&#039;&#039;Trading&#039;&#039;&#039; by level 20 because monks make silver via Glamour (1205) and Shroud of Deception (1212). Get to 40 or the nearest multiple of 12 Trading+Influence bonus over time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Midgame skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; to 2, 3, or 7 ranks, but only after 3x Dodging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Combat maneuvers and feats&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; for your level 30 feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1 of Combat Maneuvers, making the super early game not painful:&lt;br /&gt;
&lt;br /&gt;
Get 3 CM ranks ASAP for your first rank of &#039;&#039;&#039;Rolling Krynch Stance&#039;&#039;&#039;, then another 6 CM ranks (so 9 total) for your second rank ASAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2 of Combat Maneuvers, improving the early game:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up the last rank of Krynch and first three ranks of &#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039; or &#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it&#039;s not necessarily an early game priority since you don&#039;t get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3 of Combat Maneuvers, fleshing out skills and diversifying your abilities through the midgame:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up three or more ranks of &#039;&#039;&#039;Bearhug&#039;&#039;&#039;, two or more ranks of &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;, all three ranks of &#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;, three or more ranks of &#039;&#039;&#039;Feint&#039;&#039;&#039;, and the remaining ranks of Grapple or Kick Specialization. If you went Kick Specialization, add &#039;&#039;&#039;Combat Mobility&#039;&#039;&#039; to the list sooner than later. If you picked a halfling or gnome, add Acrobat&#039;s Leap, but otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 of Combat Maneuvers, putting the last pieces in place:&lt;br /&gt;
&lt;br /&gt;
Pick up Combat Mobility (if you didn&#039;t already have it) and all three ranks of &#039;&#039;&#039;Ki Focus&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5 of Combat Maneuvers, player&#039;s choice:&lt;br /&gt;
&lt;br /&gt;
Whatever you want. Finish Bearhug, Bull Rush, and Feint or don&#039;t, depending how you like them. You can veer off in different directions with more niche maneuver options or not. Up to you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Armor upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy TD-boosting armor of +7 or more from a playershop. It&#039;ll cost 1-5 million silver and serve you fantastically. Add services of Enchant, Sanctify, and Ensorcell over time in roughly that order while adding padding via the WPS wagons. (Enchant and Sanctify can switch places easily enough, but Ensorcell is definitely last.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spending almost nothing (~1 million silver): Buy basic lightning flaring handwear and footwear.&lt;br /&gt;
* Spending moderately (~35k pay event currency (equivalent of 35 million silver)): Buy off-the-shelf Animalistic Spirit from Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.&lt;br /&gt;
* Spending a ton (~150k pay event currency): Buy Phytomorphic handwear from Duskruin. Add Phytomorphic upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Phytomorphic upgrades and unlocks.&lt;br /&gt;
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Phytomorphic upgrades and unlocks for your footwear.&lt;br /&gt;
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.&lt;br /&gt;
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.&lt;br /&gt;
&lt;br /&gt;
And if you&#039;re the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you&#039;re probably not reading this guide. &#039;&#039;But just in case&#039;&#039;, for fun, and to entertain the other 99.5%...&lt;br /&gt;
&lt;br /&gt;
* Whaling out beyond most people&#039;s imagination just because you can (~4.24 million pay event currency):  Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Phytomorphic script at Duskruin. Add a slew of Phytomorphic upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
&lt;br /&gt;
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They&#039;ve never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it&#039;s still around. I&#039;m guessing they learned the hard way that top end flares are so astonishingly powerful with UC&#039;s low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Other upgrades when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can&#039;t afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks are easy! Go have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Denouement: An Unexpected Journey==&lt;br /&gt;
&lt;br /&gt;
First, thank you for reading The Autumnwinds&#039; Magical Monk Guide.&lt;br /&gt;
&lt;br /&gt;
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I&#039;m thankful for every reader.&lt;br /&gt;
&lt;br /&gt;
Sometimes I write a &amp;quot;guide&amp;quot; partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I&#039;d take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally &#039;&#039;was&#039;&#039; a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters&#039; skills when they want a template of where to take their post-cap training.&lt;br /&gt;
&lt;br /&gt;
This one was for you guys, though. I hope it&#039;s been helpful, I hope it&#039;s gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.&lt;br /&gt;
&lt;br /&gt;
That said, if you were here only for mechanical informational purposes, I&#039;m pretty much done with those. There&#039;s one more at the very end for people with multiple character slots (not multiple accounts, but &#039;&#039;character slots&#039;&#039;), but otherwise, you can head out! I wish you a good day or good night and hopefully I&#039;ll see you around the lands.&lt;br /&gt;
&lt;br /&gt;
Thank you again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-denouement&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious on the backstory of why this guide exists and why now? Click here and we&#039;ll close out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-denouement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the rest of you, if you&#039;ll indulge my rambling a bit longer...&lt;br /&gt;
&lt;br /&gt;
The Magical Monk Guide existing is an emergent happy accident.&lt;br /&gt;
&lt;br /&gt;
The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK&#039;s strongest.&lt;br /&gt;
&lt;br /&gt;
I thought, but didn&#039;t have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don&#039;t have the history, nostalgia, momentum, or player population of other professions.&lt;br /&gt;
&lt;br /&gt;
To be honest, even if I had said it was impossible, that wouldn&#039;t have stopped Phenia. Even as I type this, I can picture how I&#039;d try to temper her expectations and she&#039;d come back with &amp;quot;Well, I&#039;m going to try anyway!&amp;quot; Phenia aimed high, never mind the odds.&lt;br /&gt;
&lt;br /&gt;
When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia&#039;s name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia.&lt;br /&gt;
&lt;br /&gt;
I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a &amp;quot;Monk tip!&amp;quot;--plus a &amp;quot;Bonus tip!&amp;quot; about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide!&lt;br /&gt;
&lt;br /&gt;
By coincidence, I&#039;d also been answering a few people&#039;s questions in the main GS Discord server&#039;s monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia&#039;s spot as the monk division lead, I agreed. I don&#039;t think I &#039;&#039;could&#039;&#039; have declined. Over that string of seven weeks, I was basically doing what she needed already.&lt;br /&gt;
&lt;br /&gt;
That morning, I decided I should write a new guide to replace Flimbo&#039;s old one.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know what I expected would come out of it, but it wasn&#039;t this. With a motive like honoring my departed friend, I &#039;&#039;knew&#039;&#039; I&#039;d put my all into it--but I didn&#039;t expect to write this much or this in-depth, I didn&#039;t expect to cover the topics I did, and, most of all, I didn&#039;t expect that I&#039;d be learning myself, not just passing along what I knew beforehand.&lt;br /&gt;
&lt;br /&gt;
I&#039;d never thought about a non-Kroderine Soul monk without Mental Acuity. I&#039;d barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I&#039;d barely thought about synergy between monks and other professions. I&#039;d never investigated how one rank of Sanctify interacted with Kai&#039;s Strike. I&#039;d never investigated how or if Stance of the Mongoose worked with unarmed combat. I&#039;d never even investigated how or if Clash worked with a specified UC attack type.&lt;br /&gt;
&lt;br /&gt;
But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you&#039;ve learned too.&lt;br /&gt;
&lt;br /&gt;
When Phenia said she wanted the monk division to be RYSK&#039;s strongest, I assumed she was talking about numbers. Maybe she was; I don&#039;t know either way. I &#039;&#039;do&#039;&#039; know that we want you monk players to be &#039;&#039;your&#039;&#039; strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you&#039;ll be your strongest. Any part I might have played in helping you get there is an honor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, for fun and because I can, here&#039;s one last obscure mechanical interaction for the road.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have a couple character slots where, even though I don&#039;t play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they&#039;d have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.)&lt;br /&gt;
&lt;br /&gt;
What&#039;s probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one&#039;s login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character &#039;&#039;had&#039;&#039; gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn&#039;t even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains.&lt;br /&gt;
&lt;br /&gt;
Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Farewell, have fun, and be good to one another!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=253064</id>
		<title>Leafiara (prime)/Mechanical Musings/The Autumnwinds&#039; Magical Monk Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=253064"/>
		<updated>2026-02-07T00:27:08Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: Added talk about starsong and somnis.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = The Autumnwinds&#039; Magical Monk Guide&lt;br /&gt;
|topic = Combat, Monks, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-06-19&lt;br /&gt;
|updated = 2026-01-27&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind, in loving memory of &#039;&#039;&#039;[[Saraphenia (prime)/Memorial|Saraphenia]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
&lt;br /&gt;
Last updated January 27, 2026.&lt;br /&gt;
&lt;br /&gt;
Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction: How to Use This Guide==&lt;br /&gt;
&lt;br /&gt;
This guide is for all magical monks from 0 exp to 54,000,000! (What do I mean by a magical monk? One not using [[Kroderine Soul]]. Somebody else will have to write that guide!) I&#039;ll go over monks&#039; strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, or at least it can be.&lt;br /&gt;
&lt;br /&gt;
* If you want an exhaustive guide, read through it in order.&lt;br /&gt;
* If you want the opposite of an exhaustive guide, jump to the &amp;quot;tl;dr Recap: Cookie Cutter&amp;quot; section at the end.&lt;br /&gt;
* If you&#039;re not sure whether you want an exhaustive guide, read the &amp;quot;Why Play a Monk&amp;quot; section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you&#039;re intrigued afterward. The Cookie Cutter section provides an overview of &#039;&#039;what&#039;&#039; to do and gives a small window into what the rest of the guide covers, which is &#039;&#039;why&#039;&#039; to do it.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
&lt;br /&gt;
Speaking of experience, what&#039;s mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I&#039;m now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.&lt;br /&gt;
&lt;br /&gt;
Speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn&#039;t have had the passion or interest--at least on my own. When I say I&#039;ve written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I&#039;ll call it a job well done!&lt;br /&gt;
&lt;br /&gt;
No further ado. Let&#039;s get on with it!&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Monk or Why Not Play a Monk?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a monk at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Unarmed Combat===&lt;br /&gt;
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Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:&lt;br /&gt;
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# &amp;quot;Tiering up,&amp;quot; AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.&lt;br /&gt;
# Improving your [[multiplier modifier]] primarily through things like forcing a creature&#039;s stance down or inflicting status conditions.&lt;br /&gt;
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Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC&#039;s equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! &lt;br /&gt;
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I&#039;ll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still &#039;&#039;miss&#039;&#039; via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you&#039;ve played other physical characters and can&#039;t stand seeing a creature avoid an attack before it even gets to the roll, try a monk!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Gear Indifference===&lt;br /&gt;
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Monks have extremely low dependence on good gear.&lt;br /&gt;
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While GSIV is technically balanced around vanilla +20 gear, most people would agree there&#039;s a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I&#039;d put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!&lt;br /&gt;
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Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you&#039;re unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game&#039;s most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I&#039;d say monks are &#039;&#039;the best&#039;&#039; at not depending on gear nor even exp! Much more on that in the Ascension section.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Simplicity===&lt;br /&gt;
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Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it&#039;s difficult to get wrong. If you stick to unarmed combat, I&#039;d go so far as &#039;&#039;extremely&#039;&#039; difficult to get wrong.&lt;br /&gt;
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(If you want to do unusual things that don&#039;t involve UC, then read on in Odds and Ends!)&lt;br /&gt;
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===Fun Factor===&lt;br /&gt;
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Once monks hit their stride by level 40--maybe even level 30--they&#039;re great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!&lt;br /&gt;
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Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game&#039;s coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!&lt;br /&gt;
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===Might and Magic===&lt;br /&gt;
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If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!&lt;br /&gt;
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===Downsides or Lack Thereof===&lt;br /&gt;
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Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks &#039;&#039;can&#039;&#039;, if they want, operate like warriors who have more DS (until very far post-cap) but don&#039;t wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don&#039;t have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there&#039;s a very real case that a monk can be a better choice than a warrior.&lt;br /&gt;
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[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo&#039;s Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks&#039; offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.&lt;br /&gt;
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The best I can muster for legitimate monk downsides are that they can&#039;t obliterate an entire swarm of creatures in six seconds or less (that&#039;s the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your monk? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-creation&amp;quot;&amp;gt;&lt;br /&gt;
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If making a monk sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it&#039;s more a question of which ones are slightly better at any given thing. I don&#039;t think you can go wrong, which I don&#039;t say about other professions, so my honest suggestion is to pick whatever sounds interesting.&lt;br /&gt;
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If you&#039;re not sure what&#039;s interesting or are torn between options, my &#039;&#039;next&#039;&#039; suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk &#039;&#039;appear&#039;&#039; like other races, they can&#039;t perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!&lt;br /&gt;
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If verbs don&#039;t sound compelling either, then here&#039;s how I&#039;d rank monk races mechanically if I really had to:&lt;br /&gt;
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# &#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;: What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means faster mstrikes and assault techniques--the most key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they&#039;re slightly below average on encumbrance.&lt;br /&gt;
# &#039;&#039;&#039;[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]&#039;&#039;&#039;: All of these races tie for third place Agidex and second place in my overall rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...&lt;br /&gt;
#* Aelotoi have a [[Logic]] bonus, so they gain exp slightly faster (1 per pulse) and [[Vertigo (1219)|Vertigo]] and [[Mindwipe (1225)|Mindwipe]] are slightly more reliable.&lt;br /&gt;
#* Dark elves&#039; [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.&lt;br /&gt;
#* Half-elves have the best carrying capacity of my top five picks. The dwarves and halflings bullet points have more to say about encumbrance.&lt;br /&gt;
#* Sylvans&#039; Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.&lt;br /&gt;
# &#039;&#039;&#039;[[Dwarf|Dwarves]] and [[Halfling]]s&#039;&#039;&#039;: Unlike the above grouping of races that play roughly identically, dwarves and halflings have substantial differences alongside some similarities. The most eye-catching similarity is excellent defense against elemental warding spells, which monks would normally be weak against; dwarves have +30 TD and halflings have +40 TD. Dwarves and halflings do have -10 and -5 Aura bonuses respectively, which also defends against elemental spells, so the real numbers could be considered more like +20 and +35. (Enemy elemental warding spells &#039;&#039;are&#039;&#039; sort of rare, but you might be glad for the benefit when you do run into them.) Their heights require keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat&#039;s Leap]] to target heads as a finisher if you&#039;re trying to aim, though not all monks do. Dwarves and halflings have Logic bonuses for exp, Vertigo, and Mindwipe purposes. As for the differences...&lt;br /&gt;
#* Dwarves are the only race that&#039;s both short and slow, ranking second to last in Agidex. Still, if you&#039;re okay with slower attacks, then elemental TD remains a rare and valuable selling point. More importantly, dwarves can carry a surprising amount due to huge [[Strength]] and [[Constitution]] bonuses along with identical body weight to dark elves. I rank dwarven monks the best of the slower races. Dwarves also have a slew of amazing verbs!&lt;br /&gt;
#* Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults while being about as close as invulnerable to enemy maneuvers as it gets. This alone (never mind also having the elemental TD bonus) is important enough that older versions of this guide used to rank halflings as the second best monk race. However, 2026 changes to average box sizes and drop rates exacerbate halflings&#039; severe [[encumbrance]] issues. The question is your tolerance level for either A) frequently pulling back from hunts to [[locksmith pool|drop off boxes]] or B) buying encumbrance-reducing items like silvery blue potions and [[Blue_feather-shaped_charm|blue feather-shaped charms]]. If you don&#039;t mind, then halflings remain a very powerful option. If you do mind, you might want to look elsewhere.&lt;br /&gt;
# &#039;&#039;&#039;[[Half-krolvin]]&#039;&#039;&#039;: The fourth best race for Agidex, though there&#039;s as much of a speed gap between third best and fourth best as between best and third best. Like dwarves, half-krolvin have a slew of amazing verbs. In pre-2026 versions of this guide, I didn&#039;t see much purely mechanical reason to choose a half-krolvin over the previous seven races or gnomes, but things have changed. Their second best carrying capacity helps much more than before. On the flip side, their Logic penalty hurts less in a world with new options in silver or Simucoins for vastly accelerated exp. If you want carrying capacity without sacrificing anything, but also not specializing in anything else, half-krolvin monks are a perfectly good place to be.&lt;br /&gt;
# &#039;&#039;&#039;[[Forest Gnome]]s and [[Burghal Gnome]]s&#039;&#039;&#039;: These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are minor enough that I don&#039;t think anyone should sweat it. It just comes down to the same question of whether you can live with the encumbrance issues. If you can, have at it.&lt;br /&gt;
# &#039;&#039;&#039;[[Giantmen]]&#039;&#039;&#039;: Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance &#039;&#039;doesn&#039;t&#039;&#039; slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. However, giants are the worst at mstrikes via natural stats. Agidex-boosting enhancives can fix that, but maintaining charges on numerous enhancives can get even more expensive than the small race path of maintaining encumbrance potions, so I personally wouldn&#039;t take the trade. Still, there&#039;s a reason that some players choose giants near exclusively. If returning to town sounds aggravating or if you want to maximize the amount of time you spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.&lt;br /&gt;
# &#039;&#039;&#039;[[Erithian]]s and [[Human]]s&#039;&#039;&#039;: These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!&lt;br /&gt;
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Races from half-krolvin up are close enough that I wouldn&#039;t quibble about any of them being seriously better than the others. I understand people&#039;s case for giants too, even though they&#039;re not my style (I&#039;m okay with returning to town every two or three boxes!), and gnomes are similar enough to halflings. I find erithians and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can&#039;t go wrong, exactly, but Perfect Self also makes the rich richer.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you&#039;re used to playing a halfling or gnome warrior who wears full plate, don&#039;t expect your encumbrance life to be similar on a halfling or gnome monk in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let&#039;s talk about GS&#039; encumbrance paradox!&lt;br /&gt;
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[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes.&lt;br /&gt;
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Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly &#039;&#039;that&#039;&#039; much of the gap, so be warned!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar 2, 2026 Edition!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I didn&#039;t want to bog down the bullet points above by talking too much about encumbrance, which could have taken over the entire race section. In short, as of mid-January 2026, boxes drop a third as often as they used to, so encumbrance kicks in less often, but boxes also contain roughly three times as much as they used to, so once encumbrance does kick in, it kicks in much harder than it used to. You might jump from unencumbered to moderately encumbered in a single box.&lt;br /&gt;
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It might not be immediately apparent why I consider the loot changes to be impactful enough to move halflings down, half-krolvin up, and gnomes down, but not impactful enough to move giants or humans up. The answer is that the 2026 loot changes are a double-edged sword. While giants and (to a lesser extent) humans can handle the bigger boxes, that doesn&#039;t mean their containers can. For example, if you have a conventional &amp;quot;max deep&amp;quot; backpack (no epic deepening that can cost millions of silver) that holds 140 pounds and you find a 45 pound, 55 pound, and 65 pound box, you can&#039;t fit all of that inside even if your character can hold it no problem.&lt;br /&gt;
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Putting it another way, there&#039;s a point at which a character&#039;s max carrying capacity gets &amp;quot;wasted&amp;quot; because it exceeds the containers&#039; practical limits. I think giants are certainly over that. Humans aren&#039;t, necessarily, but carrying capacity can also be &amp;quot;wasted&amp;quot; in a different sense because the boxes themselves are less common. You have to be exactly on a threshold of weight at which you&#039;re saving encumbrance, which is a narrow margin in a world where encumbrance increases less incrementally before. In other words, the hit to the small races outweighs the gain to the large races as rankings go.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Placing Your Stats===&lt;br /&gt;
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At level 0, set Strength, Dexterity, and Agility high so you&#039;re at your best in combat and setting Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
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Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That&#039;s your cue to check in and decide your &amp;quot;real&amp;quot; stat placement!&lt;br /&gt;
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Here are my recommendations for each race. If you&#039;ve read Flimbo&#039;s older monk guide, a major difference between us is that he was on the side of tanking Influence while I&#039;m on the side of tanking Discipline or Intuition, which I&#039;ll explain.&lt;br /&gt;
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&#039;&#039;&#039;The Level 20 Stat Placement Tables!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
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&#039;&#039;&#039;Tanking Discipline Version &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;(Recommended!)&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||31||82||73||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||43||85||64||62||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||41||82||75||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||31||82||70||70||77||92&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||50||70||73||70||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||20||82||70||69||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||33||82||73||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||23||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||35||82||75||70||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||37||85||79||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||53||82||70||70||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||25||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||43||77||73||70||82||85&lt;br /&gt;
|}&lt;br /&gt;
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&#039;&#039;&#039;Tanking Intuition Version&#039;&#039;&#039;&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||59||82||73||41||82||92&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||70||85||62||37||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||68||82||73||44||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||58||82||70||44||77||91&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||70||70||73||50||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||58||82||71||29||83||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||59||82||73||44||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||62||82||70||32||83||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||68||82||73||39||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||62||85||77||46||83||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||68||82||70||56||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||62||82||70||35||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||70||77||73||43||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline or Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, Influence, or occasionally Logic.&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wondering what relevant things each stat does, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). +1 TD against mental spells for every 1 bonus. Increased resistance to enemy warcries. Improves tattooing ability.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[Mana#Base_Mana|starting mana]] for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #1!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there&#039;s endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don&#039;t require good Agidex like hard-hitting melee weapons.&lt;br /&gt;
&lt;br /&gt;
Once mstrikes and weapon techniques are a regular part of your monk&#039;s arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren&#039;t the majority of commands in combat.&lt;br /&gt;
&lt;br /&gt;
Overall, in my example, there&#039;s a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #2!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s also endless debate across most professions on which stat to tank out of Discipline, Intuition, and Influence. The short answer is Discipline. The long answer requires more detail.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; monks&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition ultimately provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but it&#039;s once again more trivia than useful information. Warcry defense is at least potentially relevant, but many monks will rarely, if ever, interact with it. SSR bonus is a reasonable perk because Voln is the mechanically strongest society (a point that I &#039;&#039;do&#039;&#039; concur with the majority on) and SSR bonus improves the success rate of Symbol of Sleep, arguably Voln&#039;s strongest ability, along with a couple of its others. (More on Voln in the next section!) However, Influence also grants SSR bonus.&lt;br /&gt;
&lt;br /&gt;
The main reason that few players of any profession used to tank Discipline was experience. Instant Mind Clearers from login rewards can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the Wisdom of the Ages perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between that, the Ascension system introduced in 2020 (though that&#039;s more aimed at capped characters), and of course Perfect Self, it&#039;s far easier than ever to retain the all-important 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
One aspect of Discipline that has become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. If the trend keeps up, I can reevaluate Discipline in the future. However, for now, monks--at least magical monks using Dragonscale Skin (explained in the Feats section)--have better natural defenses against mental CS spells than any build of any other profession except for a warrior or rogue who has maxed or near-maxed spells, wears full plate, and uses a shield. Even that&#039;s debatable since it&#039;s assuming the warrior or rogue has infinite exp. Either way, the point is that magical monks have so much less to worry about from enemy mental spells than almost anyone else that tanking Discipline still leaves them ahead.&lt;br /&gt;
&lt;br /&gt;
Still, what if someone is set on maxing Discipline? Maybe they really do want the mental TD, or maybe they don&#039;t stay subscribed and don&#039;t do bounties. In that case, the question goes to whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. As already mentioned, Influence improves Symbol of Sleep and other Voln symbols. It also helps a little bit with Trading bonuses and making extra silver! (More on that in the Monk Merchants section toward the end.) As a monk, thank to Glamour, you can admittedly max Trading benefit in the end even if you do tank Influence, but that&#039;s a post-cap thing and this guide is aimed at everyone.&lt;br /&gt;
&lt;br /&gt;
The main argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it&#039;s much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter).&lt;br /&gt;
&lt;br /&gt;
To put it into perspective, my capped monk Tarine, who tanked Intuition (because Wisdom of the Ages didn&#039;t exist yet), has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive a difference!&lt;br /&gt;
&lt;br /&gt;
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn&#039;t maxed her stats yet, didn&#039;t have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn&#039;t sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn&#039;t appeal to me like improving the success of the absurdly powerful Symbol of Sleep.&lt;br /&gt;
&lt;br /&gt;
Even assuming that you &#039;&#039;do&#039;&#039; want improved defense, remember that having extra silver from higher Influence lets you pay for better gear and items, which are also their &#039;&#039;own&#039;&#039; paths to improved defense--and often simultaneously to improved offense as well. Ultimately, the Intuition benefit is more narrow than the Influence benefit. That said, the Discipline benefit is even more narrow still. That&#039;s my true choice for tank stat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Also, like I said in stats, Voln makes Influence very relevant, so it&#039;s worth considering right away. Which society is right for your monk?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)&lt;br /&gt;
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This society has a bit more mechanical appeal for monks.&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist&#039;s powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.&lt;br /&gt;
&lt;br /&gt;
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.&lt;br /&gt;
&lt;br /&gt;
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most or possibly all professions.&lt;br /&gt;
&lt;br /&gt;
Like all professions, monks get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat. There&#039;s also an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits. Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.&lt;br /&gt;
&lt;br /&gt;
Voln also features two UC-specific abilities in [[Kai&#039;s Strike]] and [[Kai&#039;s Smite]]. Kai&#039;s Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don&#039;t have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.&lt;br /&gt;
&lt;br /&gt;
Kai&#039;s Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn&#039;t. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren&#039;t those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.&lt;br /&gt;
&lt;br /&gt;
The idea of Kai&#039;s Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you&#039;re not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don&#039;t benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I&#039;d say it&#039;s a net loss for anyone with at least two flares.&lt;br /&gt;
&lt;br /&gt;
The inability to turn off Kai&#039;s Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai&#039;s Strike. Sanctify takes off 5% resistance per tier, so you&#039;d get 20% resistance while keeping your flares between blesses. While Kai&#039;s Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it&#039;s not a dealbreaker.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat Primer==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-unarmedcombat&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Still figuring out how unarmed combat works? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-unarmedcombat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s go over the unarmed combat system in more detail! If you&#039;re familiar with more conventional melee combat, put that knowledge aside--a great deal of it won&#039;t apply and might even interfere with understanding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beginner Basics===&lt;br /&gt;
&lt;br /&gt;
JAB, GRAPPLE, KICK, and PUNCH are your tools of the trade. What&#039;s the difference? Have a look at this table from the unarmed combat system page.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Attack Type&lt;br /&gt;
![[Armor|AG]]&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Scale&lt;br /&gt;
!Chain&lt;br /&gt;
!Plate&lt;br /&gt;
!Base [[Roundtime|RT]]&lt;br /&gt;
!Min [[Roundtime|RT]]&lt;br /&gt;
![[Critical table|Damage Type]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Jab]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.100&lt;br /&gt;
|.075&lt;br /&gt;
|.060&lt;br /&gt;
|.050&lt;br /&gt;
|.040&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[Jab critical table (UCS)|Jab]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Punch]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.275&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.170&lt;br /&gt;
|.140&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Punch critical table (UCS)|Punch]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[GRAPPLE (verb)|Grapple]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.160&lt;br /&gt;
|.120&lt;br /&gt;
|.100&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Grapple critical table (UCS)|Grapple]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Kick]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.400&lt;br /&gt;
|.350&lt;br /&gt;
|.300&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Kick critical table (UCS)|Kick]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Weak, but fast.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power, but less of the latter than punches.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Powerful, but slow (at least by UC standards).&lt;br /&gt;
&lt;br /&gt;
The use case for punches and kicks seems clear, but why jab when it&#039;s so weak and why grapple if punches are the same speed with more strength?&lt;br /&gt;
&lt;br /&gt;
One answer that applies to both jabs and grapples is the defining component of unarmed combat: &#039;&#039;&#039;positioning&#039;&#039;&#039;. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk&#039;s position, follow the combat prompts as they appear. Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
 You attempt to jab a mezic!&lt;br /&gt;
 As you strike, a deep golden light surrounds your hands!&lt;br /&gt;
 You have &#039;&#039;&#039;decent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137&lt;br /&gt;
  ... and hit for 4 points of damage!&lt;br /&gt;
  Fast slap only reddens the cheek.&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the cue to grapple:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
As you can see, the followup was significantly more powerful. That&#039;s partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here&#039;s one more example, this time going from good to excellent:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;jab&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You exploit the momentum of your previous strike to make a stronger attack against a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146&lt;br /&gt;
  ... and hit for 15 points of damage!&lt;br /&gt;
  Blow to kidney!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
 &lt;br /&gt;
 [2 seconds later...]&lt;br /&gt;
 &lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;excellent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158&lt;br /&gt;
  ... and hit for 48 points of damage!&lt;br /&gt;
  Powerful tug pulls right hip, and leg, free of the socket!&lt;br /&gt;
   A mezic falls to the ground grasping her mangled right leg!&lt;br /&gt;
 Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
This time the jab started at good positioning because of Rolling Krynch Stance (more on that in the Martial Stances section), but the followup grapple was still far more powerful. Tiering up is crucial!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting highlights can help! Since the text prompt is...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...you can either create four highlights for each individual message or create a highlight for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup&amp;lt;/font&amp;gt;, then four more highlights for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;jab attack!&amp;lt;/font&amp;gt; and the others.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, in unarmed combat&#039;s &#039;&#039;&#039;most basic form&#039;&#039;&#039; at the lowest levels, the use cases for each attack type are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning. &lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Only when needed to tier up.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Deliver a finishing blow during excellent positioning.&lt;br /&gt;
&lt;br /&gt;
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples. We&#039;ll get into that later, but first let&#039;s keep exploring the basics to lay the foundation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UAF, UDF, and MM===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to GemStone&#039;s AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a mezic!&lt;br /&gt;
 You have good positioning against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s look at an even more extreme example that doesn&#039;t go as well:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a spectral shade!&lt;br /&gt;
 You have good positioning against a spectral shade.&lt;br /&gt;
  UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102&lt;br /&gt;
  ... and hit for 1 point of damage!&lt;br /&gt;
  The spectral shade shakes off a weak arm grab.&lt;br /&gt;
&lt;br /&gt;
This is why I say you have to ignore what you know about AS-based combat.&lt;br /&gt;
&lt;br /&gt;
UAF isn&#039;t completely irrelevant, but the more important numbers are UDF and the &#039;&#039;&#039;multiplier modifier&#039;&#039;&#039; (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.&lt;br /&gt;
&lt;br /&gt;
What does that mean in practice? Higher lows and lower highs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rare that a monk outright &#039;&#039;couldn&#039;t possibly&#039;&#039; hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.&lt;br /&gt;
&lt;br /&gt;
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes&#039; stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is the number that drops so low in defensive that it can even become negative! This used to occasionally trip up Saraphenia&#039;s player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it&#039;s often easier to figure out that you&#039;re in the wrong stance because everything&#039;s failing to hit; that was how I&#039;d take notice and Leafi would tell Phenia to fix up her stance.&lt;br /&gt;
&lt;br /&gt;
Also unlike AS-based melee attacks, lying down not only doesn&#039;t reduce your UAF, but also doesn&#039;t even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you&#039;re not paying attention, you could be fighting from your back and not even know it! You&#039;d find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. Those can&#039;t be done from the ground.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release &#039;&#039;enemy creatures&#039;&#039; who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mstrikes===&lt;br /&gt;
&lt;br /&gt;
As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you&#039;ll eventually be able to use mstrikes or weapon techniques. (I&#039;ll refer to these as &amp;quot;techniques&amp;quot; from here on. Despite the name, the brawling &amp;quot;weapon techniques&amp;quot; don&#039;t require weapons--unless you&#039;re thinking of your monk&#039;s hands and feet as weapons!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are your means to fit more attacks into less time.&lt;br /&gt;
&lt;br /&gt;
Covering mstrikes first!&lt;br /&gt;
&lt;br /&gt;
Mstrikes with no target specified, AKA &#039;&#039;&#039;unfocused mstrikes&#039;&#039;&#039;, can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA &#039;&#039;&#039;focused mstrikes&#039;&#039;&#039;, can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.&lt;br /&gt;
&lt;br /&gt;
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you&#039;re at decent positioning against them and attacking them for the first time. Once you&#039;re into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.&lt;br /&gt;
&lt;br /&gt;
Mstrikes &#039;&#039;sort of&#039;&#039; have a cooldown after use, which is 15-20 seconds or so (depending on training). When on &amp;quot;cooldown,&amp;quot; you &#039;&#039;can&#039;&#039; still mstrike, but they&#039;ll consume a good chunk of stamina. (I can&#039;t give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.&lt;br /&gt;
&lt;br /&gt;
Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it&#039;ll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk&#039;s life, especially if you&#039;re a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn&#039;t increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fury and Clash===&lt;br /&gt;
&lt;br /&gt;
The unarmed combat assault technique is &#039;&#039;&#039;[[Fury]]&#039;&#039;&#039;, which you learn with 25 ranks of Brawling (level 11). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There&#039;s no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it&#039;s not a major selling point.&lt;br /&gt;
&lt;br /&gt;
The AoE unarmed combat technique is &#039;&#039;&#039;[[Clash]]&#039;&#039;&#039;, which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn&#039;t include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist &#039;&#039;before&#039;&#039; Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities &#039;&#039;and&#039;&#039; seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.&lt;br /&gt;
&lt;br /&gt;
Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can&#039;t be used while they&#039;re on cooldown. They do have separate cooldown timers, so you can alternate between them.&lt;br /&gt;
&lt;br /&gt;
However, you can&#039;t alternate mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you &#039;&#039;can&#039;&#039; use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it&#039;ll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn&#039;t intend for players to insert mstrikes into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)&lt;br /&gt;
&lt;br /&gt;
RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it&#039;ll execute them as 2 RT, 2 RT, and 1 RT.&lt;br /&gt;
&lt;br /&gt;
Compared to focused mstrikes, Fury&#039;s structure has upsides and downsides. One upside is that you&#039;ll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can &#039;&#039;also&#039;&#039; interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It&#039;s also less likely that your target will be dead as soon your command gets sent to the server since attacks don&#039;t happen all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Twin Hammerfists and Spin Kick===&lt;br /&gt;
&lt;br /&gt;
The other two UC techniques are &#039;&#039;&#039;[[Twin Hammerfists]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Spin Kick]]&#039;&#039;&#039;, respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won&#039;t lock you out of them.&lt;br /&gt;
&lt;br /&gt;
Twin Hammerfists is an [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! At only 2 RT and 7 stamina, it&#039;s a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.&lt;br /&gt;
&lt;br /&gt;
Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it&#039;s an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn&#039;t a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If highlighting tier up opportunities goes well for you, then &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;You could use this opportunity to Spin Kick!&amp;lt;/font&amp;gt; is another message to consider highlighting from level 35-36 on!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beyond Basics: Synchronizing Everything===&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.&lt;br /&gt;
&lt;br /&gt;
However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let&#039;s put everything together into a cohesive whole.&lt;br /&gt;
&lt;br /&gt;
Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot (&amp;quot;flare slot&amp;quot;), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of a Twin Hammerfists firing off three flares:&lt;br /&gt;
&lt;br /&gt;
 Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist&lt;br /&gt;
 [SMR result: 316 (Open d100: 89, Bonus: 107)]&lt;br /&gt;
 Perfectly executed strike to the crimson angargeist&#039;s back!  It staggers!&lt;br /&gt;
 The attack exposes a vulnerability in a roiling crimson angargeist&#039;s defenses!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps emit a searing bolt of lightning! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Hard shot to the crimson angargeist&#039;s back sends it drifting forward!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps spray forth a shower of pure water! **&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Incredible strike to the crimson angargeist&#039;s back smashes through the chest!&lt;br /&gt;
   Too bad it melts back together.&lt;br /&gt;
 Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.&lt;br /&gt;
 &lt;br /&gt;
 ** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **&lt;br /&gt;
 &lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Strong strike splits the belly open, revealing ghostly organs.&lt;br /&gt;
   Haggis anyone?&lt;br /&gt;
&lt;br /&gt;
The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it&#039;s a great illustration because of the particulars.&lt;br /&gt;
&lt;br /&gt;
First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk&#039;s entire life. That&#039;s the least interesting thing to say here, though.&lt;br /&gt;
&lt;br /&gt;
The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water.&lt;br /&gt;
&lt;br /&gt;
Angargeists are non-corporeal undead. Normally Kai&#039;s Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn&#039;t allow for one-shotting it; you have to take out its entire health pool.&lt;br /&gt;
&lt;br /&gt;
2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you&#039;re fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.&lt;br /&gt;
&lt;br /&gt;
Speaking of uncrittable creatures or creatures you&#039;re otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a more nuanced look at the unarmed combat core attack types than before:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can&#039;t hit a foe who&#039;s already downed, so it&#039;s not repeatable.)&lt;br /&gt;
* The fastest means of tiering up with single strikes.&lt;br /&gt;
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.&lt;br /&gt;
* Poor as the specified command of a Fury or mstrike since they have little or (usually) no speed advantage over the other commands in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.&lt;br /&gt;
* The best aimed attack at excellent positioning. I&#039;m not particularly a fan of aimed UC attacks for reasons we&#039;ll delve into later, but it is there.&lt;br /&gt;
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.&lt;br /&gt;
* Poor as the specified command of an unfocused mstrike or Clash since it&#039;s unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but can&#039;t help tier up.)&lt;br /&gt;
* Good against individual threatening creatures that need to be slowed down.&lt;br /&gt;
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.&lt;br /&gt;
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The best finishing blow at excellent positioning per hit.&lt;br /&gt;
* The highest damage output per hit.&lt;br /&gt;
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or exactly as fast as the other commands.)&lt;br /&gt;
* Poor at tiering up with single strikes. (Same as above.)&lt;br /&gt;
&lt;br /&gt;
In short, pick the right tool for the right job. They can all be the right tool at times!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Macros and Aliases===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Grapple&lt;br /&gt;
* Punch&lt;br /&gt;
* Kick&lt;br /&gt;
* Weapon Twinhammer&lt;br /&gt;
* Weapon Fury [Grapple/Punch/Kick (depending on your level, training, specialization, and preference)]&lt;br /&gt;
* Weapon Spinkick&lt;br /&gt;
* Mstrike Grapple&lt;br /&gt;
* Mstrike Punch&lt;br /&gt;
* Mstrike Kick&lt;br /&gt;
* Mstrike Grapple Target&lt;br /&gt;
* Mstrike Punch Target&lt;br /&gt;
* Mstrike Kick Target&lt;br /&gt;
&lt;br /&gt;
For macros, this just means tying each one you care about to a single key press. You can configure them in Options -&amp;gt; Macros if using [[Wrayth]].&lt;br /&gt;
&lt;br /&gt;
For Lich aliases, I&#039;ve set mine as jj for jab, gg for grapple, pp for punch, kk for kick, twin for Twin Hammerfists, utf for Fury Grapple (stands for &amp;quot;unarmed technique Fury&amp;quot;), uts for Spin Kick, mg for mstrike grapple, mp for mstrike punch, and mk for mstrike kick. I could create things like an mkt alias for mstrike kick target if I wanted, but in that case I just type out &amp;quot;mk target&amp;quot; or &amp;quot;mk [target noun].&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your monk&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
&lt;br /&gt;
These are skills you consistently train with little to no deviation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Brawling]]&#039;&#039;&#039;: Max every level.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more stamina early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more DS early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Combat Maneuvers as Core Skills?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I&#039;d say &#039;&#039;roughly&#039;&#039; 1x minimum is mandatory and you&#039;ll almost certainly want far more than that early on. However, philosophically, I don&#039;t consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That&#039;s why it&#039;s in the Breakpoint Skills section below!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Breakpoint Skills===&lt;br /&gt;
&lt;br /&gt;
Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]]&#039;&#039;&#039;: One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn&#039;t that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it&#039;s also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you&#039;re going self-spelled. Up to you!&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and &#039;&#039;possibly&#039;&#039; 90 or 100. The good technique breakpoints are 10, 24, 50, and &#039;&#039;possibly&#039;&#039; 100. If you&#039;re using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Mental]] up to 13 or 16 ranks&#039;&#039;&#039;: The major early benchmarks are [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I&#039;m not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body&#039;s stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.&lt;br /&gt;
* &#039;&#039;&#039;[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore&#039;&#039;&#039;: To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why anyone would train to account for the mstrike MOC thresholds &#039;&#039;and&#039;&#039; the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.&lt;br /&gt;
&lt;br /&gt;
My monk, Sariara, preferred Fury in most hunts while leveling, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don&#039;t even get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I&#039;ll discuss in the Offensive Specialization section.&lt;br /&gt;
&lt;br /&gt;
However, Clash is a very weak AoE technique compared to unfocused mstrikes. Mstrikes&#039; bonus jab allows double the number of attacks for the first engagement with the enemy, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she would use focused mstrikes for single targets, even though they&#039;re slightly weaker than Fury because of her Grapple Specialization, since that left the unfocused mstrike option open for battling hordes.&lt;br /&gt;
 &lt;br /&gt;
Your MOC training plan doesn&#039;t need to assume that mstrikes or techniques are either/or!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Niche Skills===&lt;br /&gt;
&lt;br /&gt;
Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]] and [[Mental Mana Control]]&#039;&#039;&#039;: Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game &#039;&#039;unless&#039;&#039; you&#039;re surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Monks get immense value out of at least the first 20 ranks. See the Trade Secrets section!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s more expensive than First Aid. Slightly reduces duration of stuns, but monks don&#039;t get stunned very often. Like First Aid, I recommend it during the first 19 levels. Afterward, train it only if you want to excel at skinning bounties &#039;&#039;and&#039;&#039; have already trained First Aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk mana sharing breakpoints!&lt;br /&gt;
&lt;br /&gt;
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.&lt;br /&gt;
&lt;br /&gt;
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.&lt;br /&gt;
&lt;br /&gt;
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.&lt;br /&gt;
&lt;br /&gt;
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.&lt;br /&gt;
&lt;br /&gt;
Just remember: 5, 7, 10, 24!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at 24 mana control, consider going to 25! This unlocks [[Multicast|multicasting]], the ability to cast a buff spell twice in one cast. For self-cast spells, that&#039;ll take you to full duration in 3 RT instead of 6, which is nice quality of life!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
&lt;br /&gt;
Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
&lt;br /&gt;
Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midgame and Later Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]] at half your level&#039;&#039;&#039;: After you&#039;re finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you&#039;re still not feeling hardy enough.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Spiritual]] up to 2 or 7 ranks&#039;&#039;&#039;: I&#039;d ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It&#039;s very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you&#039;re a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that&#039;s all the way at 20 ranks.) If you don&#039;t want to rely on the invoker or others, I&#039;d say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.&lt;br /&gt;
* &#039;&#039;&#039;Minor Mental up to 20 or 25 ranks&#039;&#039;&#039;: [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #4: The Spirit Barrier Irony!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! &#039;&#039;Lowering&#039;&#039; your UAF in exchange for increasing your DS via Spirit Barrier isn&#039;t nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren&#039;t like (weapon-using) rangers who would find trading &#039;&#039;AS&#039;&#039; for DS completely untenable. This spell can be worth a second look!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Post-Cap Skills===&lt;br /&gt;
&lt;br /&gt;
Eventually you can train everything if you play long enough, but here are some considerations for what to prioritize if or when you reach post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Edged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that&#039;s not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can&#039;t be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery is another possibility for diversifying. Unlike with katars, AS-based &#039;&#039;ranged&#039;&#039; attacks don&#039;t necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren&#039;t exactly &#039;&#039;poor&#039;&#039; at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Item Use]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Supplementing DS with [[small statue]]s is eventually a good idea for every profession and MIU bolsters their duration. (As a historical note, MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta&#039;Faendryl, the Ruined Temple, or the Sanctum of Scales. However, that&#039;s largely immaterial these days. [[Spell sever]] has supplanted spellburst in newer capped hunting grounds like the Hinterwilds, Moonsedge Castle, and the Hive--and, although these are technically Ascension grounds aimed at far post-cap characters, monks are able to do well in them long before other professions, including even at fresh cap, due to the unique qualities of unarmed combat.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual up to 20 or 40 ranks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It&#039;ll become apparent enough when that&#039;s the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I&#039;m fairly certain that my second monk Sariara never will. Voln already offers a fine substitute for fogging, Wall of Force isn&#039;t what it used to be when it had no cooldown, and having fewer spell ranks means more redux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental up to 48 or 50 ranks (or beyond)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they&#039;re more for hunting things like bandits and pirates or just messing around than for casting in &amp;quot;real&amp;quot; hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I&#039;ll elaborate further there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secret Sauce of Lores===&lt;br /&gt;
&lt;br /&gt;
This section contains tables to visualize lore thresholds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Telepathy Ranks&#039;&#039;&#039;||0||6||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039;&amp;lt;/font&amp;gt;||80||150&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mind Over Body Stamina Reduction&#039;&#039;&#039;||20%||25%||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;35%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Green&amp;lt;/font&amp;gt;&#039;&#039;&#039;: The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.&lt;br /&gt;
&lt;br /&gt;
Aside from Mind Over Body, a couple of Telepathy&#039;s more minor claims to fame for monks include:&lt;br /&gt;
&lt;br /&gt;
* 25 ranks allow [[Soothing Word (1201)|Soothing Word]] to remove sheer fear and grant 30 seconds of immunity to it&lt;br /&gt;
* 15, 45, and 90 ranks improve the spawn rate of [[Provoke (1235)|Provoke]]&lt;br /&gt;
&lt;br /&gt;
You can work around sheer fear in other ways by being in Voln or getting your robes sanctified, but the Soothing Word option exists.&lt;br /&gt;
&lt;br /&gt;
Provoke is an interesting niche, but not a major selling point in my eyes. Training 35 Minor Mental ranks asks a ton pre-cap and Provoke becomes less effective the more people are hunting in an area. Most capped hunting grounds are either very crowded, so Provoke does little, or they&#039;re not crowded because they&#039;re extremely dangerous, which makes Provoke a bad idea.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 2&#039;&#039;&#039;||&#039;&#039;&#039;Level 5&#039;&#039;&#039;||&#039;&#039;&#039;Level 15&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Full leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforced leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Double leather||Leather breastplate||Cuirbouilli leather||Studded leather&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||||Double leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Leather breastplate&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Cuirbouilli leather||Studded leather||Brigandine&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||||||Cuirbouilli leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Studded leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Brigandine&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||||||||Brigandine||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Double chain&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||||||||Double chain||Augmented chain&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||||||||Chain hauberk&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;105 Transformation&amp;lt;/font&amp;gt;|||||||||||||Metal breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;140 Transformation&amp;lt;/font&amp;gt;|||||||||||||Augmented breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;180 Transformation&amp;lt;/font&amp;gt;|||||||||||||Half plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You&#039;ll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it &#039;&#039;is&#039;&#039; amazing and I recommend it highly for a magical monk--I&#039;d consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won&#039;t be the majority of my readers.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Pink&#039;&#039;&#039;&amp;lt;/font&amp;gt;: My recommendations for which levels to meet which Iron Skin thresholds if you&#039;re undecided. You have more leeway at level 50 on to push lores higher, so I&#039;ve highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.&lt;br /&gt;
&lt;br /&gt;
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell&#039;s effect has improved over the previous breakpoint.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||&#039;&#039;&#039;Dragonclaw UAF Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Brace Disarm Rate&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0||10||25%&lt;br /&gt;
|-&lt;br /&gt;
||1||11||&lt;br /&gt;
|-&lt;br /&gt;
||3||12||27%&lt;br /&gt;
|-&lt;br /&gt;
||6||13||&lt;br /&gt;
|-&lt;br /&gt;
||7||||29%&lt;br /&gt;
|-&lt;br /&gt;
||10||14||&lt;br /&gt;
|-&lt;br /&gt;
||12||||31%&lt;br /&gt;
|-&lt;br /&gt;
||15||15||&lt;br /&gt;
|-&lt;br /&gt;
||18||||33%&lt;br /&gt;
|-&lt;br /&gt;
||21||16||&lt;br /&gt;
|-&lt;br /&gt;
||25||||35%&lt;br /&gt;
|-&lt;br /&gt;
||28||17||&lt;br /&gt;
|-&lt;br /&gt;
||33||||37%&lt;br /&gt;
|-&lt;br /&gt;
||36||18||&lt;br /&gt;
|-&lt;br /&gt;
||42||||39%&lt;br /&gt;
|-&lt;br /&gt;
||45||19||&lt;br /&gt;
|-&lt;br /&gt;
||52||||41%&lt;br /&gt;
|-&lt;br /&gt;
||55||20||&lt;br /&gt;
|-&lt;br /&gt;
||63||||43%&lt;br /&gt;
|-&lt;br /&gt;
||66||21||&lt;br /&gt;
|-&lt;br /&gt;
||75||||45%&lt;br /&gt;
|-&lt;br /&gt;
||78||22||&lt;br /&gt;
|-&lt;br /&gt;
||88||||47%&lt;br /&gt;
|-&lt;br /&gt;
||91||23||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn&#039;t make a huge difference. Brace, on the other hand, can be impactful &#039;&#039;if&#039;&#039; you&#039;re getting hit by physical attacks. I wouldn&#039;t go out of my way to push Transformation for Brace alone, but if you&#039;re already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we&#039;ll look at in the Meditation Resistance section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Training Snapshots===&lt;br /&gt;
&lt;br /&gt;
For illustration and discussion purposes, here&#039;s what my most recent monk Sariara has looked like at various level thresholds--or, in the case of level 30, what she &#039;&#039;should&#039;&#039; have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Level 20&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 40&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 60&#039;&#039;&#039;||&#039;&#039;&#039;Level 70&#039;&#039;&#039;||&#039;&#039;&#039;Level 80&#039;&#039;&#039;||&#039;&#039;&#039;Level 90&#039;&#039;&#039;||&#039;&#039;&#039;Level 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||0||0||0||0||0||0||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||24||48||74||100||114||134||134||144||144&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||44||65||85||105||125||149||165||187||207&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||24||35||55||55||55||55||55||60||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||44||64||84||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||44||64||125||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||10||10||10||10||20||20||38||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||5||5||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||15||15||15||15||15||15||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||20||30||40||50||60||72||82||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||10||10||10||20||20||40||40||60||60&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||10||10||10||10||10||10||40||0||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||20||30||20||25||30||35||40||42||42&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||40||43||42||48||60||72||83||95||167&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039;||0||0||0||0||3||3||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Mental&#039;&#039;&#039;||12||13||14||16||20||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;(spare TPs)&#039;&#039;&#039;||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s break down some of the more unusual things you might notice!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I could have done the one rank of Two Weapon Combat much sooner, but didn&#039;t particularly feel the need for the quick DS.&lt;br /&gt;
&lt;br /&gt;
Combat Maneuvers are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.&lt;br /&gt;
&lt;br /&gt;
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she&#039;d maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM &#039;&#039;is&#039;&#039; her second post-cap goal, finally; it&#039;s currently at 190 as she approaches 8.6m experience.)&lt;br /&gt;
&lt;br /&gt;
Max Brawling, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.&lt;br /&gt;
&lt;br /&gt;
Physical Fitness and Dodging are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks&#039; training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
I took a little bit of early Harness Power, then slacked off for a while, then finally only began pushing it in the late game as an efficient way to wear more spells in &#039;&#039;spellburst&#039;&#039; hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90).&lt;br /&gt;
&lt;br /&gt;
I started First Aid relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She eventually picked it back up post-cap, but the table only shows up to fresh 100.&lt;br /&gt;
&lt;br /&gt;
Swimming and Climbing are skills that you might not need at fresh cap if you intend to stick to a specific hunting ground for a long time. I dropped Swimming since the Sanctum doesn&#039;t have any water and the only swimming in the Hinterwilds can be bypassed with Water Walking or Symbol of Return (among other options), but hunters of the Atoll, Ruined Temple, or Sailor&#039;s Grief would want it. Conversely, I kept Climbing because the Sanctum has a pretty tough check, but various other hunting grounds don&#039;t. For where Saria&#039;s currently at long after the initial publication of this guide, she could actually skip both Swimming and Climbing.&lt;br /&gt;
&lt;br /&gt;
Saria heavily pushed Trading early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated.) Similar story for Minor Mental, which came out of the gate fast, then inched to 20 at level 60 and stayed there.&lt;br /&gt;
&lt;br /&gt;
Level 30 and 100 spare TPs are there because I was hoarding for the next MOC thresholds while level 70 spare TPs are there because I was hoarding for the 20 Minor Spiritual threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn&#039;t care about any of the in-between spells, so might as well preserve higher redux until then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Exclusive Choices==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meditation Resistance===&lt;br /&gt;
&lt;br /&gt;
One neat monk perk I haven&#039;t mentioned yet is that their [[Verb:MEDITATE#Damage_Resistance|MEDITATE verb]] allows them to gain resistance to one selected damage type! It offers 10% resistance to start, then improves at these thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||0||1||3||6||10||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;15&amp;lt;/font&amp;gt;&#039;&#039;&#039;||21||28||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;36&amp;lt;/font&amp;gt;&#039;&#039;&#039;||45||55||66||78||91&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||10%||12%||14%||16%||18%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;20%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||22%||24%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;26%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||28%||30%||32%||34%||36%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And if you decide to go ham post-cap with Ascension and enhancives:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||38%||40%||42%||44%||46%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted 15 and 36 Transformation because 20% and 26% (translation: &amp;quot;25% or more&amp;quot;) are extremely notable benchmarks. I &#039;&#039;could&#039;&#039; fully elaborate, but people who aren&#039;t Whirlin and me would probably get bored to tears by the rows and charts I&#039;d need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV&#039;s crit system, and how it relates to order of operations with redux and crit padding.&lt;br /&gt;
&lt;br /&gt;
Suffice it to say this:&lt;br /&gt;
&lt;br /&gt;
Because of rounding and the nature of GSIV crits, it wouldn&#039;t be merely &#039;&#039;underestimating&#039;&#039; 20% and 25% resistance to say that they&#039;re twice as effective or two and a half times as effective as 10% resistance, but &#039;&#039;completely off base&#039;&#039; by orders of magnitude. The upgrade is huge.&lt;br /&gt;
&lt;br /&gt;
That said, which damage type should you resist? You can change your type any time, but these jump out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold&#039;&#039;&#039;: Useful for Icemule-based hunting at various levels.&lt;br /&gt;
* &#039;&#039;&#039;Crush&#039;&#039;&#039;: A very common damage type, like all physical damage types. Particularly helpful for gigantic creatures that fall on you as they die.&lt;br /&gt;
* &#039;&#039;&#039;Electrical&#039;&#039;&#039;: The most lethal damage type, albeit somewhat rare. If you&#039;re hunting creatures that use it, though, protect yourself!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;: Useful for Teras Isle, among other specific areas.&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Great against various rock-themed creatures or shield-using creatures, among some others.&lt;br /&gt;
* &#039;&#039;&#039;Puncture&#039;&#039;&#039;: Another common physical damage type. Very deadly if it hits the eyes even on a fairly tame enemy attack, so 20% or 25% resistance will help immensely.&lt;br /&gt;
* &#039;&#039;&#039;Slash&#039;&#039;&#039;: The last of the common physical damage types. Probably the least impressive in a vacuum, but it &#039;&#039;is&#039;&#039; very common.&lt;br /&gt;
&lt;br /&gt;
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!&lt;br /&gt;
&lt;br /&gt;
The only damage types I&#039;d generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn&#039;t stop that aspect. Still, if you&#039;re in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything&#039;s worth considering in the right context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Grapple Specialization]], [[Kick Specialization]], and [[Punch Specialization]], which each improve their respective attacks, but which is right for you? I&#039;ll write about each one as if it&#039;s maxed, but during the earliest levels, these ramp up by gaining 20% of their max effectiveness per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. &amp;quot;Before&amp;quot; is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists.&lt;br /&gt;
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone.&lt;br /&gt;
* If you love Fury or hate setups, this could be the specialization for you!&lt;br /&gt;
* In a vacuum, grapples aren&#039;t ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.&lt;br /&gt;
* Grapple Specialization has little to offer if you exclusively use mstrikes. &amp;quot;Exclusively&amp;quot; is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Turns your [[Spin Kick]] into two Spin Kicks!&lt;br /&gt;
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It&#039;s great fun and can save you in situations where the other two specializations couldn&#039;t.&lt;br /&gt;
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it&#039;s flat out the best mstrike option.&lt;br /&gt;
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven&#039;t become as fast as they&#039;ll eventually be and Spin Kick might not even be an option yet (pre-level 35-36).&lt;br /&gt;
* While Spin Kick performs exceptionally well against like-level foes, it&#039;s not nearly as good against overleveled ones for two reasons: it&#039;s less likely to succeed and you&#039;re much more incentivized to disable those foes immediately. If they don&#039;t attack, you don&#039;t evade, so you don&#039;t Spin Kick.&lt;br /&gt;
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Punch Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.&lt;br /&gt;
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn&#039;t a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.&lt;br /&gt;
* Despite the above, the buff to Clash being minor doesn&#039;t matter if the monk isn&#039;t using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can&#039;t bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specialization Sidebar: Mstrikes with Specified Attack Types!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In case it isn&#039;t clear or in case going into math would be helpful...&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mstrike kick&#039;&#039;&#039; becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike punch&#039;&#039;&#039; can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they&#039;re slower because your Agidex isn&#039;t up to par, punches can still win overall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike grapple&#039;&#039;&#039; is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.&lt;br /&gt;
&lt;br /&gt;
In short...&lt;br /&gt;
&lt;br /&gt;
Use mstrike kick if you&#039;re a high Agidex race who&#039;s at or close to the peak of your Agidex growth.&lt;br /&gt;
&lt;br /&gt;
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you&#039;re a moderate Agidex race or a high Agidex race not yet near your peak, you&#039;re against foes in armor lighter than chain, and you trained Grapple Specialization, but you&#039;re in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)&lt;br /&gt;
&lt;br /&gt;
Use mstrike punch if neither of the above applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I&#039;ve been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).&lt;br /&gt;
&lt;br /&gt;
As for Punch Specialization, I wouldn&#039;t honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn&#039;t necessarily wrong either.&lt;br /&gt;
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===Defensive Specialization===&lt;br /&gt;
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Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one&#039;s a lot easier than the last!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Block Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they&#039;re expensive to train, monks can&#039;t learn shield skills, and shields significantly decrease their MM.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Parry Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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At max, a +15% chance to parry melee or ranged attacks--assuming you have [[Brace (1214)|Brace]] active. After parrying, it gives a 25% chance of gaining the [[Counter]] effect, which means your next attack has 1 less RT and costs 25% less stamina (if applicable). This might sound neat until it&#039;s compared to...&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say &amp;quot;Brawling&amp;quot; because I&#039;m not even limiting this to unarmed combat. Even if you&#039;re using brawling &#039;&#039;weapons&#039;&#039; like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)&lt;br /&gt;
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===Martial Stances===&lt;br /&gt;
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Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let&#039;s review them.&lt;br /&gt;
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&#039;&#039;&#039;[[Duck and Weave]]&#039;&#039;&#039;:&lt;br /&gt;
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The most flavorful martial stance.&lt;br /&gt;
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Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.&lt;br /&gt;
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This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker&#039;s AS and weapon type have to be good enough compared to the defending creature&#039;s DS and armor type to do meaningful damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Delightful, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Flurry of Blows]]&#039;&#039;&#039;:&lt;br /&gt;
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The screen scrolliest martial stance.&lt;br /&gt;
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Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.&lt;br /&gt;
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When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren&#039;t good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn&#039;t say it comes close to being worthwhile.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Again, great fun, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Inner Harmony]]&#039;&#039;&#039;:&lt;br /&gt;
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The most wasted potential of martial stances.&lt;br /&gt;
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At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you&#039;d most want to remove are exactly the ones you can&#039;t because you can&#039;t use Inner Harmony while bound or RT-locked. [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]] this definitely isn&#039;t!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I appreciate the idea behind this stance, but it has little to no appeal in practice.&lt;br /&gt;
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&#039;&#039;&#039;[[Rolling Krynch Stance]]&#039;&#039;&#039;:&lt;br /&gt;
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Almost surely the best martial stance for UC monks.&lt;br /&gt;
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This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won&#039;t kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least &#039;&#039;might&#039;&#039; kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap.&lt;br /&gt;
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When I wrote that monks rarely one-shot creatures, that&#039;s true in a vacuum, but Rolling Krynch can at least open that door for them.&lt;br /&gt;
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Bottom line: the less time you spend in decent positioning, the better off you are, and that&#039;s what Rolling Krynch offers.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.&lt;br /&gt;
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&#039;&#039;&#039;[[Slippery Mind]]&#039;&#039;&#039;:&lt;br /&gt;
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The most defensive martial stance.&lt;br /&gt;
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When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you&#039;re in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don&#039;t avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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This stance is simple, but really good, offering two lines of defense against a monk&#039;s biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I&#039;d say it&#039;s the very best for a weapon-wielding monk in robes!&lt;br /&gt;
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&#039;&#039;&#039;[[Stance of the Mongoose]]&#039;&#039;&#039;:&lt;br /&gt;
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The most &amp;quot;almost got there&amp;quot; martial stance.&lt;br /&gt;
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This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you&#039;re running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you&#039;re doing that, thank you for making it this far into the guide for reasons I don&#039;t understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.&lt;br /&gt;
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If you&#039;re a more typical unarmed combat monk, the good news is that Stance of the Mongoose&#039;s retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it&#039;s always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it&#039;ll pick the tier up type.&lt;br /&gt;
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That last bit might sound good--and, truthfully, it &#039;&#039;is&#039;&#039; good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it&#039;s not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That&#039;s not necessarily saying much; I&#039;d put it distantly behind Rolling Krynch Stance and Slippery Mind. If you&#039;re running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I&#039;m not knocking wildly niche monks. Many of my characters who &#039;&#039;aren&#039;t&#039;&#039; monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I&#039;m torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and &#039;&#039;can&#039;&#039; have immense defensive gain!)&lt;br /&gt;
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This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you&#039;re doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the &#039;&#039;creatures&#039;&#039; do--things you&#039;re actively trying to prevent them from doing, no less!--and, for that matter, only &#039;&#039;some&#039;&#039; of them do it and only &#039;&#039;some&#039;&#039; of the time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Striking Asp Stance]]&#039;&#039;&#039;:&lt;br /&gt;
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The best... uh... PvP martial stance?&lt;br /&gt;
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[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.&lt;br /&gt;
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Whoever this stance might be good for--if anyone, because I&#039;m not convinced it&#039;s worthwhile in any context other than PvP duels--it&#039;s not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp&#039;s own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs&#039; worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp&#039;s reduced stamina cost.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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No.&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Acrobat&#039;s Leap]]&#039;&#039;&#039;:&lt;br /&gt;
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Useful for short races to make up the height gap.&lt;br /&gt;
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&#039;&#039;&#039;[[Bearhug]]&#039;&#039;&#039;:&lt;br /&gt;
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Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that &#039;&#039;are&#039;&#039; so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don&#039;t necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. It&#039;s also a bit worse for small races, but, since it&#039;s an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first.&lt;br /&gt;
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Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you&#039;re already using them!&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a need of controlling the enemy hordes so you can systematically pick them off.&lt;br /&gt;
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&#039;&#039;&#039;[[Burst of Swiftness]]&#039;&#039;&#039;:&lt;br /&gt;
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You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
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If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don&#039;t recommend using it until you have at least four ranks since the cooldown is very long before then.&lt;br /&gt;
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If your monk is a fast race, there&#039;s still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar &#039;&#039;mstrikes&#039;&#039;&#039; don&#039;t get faster than 5 seconds regardless of Agidex.) &lt;br /&gt;
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&#039;&#039;&#039;[[Cheapshots]]&#039;&#039;&#039;:&lt;br /&gt;
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I love this suite of disabling skills on rogues and bards, but I don&#039;t think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can&#039;t, Cheapshots won&#039;t either since they&#039;re all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I&#039;d rather get Bearhug or Coup de Grace.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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I like two or three ranks to slightly shore up TD weaknesses if you can spare the points, but it&#039;s not mandatory by any means.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Mobility]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points &#039;&#039;are&#039;&#039; a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.&lt;br /&gt;
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&#039;&#039;&#039;[[Coup de Grace]]&#039;&#039;&#039;:&lt;br /&gt;
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A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.&lt;br /&gt;
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The AS/UAF buff isn&#039;t what matters (at least for solo UC-oriented monks; it&#039;s amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can&#039;t be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup&#039;s insta-kill, so it&#039;s another helpful option in your toolbox.&lt;br /&gt;
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&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
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Even though UAF attacks &#039;&#039;can&#039;&#039; power through turtled creatures, turning that &amp;quot;can&amp;quot; into &amp;quot;most likely&amp;quot; is ideal. Feint is the premier combat maneuver for lowering enemies&#039; stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier.&lt;br /&gt;
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&#039;&#039;&#039;[[Hamstring]]&#039;&#039;&#039;:&lt;br /&gt;
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I mention this for the katar builds. Hamstring can only be used with an edged weapon, but it&#039;s a devastatingly powerful setup-and-damage maneuver all in one. Two Weapon Combat characters will find it even more exceptional.&lt;br /&gt;
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&#039;&#039;&#039;[[Ki Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver&#039;s wiki page recommends it if you aren&#039;t using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.&lt;br /&gt;
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That said, the stamina cost to use it too often &#039;&#039;is&#039;&#039; real, even with Mind Over Body, so you&#039;ll need heavy Physical Fitness training. It&#039;s more of a midgame or late game skill to me.&lt;br /&gt;
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Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don&#039;t cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.&lt;br /&gt;
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&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
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You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
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I&#039;d consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge&#039;s cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you&#039;re willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Further Character Progression==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats, meditating, or upgrading your monk&#039;s gear later? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
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Monks gain new abilities called Feats at various levels, which are as follows:&lt;br /&gt;
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====Level 0 Monk Feat - [[Kroderine Soul]]====&lt;br /&gt;
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Kroderine Soul is an opt-in feat that I won&#039;t cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.&lt;br /&gt;
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In exchange, before level 30, you can&#039;t learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I&#039;ll explain in the level 30 feat section.&lt;br /&gt;
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====Level 0 Monk Feat - [[Martial Mastery]]====&lt;br /&gt;
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After you&#039;ve maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two &#039;&#039;additional&#039;&#039; weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I&#039;ll explain that too in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
While Martial Mastery is technically learned automatically from level 0, most monks won&#039;t make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I&#039;ll speak more about that in the Odds and Ends section discussing builds off the beaten path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 20 Monk Feat - [[Mystic Tattoo]]====&lt;br /&gt;
&lt;br /&gt;
Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from &#039;&#039;[[Stock_tattoo|nearly 1000 different options]]&#039;&#039; from a stock tattoo list! These are called mundane tattoos.&lt;br /&gt;
&lt;br /&gt;
From level 20 on, monks can upgrade a character&#039;s existing tattoo--including one for which the monk wasn&#039;t the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!&lt;br /&gt;
&lt;br /&gt;
For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer&#039;s choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)&lt;br /&gt;
&lt;br /&gt;
As profession services go--so I&#039;m comparing Mystic Tattoos to Battle Standards, [[Bloodsmith (1135)|Bloodstone Jewelry]], [[Covert Arts]], enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this &#039;&#039;can&#039;&#039; be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.&lt;br /&gt;
&lt;br /&gt;
Mystic Tattoos are in the midrange of profession service value overall; don&#039;t create a monk expecting to start rolling in silver like a cleric, sorcerer, or wizard eventually can (...at least not via tattooing, but more on the silver-making secrets of monks later!), but they&#039;ll likely make more from tattooing than non-capped bards, paladins, or rangers, or any level rogues or warriors do from their services. At the time of this writing, empaths make more than monks with their service, but they also have the newest service, so that might be a temporary situation. Either way, GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Advanced Tattooing Tips!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mystic Tattoos were designed with the intent that a typically trained monk should be able to do a tier 1 at level 20, a tier 2 at level 40, a tier 3 at level 60, a tier 4 at level 80, and a tier 5 at level 100. In practice, I find that many monks are anywhere from 5-15 levels ahead of that schedule--&#039;&#039;and&#039;&#039; that&#039;s even assuming that you want a 100% success rate unboosted! Here are some options to jump ahead of the curve:&lt;br /&gt;
&lt;br /&gt;
* Use BOOST ENHANCIVE STATS (from [[Login_Rewards|daily login rewards]]) for +10 tattooing skill. (However, since this temporarily increases your max health and max spirit and your tattooing ability gets reduced when those two stats aren&#039;t full, you&#039;ll need to wait until health and spirit recover after using the boost. Voln members can do this most easily since Symbol of Renewal is one of the game&#039;s very few tools to instantly recover spirit.)&lt;br /&gt;
* Use BOOST GIFT EONAK (also from daily login rewards) to take the best of two rolls when determining your success. To put that in perspective, a 50% success rate would become 75% with Gift of Eonak active, a 60% success rate would become 84%, a 70% success rate would become 91%, an 80% success rate would become 96%, and a 90% success rate would become 99%.&lt;br /&gt;
* Suffusion allows converting your Motes of Tranquility to extra skill bonus on a single tattoo upgrade at a rate of 2000 motes to 1 skill bonus. Since it&#039;s a one-off boost and yet requires trading potentially weeks of resource gain, I don&#039;t recommend using suffusion for tattooing characters other than your own monk. Even with your own monk, I&#039;d usually just advise patience--but if patience isn&#039;t your thing, then trading off a week of resources for five levels or so of skill might appeal to you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 25 Monk Feat - [[Mystic Strike]]====&lt;br /&gt;
&lt;br /&gt;
A weird one, to say the least. FEAT MYSTICSTRIKE allows a monk to use a small amount of stamina to infuse their next physical UC or melee attack with an effect that debuffs a foe&#039;s defense against warding spells after it lands. While monks do have a few warding spells like Thought Lash, Vertigo, and Mindwipe, those spells are normally better off as setups--if they&#039;re even used at all--than something to set up &#039;&#039;toward&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]====&lt;br /&gt;
&lt;br /&gt;
At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; is a straightforward buff that improves monks&#039; Iron Skin spell.&lt;br /&gt;
&lt;br /&gt;
Reviewing the basics of Iron Skin first, it improves a monk&#039;s robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA &#039;&#039;without&#039;&#039; Dragonscale Skin.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Dragonscale Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||Double chain||Augmented chain (23 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||Chain hauberk (24 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||105 Transformation|||||||Metal breastplate (33 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||140 Transformation|||||||Augmented breastplate (34 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||180 Transformation|||||||Half plate (35 benefit)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For illustration&#039;s sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she&#039;ll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.&lt;br /&gt;
&lt;br /&gt;
To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.&lt;br /&gt;
&lt;br /&gt;
The alternative to Dragonscale Skin, &#039;&#039;&#039;Mental Acuity&#039;&#039;&#039;, is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk&#039;s first 20 learned Minor Mental spells don&#039;t count. However, instead of a monk&#039;s first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won&#039;t necessarily be exactly twice.)&lt;br /&gt;
&lt;br /&gt;
The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it&#039;s not a route I&#039;m interested in.&lt;br /&gt;
&lt;br /&gt;
In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There &#039;&#039;are&#039;&#039; still reasons to do it. Saving 20 spell ranks&#039; worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks&#039; worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.&lt;br /&gt;
&lt;br /&gt;
Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I&#039;ll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can&#039;t cast Iron Skin &#039;&#039;unless&#039;&#039; they have Mental Acuity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 40 Monk Feat - [[Martial Arts Mastery]]====&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).&lt;br /&gt;
&lt;br /&gt;
If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.&lt;br /&gt;
&lt;br /&gt;
Level 40 draws a line in the sand, though, to establish that unarmed combat &#039;&#039;is&#039;&#039; the monk&#039;s wheelhouse because Martial Arts Mastery &#039;&#039;is&#039;&#039; the monk&#039;s premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you&#039;ll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like &#039;&#039;double-maxing&#039;&#039; it.&lt;br /&gt;
&lt;br /&gt;
Unleash the power and never look back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 50 Monk Feat - [[Perfect Self]]====&lt;br /&gt;
&lt;br /&gt;
Perfect Self raises all your stats by +10 (or +5 bonus). That&#039;s it! Your monk hits level 50 and great power drops on their head.&lt;br /&gt;
&lt;br /&gt;
Like I&#039;ve said, there&#039;s pretty much no bad monk stat split from level 50 on because of this feat. It&#039;s also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you&#039;re using mstrikes and weapon techniques at all, you&#039;ll notice the improvement!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gear Upgrades: Armor===&lt;br /&gt;
&lt;br /&gt;
Even though fancy gear is more a luxury than a necessity for monks, you might as well upgrade your monk&#039;s gear eventually if you enjoy them! But how and in what way?&lt;br /&gt;
&lt;br /&gt;
For armor, I think the answer is to keep it really simple. Most of the expensive armor you can pick up doesn&#039;t do all that much for monks. (...at least not magical non-Kroderine Soul monks, the subject of this guide. I assume expensive armor does way more for KS monks who are tanking more hits.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Rusalkan: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts UAF and CS for 10 seconds if it does knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, but the expenses  are enormous. Some contact-based combat maneuvers like Bull Rush can also trigger rusalkan flares.&lt;br /&gt;
* Zelnorn: Uses half of what would be the DS from its enchant as AS (or in monks&#039; case UAF) instead, but doesn&#039;t allow flares or a TD boost to go in the ability slot (AKA category B). Players hit creatures more than creatures hit players, so zelnorn can be fantastic for AS-based professions--but most monks aren&#039;t AS-based. Improving UAF is fairly irrelevant, not justifying the base cost of 50k bloodscrip in the case of monks. Either flares or increased TD would more greatly benefit monks, making use of the ability slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you&#039;re a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.&lt;br /&gt;
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn&#039;t screaming for more DS and a flare chance for crit padding.&lt;br /&gt;
* [[Forest Armor]]? Monks don&#039;t need a tiny boost to UAF and CS.&lt;br /&gt;
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.&lt;br /&gt;
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk&#039;s seeking.&lt;br /&gt;
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip. Pass.&lt;br /&gt;
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!&lt;br /&gt;
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.&lt;br /&gt;
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You&#039;d have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So my actual answer to the armor question is:&lt;br /&gt;
&lt;br /&gt;
* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I&#039;ll come back and update the guide at that point!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gear Upgrades: Weapons===&lt;br /&gt;
&lt;br /&gt;
I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I&#039;ll go over the few that I think are worth looking into depending on your budget--plus flourishes, flares, and one material!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No script or flourish, just basic elemental flares (especially lightning)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is where I think you should begin if you&#039;re uncertain or just dipping your toe in the water.&lt;br /&gt;
&lt;br /&gt;
You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares &#039;&#039;on top&#039;&#039; of it, but that means even heavier investment.&lt;br /&gt;
&lt;br /&gt;
Nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; (price range: 30k to 210k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.&lt;br /&gt;
&lt;br /&gt;
You might hear dispel flares commonly cited as better than lightning flares in a weapon&#039;s ability slot and the best in class (unless you&#039;re using Flare Affinity for 400k bloodscrip, in which case lightning flares come roaring back). I generally agree with this and would say it&#039;s even more true that dispel is great for UC than for other weapon types due to three factors:&lt;br /&gt;
&lt;br /&gt;
# High volume of attacks&lt;br /&gt;
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount&lt;br /&gt;
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature&lt;br /&gt;
&lt;br /&gt;
There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don&#039;t affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong.&lt;br /&gt;
&lt;br /&gt;
All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. These aren&#039;t starter gear, but for committed and reasonably wealthy monks, and should only go onto UC gear that started with a script like Animalistic Spirit, Knockout, or Phytomorphic Weapons. (GEF can&#039;t use dispel flares.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn&#039;t the best since it&#039;s mainly good for knockdowns and monks are very adept at that on their own. My higher exp monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that&#039;s an extra expense.&lt;br /&gt;
&lt;br /&gt;
The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (As a caveat, though, I highly recommend against the Savage Power unlock, which isn&#039;t particularly good for any build of any profession, and the Wild Backlash unlock, which is excellent for some professions but not all that useful for monks. Animalistic Fury upgrades can be worth it &#039;&#039;if&#039;&#039; you first change the damage type.)&lt;br /&gt;
&lt;br /&gt;
Overall, this script has been monks&#039; top pick for years for very good reason on the strength of Revenge Flares, messaging, and being one of the only games in town. However, it&#039;s been five years since Animalistic Spirit and the creator of Animalistic Spirit, GM Avaluka, has debuted a new script called Phytomorphic Weapons that I think is even better for monks! More on that further below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
For unarmed combat, Energy Weapons are only available in the form of &#039;&#039;held&#039;&#039; weapons like a [[cestus]], not handwear and footwear. That&#039;s immediately anathema to some people. I&#039;d agree with them when talking about a -10 or -15 MM weapon, but I&#039;m actually not down on the -5 MM held UC weapons like others.&lt;br /&gt;
&lt;br /&gt;
Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.&lt;br /&gt;
&lt;br /&gt;
That &#039;&#039;is&#039;&#039; an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don&#039;t use it. Easy enough.&lt;br /&gt;
&lt;br /&gt;
The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren&#039;t very useful to monks, so I called mine a one and done.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Obscure Trivia Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you&#039;re wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon&#039;s flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?&lt;br /&gt;
&lt;br /&gt;
Well, let&#039;s say my Animalistic Spirit gloves still had their default grapple flares, which I don&#039;t value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.&lt;br /&gt;
&lt;br /&gt;
This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren&#039;t as favorable or you&#039;re spending currency to upgrade gloves &#039;&#039;and&#039;&#039; a cestus. Still, I stand behind it as at least an &#039;&#039;option&#039;&#039; if your stopping point is a flare and a script flare.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Greater elemental flare|Greater Elemental Flares]] script&#039;&#039;&#039; (price: 40k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
These are a gold standard of midrange weapon scripts, at least if you&#039;d consider 40k bloodscrip per item &amp;quot;midrange.&amp;quot; Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.&lt;br /&gt;
&lt;br /&gt;
GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I&#039;ve used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the &amp;quot;You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!&amp;quot; messaging.&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than other options such as Animalistic Spirit or Phytomorphic Weapons. Some people pick Knockout for for their handwear or footwear and a different script for the others.&lt;br /&gt;
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As for Skullcrusher, see everything I just said about Knockout, because Skullcrusher costs the same and is mechanically identical except that it goes into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; Animalistic Spirit or Phytomorphic if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic Weapon Shield|Phytomorphic Weapon]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit of a script in the vein of Animalistic Spirit and from the same creator! This one is plant-themed instead of animal-themed and you can customize it yourself via foraging plants. Arboreal Agony is the big selling point of unlockable features here, which makes creatures Disoriented so they&#039;ll have difficulty casting spells--which are one of a monk&#039;s weak points. The default damage type is disintegrate, which is also broadly useful and can have killing power.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (Like with Animalistic Spirit&#039;s Wild Backlash, I&#039;ll give the caveat that Phytomorphic&#039;s Deciduous Decay is far more useful for AS-based professions than UAF-based professions like most monks. Phytomorphic Putrescence upgrades, on the other hand, don&#039;t need you to change the damage type first to get full value, which makes them either better or cheaper than Animalistic Spirit&#039;s Animalistic Fury counterpart depending on how you look at it.)&lt;br /&gt;
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RP-wise, I think there&#039;s a very real chance that people will continue to favor Animalistic Spirit going forward. Mechanically, though, I&#039;d say that Arboreal Agony not allowing enemy casters to cast is even better than Animalistic Spirit&#039;s Revenge Flares firing off when dodging physical attacks--and not needing to change the base damage type is also a big win.&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Telepathy or Transformation&#039;&#039;&#039; (price: 400k bloodcsrip):&lt;br /&gt;
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At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training &#039;&#039;and&#039;&#039; great enhancives, but hey, I did say this guide was for 0 exp to 54,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that&#039;s mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.&lt;br /&gt;
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You probably aren&#039;t even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can&#039;t stack on a single creature, so it&#039;s more valuable to have a stronger initial hit since you&#039;d be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that&#039;s a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, &#039;&#039;focused&#039;&#039; mstrikes still favor Transformation due to DoTs not stacking.&lt;br /&gt;
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&#039;&#039;&#039;[[Somnis]] material&#039;&#039;&#039; (price range: 100k or 250k bloodscrip bought as-is, or 300k bloodscrip transmuted into when available)&lt;br /&gt;
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Lesser somnis is a 100k bloodscrip material that flares to put a creature to sleep after it hits while greater somnis is a 250k bloodscrip material that flares to put a creature to sleep &#039;&#039;before&#039;&#039; it hits. Alternatively, instead of starting with somnis items as the base, you could wait for greater somnis transmutation to re-enter the Duskruin rotation every so often for 300k bloodscrip.&lt;br /&gt;
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This powerful effect significantly increases MM for the next hit (or current hit) in most cases! Materials in general are far behind flares and scripts in terms of bang for your buck, and behind the Skullcrusher flourish as well (not as much so), so there are typically two demographics who should be considering this: 1) those to whom money is no object, who would be well served to buy greater somnis as the starting point because it could be years before the ability to convert existing weapons to it returns to Duskruin, or 2) those who can wait for years for transmutation to be available and have picked up everything else or almost everything else already, making greater somnis a great final touch to add after exhausting other avenues.&lt;br /&gt;
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&#039;&#039;&#039;[[Vethinye|Starsong, AKA vethinye]] material&#039;&#039;&#039; (price range: 100k, 250k, or 400k raikhen bought as-is, or 450k bloodscrip transmuted into when available):&lt;br /&gt;
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A 100k raikhen base cost material that flares disruption. Starsong can be upgraded up to twice for 150k raikhen per upgrade, which can make it flare disruption up to one extra time per upgrade. Fully upgraded, it flares disruption 1 to 3 times; if there&#039;s only one creature against the room, all three flares would hit the same creature, but if there&#039;s more than one, then additional flares would hit other creatures. Alternatively, instead of starting with starsong items as the base, you could wait for maxed starsong transmutation to re-enter the Duskruin rotation every so often for 450k bloodscrip.&lt;br /&gt;
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Like always, more flares are an excellent thing when firing from UC&#039;s flurry of free jabs or otherwise quick attacks. The main problem for starsong handwear and footwear is that it&#039;s competing with somnis, which in the context of UC is either stronger, cheaper, or both. Personally, I love the extra screen scroll fun of starsong flares blasting all over the place. Objectively, somnis is the way to go. It&#039;s a classic matter of fun vs. power.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. For example, buying Phytomorphic gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Phytomorphic to it later. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf, so it should be done later. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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Buying a base material like somnis or starsong and fully unlocking it costs 50k bloodscrip less than transmuting later, but if you want a script--which you should since a script is stronger than the material--then you break even because it&#039;ll cost 50k bloodscrip later to add a script to it. However, transmutation prices assume you want the highest tier of the material at all; if you don&#039;t, then starting with the base material is by far superior.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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If there&#039;s only one service I&#039;d recommend for a monk, it&#039;s Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)&lt;br /&gt;
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As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you&#039;re only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won&#039;t, but even a lighter hit might stun a creature--and stunning increases UC&#039;s most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Battle Standards have a few other perks, but these are the main ones making them so good for monks.&lt;br /&gt;
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Battle Standards have charges and periodically need recharging, which will cost you. I don&#039;t believe we have hard confirmation on how the charges drain, but &#039;&#039;if&#039;&#039; (if!) it&#039;s identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith (1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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The temporary healing is difficult to advise on because its value heavily depends on how much risk you take in hunting. That benefit is about knowing yourself well enough to know if you&#039;ll like it or not. Same goes for more max health; I see the value for small races roughly doubling their health, but otherwise don&#039;t consider it particularly valuable. However, opinions vary widely. As for max stamina, monks already have Mind Over Body--but, even if they didn&#039;t, you can shore up stamina far more cheaply with conventional regen enhancives than with Bloodstone Jewelry.&lt;br /&gt;
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As for everything else, the value for a monk--at least a magical monk--is like a mishmash of weaker Battle Standards and weaker Ensorcell. Bloodstone Jewelry and Ensorcell both offer stamina regeneration, which is a great in a vacuum, but Ensorcell&#039;s version of stamina regeneration is a flare chance (which is effective with frequent UC attacks) instead of a per minute effect and never requires paying again for recharging. There is something to be said for having both Bloodstone Jewelry and Ensorcell since Ensorcell usually won&#039;t restore stamina unless your health is full and Bloodstone Jewelry helps keep your health full--but, then again, just having herbs or using society abilities could also keep your health full.&lt;br /&gt;
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Extra health damage, on the other hand, is a reasonable selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it does affect every attack instead of 20% of attacks--and 1-5 damage might not sound like a lot, but when it&#039;s every attack, it does matter. On average, you&#039;ll get the Major Bleed effect after every 16.67 attacks, which is decently powerful in its own right. All that said, Bloodstone Jewelry doesn&#039;t add extra damage until its fifth and final tier, so you&#039;d probably be paying a premium to get it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Either go all the way with this service or pass on it unless someone&#039;s offering a steal. I wouldn&#039;t call this a particularly monk-oriented service unless you&#039;re a Kroderine Soul build or a small race.&lt;br /&gt;
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(Since this is alphabetically the first service I&#039;m recommending against, I&#039;ll clarify that that doesn&#039;t mean it&#039;s a bad service; even Enchant isn&#039;t particularly great for monks, as we&#039;ll see later, and that&#039;s a classic service. I&#039;m simply saying that, when you&#039;re reading a monk guide because you&#039;re making a monk, don&#039;t view this service through the lens of playing your warrior, your semi, or your Sunfist pure, who would all make better use of more of the Bloodstone Jewelry perks.)&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like most other non-gear-based profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they&#039;re already amazing at. (By contrast, casters see good benefit from things like FOF defense and the myriad bonuses to maneuver defense unless already far post-cap.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat by preventing kicks.&lt;br /&gt;
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Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. The biggest is that, unlike with Battle Standards, jabs don&#039;t flare with Poisoncraft. Poisons don&#039;t affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren&#039;t lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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It&#039;s worth learning at least Poisoncraft even though the other Covert Arts don&#039;t do much for monks. Recharging Poisoncraft isn&#039;t much cheaper--if any cheaper--than learning more Arts and learning them &#039;&#039;also&#039;&#039; recharges, so once you&#039;re in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves UAF (or AS if you&#039;re using a weapon) while enchanting armor improves DS.&lt;br /&gt;
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UAF offers minimal help for all the reasons described in the Unarmed Combat Primer. DS is more compelling, especially once you&#039;re hunting areas with the [[spell sever]] mechanic. Monks have the game&#039;s cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they &#039;&#039;are&#039;&#039; regularly in offensive stance. I don&#039;t go hard on improving monk DS, but it can&#039;t hurt either.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but improving it doesn&#039;t matter much otherwise.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling armor improves CvA and enemy spells are a weak point, so I&#039;d say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling adds much more gear difficulty than sanctifying. (For much more on the intricacies of gear difficulty and order of operations for upgrading gear, see [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|my service guide]]! For our purposes here, though, basically just know that tiers 2-5 of Ensorcell should usually be done after finishing the enchanting and sanctifying you want. The order of enchanting and sanctifying doesn&#039;t matter much, though.)&lt;br /&gt;
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For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.&lt;br /&gt;
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I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy. You already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul, but only after finished with enchanting and sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible for almost everybody. They improve virtually every offensive and defensive aspect of combat, which is like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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...but monks aren&#039;t most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.&lt;br /&gt;
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Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you&#039;re probably firing off a lot of those. On the bright side, since Lucky Items&#039; charges drain depending on the amount of time spent in combat, that aspect does pair well with monks&#039; high volume of attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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If this were any other profession, I&#039;d be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they&#039;re tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you&#039;re a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I&#039;d recommend your silvers go elsewhere first--but only &amp;quot;first.&amp;quot; Luck is powerful and you should get it eventually, just not as a high priority. I&#039;d take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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Despite Mystic Tattooing being a monk&#039;s own ability, it&#039;s not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won&#039;t consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include:&lt;br /&gt;
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* Strength to decrease encumbrance, especially for small races&lt;br /&gt;
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to slightly improve defense against spiritual magic&lt;br /&gt;
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Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can&#039;t go further than &amp;quot;arguably&amp;quot; since the others will have more impact when they &#039;&#039;do&#039;&#039; have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would.&lt;br /&gt;
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Mystic Tattoos are slated for a future upgrade. The current proposal includes adding a skill bonus up to +10, flares to double the stat and skill bonuses for a short duration, an activated ability with a cooldown to double the stat and skill bonuses for a short duration, and ignoring enhancive limits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Until the future update, I&#039;d only tattoo yourself in your spare time when you can&#039;t find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins&#039; Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there&#039;s &#039;&#039;some&#039;&#039; merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you&#039;d have to know you&#039;ll be running into that damage type consistently for a while.&lt;br /&gt;
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On an obscure note, nature resistance is unique to ranger trinkets. Monks can&#039;t meditate against it and even the Ascension system can&#039;t train to defend against it. However, an extremely small number of creatures use nature damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.&lt;br /&gt;
&lt;br /&gt;
The first five tiers of Sanctify have dubious value for UC gear (unless you&#039;re buying the first tier specifically because of the Kai&#039;s Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you&#039;re willing to pay for the first five tiers&#039; minimal value just to get to holy fire.&lt;br /&gt;
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Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it&#039;ll only trigger for certain combat maneuvers or when the undead hit you.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get the first five tiers on your robes unless you&#039;re absolutely certain you&#039;ll never have interest in hunting high-level undead. Holy fire isn&#039;t a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don&#039;t bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify).&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
&lt;br /&gt;
Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It&#039;s still marginally useful for good positioning (very specifically good positioning). Crit padding is more broadly useful. Either way, neither is useful enough to justify paying warriors unless they&#039;re charging less than the automated WPS smithy that comes around every couple of months. (They probably aren&#039;t!) Use that instead to bring your robes up to speed.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn&#039;t terribly desirable for most players, monks or otherwise.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I&#039;d say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Battle Standard up to P3 as soon as possible&lt;br /&gt;
* Enchant armor up to +30 relatively quickly&lt;br /&gt;
* Ensorcell UC gear to T1 relatively quickly&lt;br /&gt;
* Battle Standard up to P5 relatively quickly&lt;br /&gt;
* Either Sanctify UC gear all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Sanctify armor unless very rarely hunting undead&lt;br /&gt;
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Slowly enchant UC gear over time&lt;br /&gt;
* Padding to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Slowly Ensorcell armor over time&lt;br /&gt;
* Weighting to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge&lt;br /&gt;
* Bloodstone Jewelry if you want it&lt;br /&gt;
* Slowly enchant armor past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell UC gear past T1 over time, if ever&lt;br /&gt;
* Mystic Tattoo only if you can&#039;t sell yours, but selling it is preferable to fund all of the above&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
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Congratulations, you&#039;ve got a cap and a half worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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Since it&#039;s not relevant to the large majority of players, I&#039;ve only vaguely talked about monks&#039; advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they&#039;re &amp;quot;done enough&amp;quot; with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements.&lt;br /&gt;
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Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.&lt;br /&gt;
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I did say this guide was for magical monks from 0 to 54,000,000 experience, so what should you do with Ascension Training Points (ATPs)?&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race.&lt;br /&gt;
* &#039;&#039;&#039;Brawling&#039;&#039;&#039;: +2 UAF per rank. I&#039;m not going to knock UAF this time because, once we&#039;re talking Ascension, we&#039;re talking marginal gains almost no matter what you do. Get it if you like numbers going up!&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Increased maneuver defense every two ranks, but half as much increase as Agility. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race. For the weapon route, specifically, Dexterity also adds crit weighting.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: +0.75 DS (in offensive) per rank and a tiny extra chance of outright evading for more Spin Kicks.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction by 2 pounds per rank. &#039;&#039;Now&#039;&#039; I&#039;ll knock UAF again! If we&#039;re in the realm of diminishing returns from exp anyway, then Porter is a reasonable low-hanging fruit option for races with lower carrying capacity.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: If you&#039;re firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body and Ensorcell no longer enough. If that&#039;s you, you&#039;ll know when to train this--or just buy stamina regen enhancives and Bloodstone Jewelry.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks.&lt;br /&gt;
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During earlier versions of this guide, I was also open to Aura, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let&#039;s finally delve into the Elite skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is Monks&#039; Everything&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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There&#039;s a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones potentially relevant to (magical) monks in green:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Automatic Success of Certain Spells&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;UC - Tier Up Probability&amp;lt;/font&amp;gt;&lt;br /&gt;
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As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I&#039;d argue that usually it&#039;s at or near the top end of value &#039;&#039;in&#039;&#039; that application:&lt;br /&gt;
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* Improving UC tier ups is, naturally, at its best for the profession most built around UC.&lt;br /&gt;
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy&#039;s EBP means improving MM, which is a UC monk&#039;s most important offensive combat number.&lt;br /&gt;
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don&#039;t use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here.&lt;br /&gt;
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn&#039;t go so far to say it&#039;s at its best here, which I think goes to pures who become capable of warding off spells from (some) &#039;&#039;pure&#039;&#039;-style Ascension creatures, but it&#039;s a pretty narrow win.&lt;br /&gt;
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln.&lt;br /&gt;
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks.&lt;br /&gt;
* Improving ambush defense is a benefit I place almost no value on for any profession and build &#039;&#039;except&#039;&#039; magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don&#039;t have 105 or more Transformation lore, so defense is valuable.&lt;br /&gt;
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(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do &#039;&#039;have&#039;&#039; the occasional spots of value. The auto-success spell benefits don&#039;t do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.)&lt;br /&gt;
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Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can!&lt;br /&gt;
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Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I&#039;d also argue that there&#039;s less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds.&lt;br /&gt;
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As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they&#039;re both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn&#039;t have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more &#039;&#039;total&#039;&#039; Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she&#039;s only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn&#039;t need to work for at all because monks have Perfect Self and Burst of Swiftness.&lt;br /&gt;
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Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They&#039;re simply the most exp-efficient profession in the game.&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
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* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
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The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and you want them to hit more reliably.&lt;br /&gt;
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&#039;&#039;&#039;Bold Brawler&#039;&#039;&#039;&lt;br /&gt;
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 Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
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A self-explanatory staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy!&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
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Pretty good reactive damage that comes at full power out of the gate. Needing an SMR check does slightly hinder its efficiency against overleveled creatures, but that&#039;s offset by the fact that it can go after multiple targets to hit at least one of them. Importantly, note that &amp;quot;a rank 2+ critical strike&amp;quot; refers to a rank 2 critical &#039;&#039;based on a crit table,&#039;&#039; not a rank 2 wound. Usually a rank 2 critical only creates a rank 1 wound; for example, rank 2 [[Slash_critical_table|slash crits]] are always rank 1 wounds unless they hit an eye. In other words, even very light hits can get this going, but just not the absolute lightest hits.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
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 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
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Reasonable if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to monks&#039; combination of inexpensive Harness Power costs, not much to spend that mana on, not being in full plate like warriors (and so valuing the DS more), and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don&#039;t know any of those other than my own).&lt;br /&gt;
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&#039;&#039;&#039;Ether Flux&#039;&#039;&#039;&lt;br /&gt;
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 When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
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(For clarity, it can occur once &#039;&#039;per creature&#039;&#039; per minute. You can basically consider it once per creature, period. For even more clarity, Ether Flux itself isn&#039;t a flare &#039;&#039;chance&#039;&#039;; it&#039;s described as a flare because it deals a random amount of disruption damage, but it always triggers once you meet the condition.)&lt;br /&gt;
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Ether Flux has no tiers and comes at full power immediately, which is definitely nice and it&#039;s a very good perk &#039;&#039;if&#039;&#039; you can get it going! ...but can you? Even though monks don&#039;t innately deal elemental damage, it still might be easier than you think.&lt;br /&gt;
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Some options for elemental flares include conventional ability slot flares, Battle Standards of applicable Arkati or spirits, certain Gemstone properties like Blood Boil or Infusion or Thorns, holy fire or holy water when hunting undead, or script flares of elemental types. That&#039;s already up to seven sources of elemental flares and I&#039;m not describing anything too wildly out of the way or anything that&#039;s very expensive by post-cap standards. The most expensive of those would be buying flare type changes for Animalistic Spirit or Phytomorphic Weapons.&lt;br /&gt;
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Whether you&#039;re mstriking or using Fury, monks fire off a lot of attacks, so with a decent base of varied flare types, the odds can stack up to force a lot of Ether Flux triggers through! However, if you don&#039;t have that decent base, I wouldn&#039;t go out of my way working up to it just because you find an Ether Flux. This is a very solid B or maybe B+ common, but it&#039;s no Bold Brawler, Flare Resonance, Stamina Prism, or Storm of Rage.&lt;br /&gt;
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&#039;&#039;&#039;Flare Resonance&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
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Assuming you have flares on your handwear and your footwear (and if you don&#039;t, then you should!), this is another staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries.&lt;br /&gt;
&lt;br /&gt;
[[Flare Affinity]] basically supercharges your flares to hit substantially harder--and, for that matter, more often! Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. (If you &#039;&#039;are&#039;&#039; someone who already has the Flare Affinity flourish, you wouldn&#039;t want this property since they don&#039;t stack.) The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk&#039;s handwear &#039;&#039;and&#039;&#039; footwear would cost 800k bloodscrip.&lt;br /&gt;
&lt;br /&gt;
In short, get more flares and make them spend less time poking and more time killing. &lt;br /&gt;
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&#039;&#039;&#039;Force of Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
&lt;br /&gt;
This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! Alternatively, if you find it on a Gemstone with at least one other property that&#039;s good for somebody else but isn&#039;t good for you, you can try to sell it for a good chunk of silver since solo hunters of almost every profession like Force of Will for general purposes. (The exceptions are bards, who can already get rid of almost all of these conditions with their own [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]], and maybe clerics, who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die.)&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
The UAF boost is fairly immaterial for all the reasons you know by now about UAF, but the maneuver boost makes for an acceptable placeholder for most monks to use while looking for better Gemstones in the long run. That said, I wouldn&#039;t recommend upgrading it except possibly on a monk who makes very heavy use of extremely endroll-dependent attacks like Spin Kick or Bearhug.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
&lt;br /&gt;
Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
&lt;br /&gt;
This might be the highest ceiling Gemstone property of all for monks. It&#039;s easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don&#039;t run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they&#039;re off cooldown and Ki Focus when the mstrikes &#039;&#039;are&#039;&#039; on cooldown, thus basically only using stamina for the latter. However, if you started stacking on enhancives, Ascension, and Stamina Prism to start recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and &#039;&#039;still&#039;&#039; not run out of stamina.&lt;br /&gt;
&lt;br /&gt;
In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits, but you can be even more of a whirlwind in battle if you build for it!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ll battle just about any creature in your preferred hunting ground and it&#039;s a fairly swarmy place, this is an extraordinary property since you&#039;ll have the boost going constantly. UC monks or weapon monks will both love this property! Even if you&#039;re picky about which creatures you battle or if you hunt a slower area, it&#039;s still excellent. The only other thing is to consider is that it&#039;s a top tier common for virtually every build of virtually every profession--any weapon user, any UC build, any magical bolter--and so people are likely to pay very well for it if you&#039;d rather have the silvers!&lt;br /&gt;
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&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Mini Storm of Rage, except you always have the boost even if you&#039;re in the slowest of areas or if you&#039;re selectively hunting a single creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you&#039;ll almost definitely have at least one of those.&lt;br /&gt;
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&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn&#039;t.&lt;br /&gt;
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&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
&lt;br /&gt;
Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death. Don&#039;t use this if you go the Kroderine Soul route.&lt;br /&gt;
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&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
&lt;br /&gt;
A high quality Gemstone property for almost every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky; they can&#039;t outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened. A possibly bigger obstacle is that Blood Boil, of course, only works on creatures with blood! That won&#039;t be an obstacle in most hunting grounds, but if you try to exclusively hunt undead who have no blood (most undead by far don&#039;t; a few do), this wouldn&#039;t be the property for you.&lt;br /&gt;
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&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
&lt;br /&gt;
Despite having some anti-synergy with Spin Kick, it&#039;s very hard to ignore the value of a universal 5% chance to avoid and (to an extent) counter AS attacks. All else being equal, it &#039;&#039;is&#039;&#039; better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
&lt;br /&gt;
Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you&#039;re one of the rare monks who uses CS spells in combat.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
&lt;br /&gt;
Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that&#039;s exactly what I&#039;d recommend, but they&#039;re mutually exclusive.)&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
Journeyman Tactician, but twice as good. Like its common counterpart, the UAF boost isn&#039;t noteworthy for a UC monk (it is good for a weapon monk, though!), but if you make heavy use of SMR attacks, I think it can be a reasonable long-term property for you. If not, I&#039;d either sell it to someone willing to pay top silvers or reroll until you get a better rare property.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That&#039;s an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you&#039;re looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I&#039;ll cover shortly, you might consider working your entire build around it...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
A reasonable option for lighter races. It&#039;s not necessarily going to help with the newer and bigger boxes of 2026 on, but can help with the lower end loot like solid moonstone cubes or wands that add up when you&#039;re tiny. Definitely not a flashy property, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS, and this is a solution to at least part of that!&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
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&#039;&#039;&#039;Thirst for Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Twice as strong as its already very powerful common counterpart, Taste of Brutality... or is it? The common version&#039;s 5% penalty when taking hits is negligible, but a 10% penalty isn&#039;t as easily dismissed. Still,  the increased DF is fantastic, so I&#039;d say you should consider your options with this one. If you have high redux &#039;&#039;and&#039;&#039; high Transformation lore, get it, love it, and upgrade it all the way. If you only have one of those, then you could simply treat it like Taste of Brutality by leaving it un-upgraded. 6% on both ends with no upgrades is comparable to the fully upgraded Taste of Brutality&#039;s 5%, after all, and nothing says you have to upgrade it at any point, never mind right away.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It&#039;s actually difficult to even sell you on this because it&#039;s so straightforward that I shouldn&#039;t have to. It&#039;s a 10% double attack chance on every attack!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that&#039;s also solid for monks and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystic Impulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
&lt;br /&gt;
Hear me out. This is a very, very specific niche, but it&#039;s incredible within that niche, which is that you&#039;re a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise.&lt;br /&gt;
&lt;br /&gt;
If all of that&#039;s true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you&#039;ll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you &#039;&#039;aren&#039;t&#039;&#039; running the Serendipitous Hex build, then I&#039;d honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.&lt;br /&gt;
&lt;br /&gt;
Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power&#039;s effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that&#039;s with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Great general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF boost is, as always, borderline immaterial unless you&#039;re a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy that works well with the free jabs in your mstrikes! Unlike traditional dispel flares, these are post-resolution, so they&#039;re slightly less reliable. However, UC monks tend to have no trouble making their attacks land.&lt;br /&gt;
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====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here are some hypothetical ideal layouts!&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Traditional Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# &#039;&#039;(Blood Boil)&#039;&#039; (rare 2 of 3)&lt;br /&gt;
# &#039;&#039;(Thirst for Brutality)&#039;&#039; (rare 3 of 3)&lt;br /&gt;
# Force of Will (common 5 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 6 of 7)&lt;br /&gt;
# Journeyman Tactician if using Thirst for Brutality, otherwise Taste of Brutality (common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
Blood Boil and Thirst of Brutality are parenthetical and italicized because they&#039;re slightly conditional picks. For general purposes, that&#039;s what I&#039;d go with, but specific hunting ground choices or even gear can change everything. Blood Boil might be useless if you primarily hunt undead without blood. Tethered Strike, not listed, might be superior to either Blood Boil or Thirst of Brutality if you regularly hunt evasive creatures. Anointed Defender, also not listed, could be the way to go if you&#039;ve managed your gear and training in such a way that the TD boost can push you just out of range of dangerous CS attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Very Magic-Heavy Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# &#039;&#039;(Serendipitous Hex)&#039;&#039; (rare 1 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Greater Arcane Intensity (rare 3 of 3)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# Arcane Intensity (common 5 of 7)&lt;br /&gt;
# Taste of Brutality (common 6 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
This has enough overlap that you might think they&#039;re the same picture, but the subtle differences add up to large ones. This Gemstone setup assumes a high CS monk, then Greater Arcane Intensity and Arcane Intensity push CS even higher. That means that Vertigo and Mindwipe land more consistently, which means that creatures are disabled more often, which means Force of Will shouldn&#039;t be as necessary. It also means that your MM will be higher, which means I wouldn&#039;t even think about Journeyman Tactician. Conversely, Taste of Brutality claims a solid place because its rare counterpart has been traded off to secure Greater Arcane Intensity and maybe Serendipitous Hex.&lt;br /&gt;
&lt;br /&gt;
Speaking of Serendipitous Hex, even though I ranked it highly, it gets the parenthetical italics treatment because I only recommend it if you&#039;re regularly casting Web! It doesn&#039;t trigger with Vertigo or Mindwipe, so if those are your go-tos, then bring in some other top end rare like Blood Boil, Tethered Strike, or Thirst for Brutality. (Unlike the traditional monk, the magic-heavy monk doesn&#039;t risk as much from the double DF hit of using Taste and Thirst simultaneously because their more consistent disablers will keep enemies contained. Still, just in case of the worst, &#039;&#039;definitely&#039;&#039; use Ephemera&#039;s Extension over Ether Flux if you go the double Brutality route!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we draw close to the end, I&#039;ll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Magic After Dark===&lt;br /&gt;
&lt;br /&gt;
...wait, I can&#039;t write about that on the wiki! Moving on.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Trade Secrets of the Sneaky Monk Merchants===&lt;br /&gt;
&lt;br /&gt;
I&#039;m one of the bigger advocates of training [[Trading]] in the GS community, but even more so for monks than others!&lt;br /&gt;
&lt;br /&gt;
Monks have easier and more universal means to make more silvers per item sold than any other profession--and they can do it almost anywhere in Elanthia.&lt;br /&gt;
&lt;br /&gt;
Except for [[Mist Harbor]] and [[Kraken&#039;s Fall]], every town&#039;s NPC shops will pay +5% extra silver to at least one race when players sell. ([[Trading#Trading_chart|See the chart of favored races here!]])&lt;br /&gt;
&lt;br /&gt;
Monks have a &#039;&#039;&#039;secret weapon&#039;&#039;&#039; in the profit war: &#039;&#039;&#039;[[Shroud of Deception (1212)|Shroud of Deception]]&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Even monks who live in a geographic region where their race can&#039;t get a bonus can configure their Shroud profile to appear as another race and get the bonus anyway! It&#039;s that easy!&lt;br /&gt;
&lt;br /&gt;
But wait, it gets better! Monks also have &#039;&#039;[[Glamour (1205)|Glamour]]&#039;&#039;&#039;, which gives an enhancive boost of 20 Trading ranks or 50 Trading skill, whichever is lower. (50 Trading skill will be lower before you have 20 Trading ranks on your own.)&lt;br /&gt;
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What does Trading do, though?&lt;br /&gt;
&lt;br /&gt;
You get an extra 1% silver for every combined 12 bonus between Influence and Trading bonus. That&#039;s &#039;&#039;bonus&#039;&#039;, not ranks! So, for example, if you had 44 Trading ranks, which is 144 Trading bonus, you&#039;d make 12% more silver for selling items than if you had 0 Trading ranks. Shroud of Deception takes that 12% to 17%, then Glamour takes that 17% to 18%--and, actually, 8/12ths of the way to 19%. If you took my advice and set Influence high from the start, Influence will also get you to 19% if not 20%!&lt;br /&gt;
&lt;br /&gt;
This is a big part of how Sariara made 2,509,473 million silver within a week of existing. By now she&#039;s existed for four weeks and a day and is up to 23,108,060 silver, only 1,500,000 of which came from selling a Mystic Tattoo.&lt;br /&gt;
&lt;br /&gt;
Some general tips on early silvers:&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t hunt overcrowded Landing areas, but find the rich lower level creatures. There are plenty of them because characters don&#039;t stay low level for long, so hunting pressure is low. (For more on hunting pressure, see the [[treasure system]] page and [[Treasure_system/saved_posts|saved posts subpage]].)&lt;br /&gt;
* Take advantage of Glamour and Shroud of Deception to get a percentage boost to these rich creatures&#039; already valuable loot. Reap the reward of being a monk!&lt;br /&gt;
* Between level 0 and 19, when skills migrate near instantly, max out Trading every time you&#039;re about to sell things.&lt;br /&gt;
* Between level 0 and 19, push First Aid and Survival up when you&#039;re out hunting so you can get value from skinning. Unlearn them afterward so you can...&lt;br /&gt;
* Between level 5 and 19, learn Glamour and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* Between level 12 and 19, learn Shroud of Deception and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* For your final level 19.9 build, as you&#039;re forced to commit to your skills, have at least 20 ranks of Trading and know at least your first 12 Minor Mental spells.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I did. I got to see delightful lines in my SKILL command like:&lt;br /&gt;
&lt;br /&gt;
 You started this migration period on Saturday, 5/25/2024 at 01:55:18 EDT.  You have 4 days, 20 hours, 8 minutes remaining in your current 30 day migration period.&lt;br /&gt;
 &lt;br /&gt;
 You&#039;re currently migrating at a rate of .001 skill points per pulse, and &#039;&#039;&#039;have converted 25580.00 training points this migration period.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t go to this extreme, though, monks are the game&#039;s best at selling to NPC merchants. At the low end, monks skyrocket toward high sales value. At the high end in the post-cap world, monks reach the maximum sale bonus in almost every town.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maximum sale bonus&amp;quot; is 28% from Trading and Influence plus another 5% from race bonus. To be clear, the max bonus is 33%, but only sort of; the two bonuses are treated separately. For example, if you&#039;re an elf monk selling in Solhaven (no bonus), you can&#039;t just pump your Trading and Influence so high that you&#039;d make 33% from that alone; it&#039;s capped at 28% and the other 5% &#039;&#039;has to&#039;&#039; come from Shroud of Deception.&lt;br /&gt;
&lt;br /&gt;
My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===When Robes Aren&#039;t Robes: Alterations===&lt;br /&gt;
&lt;br /&gt;
For simplicity, I&#039;ve been talking about &amp;quot;robes&amp;quot; throughout this guide because that&#039;s the conventional name for that [[armor]] type.&lt;br /&gt;
&lt;br /&gt;
However, robes don&#039;t have to remain robes at all; they have the same leeway for alterations as other chest-worn clothing! Here are examples of post-alteration &amp;quot;robes&amp;quot; that my various characters (monks or otherwise) have worn or that I plan to create:&lt;br /&gt;
&lt;br /&gt;
* An airy white starsilk sundress sporting an asymmetrical knee-length skirt&lt;br /&gt;
* A sleeveless lily white tunic with a jet black silk sash&lt;br /&gt;
* A knee-length midnight blue silk dress aglisten with a constellation of stars&lt;br /&gt;
* A sleeveless white tunic splashed with an autumn-hued music motif&lt;br /&gt;
* A sleeveless white starsilk tunic spangled with sunset orange musical notes&lt;br /&gt;
* A midnight black silk tunic marked with a silver eight-pointed star&lt;br /&gt;
* A sleeveless sunlight gold tunic accented by bright white edges&lt;br /&gt;
* A royal purple starsilk tunic featuring an embroidered silver rose&lt;br /&gt;
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits)&lt;br /&gt;
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola)&lt;br /&gt;
* A thigh-slit scarlet starsilk dress accented by ivory edges&lt;br /&gt;
* A sleeveless white kimono featuring golden star embroidery&lt;br /&gt;
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves&lt;br /&gt;
* A sleeveless gold feather-patterned tunic tied at the waist&lt;br /&gt;
&lt;br /&gt;
Mine are mostly feminine designs, but even for a masculine character, you can turn your robes into shirts, vests, jackets, and more. Get your creativity on!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Likewise, unarmed combat footwear isn&#039;t limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Hunting Partner Tactics and Synergy===&lt;br /&gt;
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Who do monks team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
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* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer that&#039;s enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies&#039; UDF. In turn, warriors love monks&#039; Mind Over Body stamina cost reduction, the best group buff they can get other than bards&#039; [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day).&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don&#039;t necessarily mind being targeted more often since it offers more Spin Kick opportunities.&lt;br /&gt;
* &#039;&#039;&#039;A monk duo&#039;&#039;&#039; can keep up both Mind Over Body and Focus Barrier, but otherwise doesn&#039;t have any particular synergy.&lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don&#039;t have as much redux as warriors and rogues nor as much DS as them, so a boost can really help.&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don&#039;t offer much to rangers otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; can make a monk&#039;s attacks even faster, at least for now, since Song of Tonis is the game&#039;s best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they&#039;re already pretty durable as casters go. Monks simply being present as an additional target to split up enemies&#039; attacks is helpful to wizards and all casters.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks&#039; Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath&#039;s [[Mass Interference (217)|Mass Interference]] setting up a monk&#039;s Vertigo isn&#039;t the worst idea I&#039;ve ever had, but it&#039;s not an amazing one either. &lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it&#039;s still there when needed. Having a hunting partner&#039;s extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn&#039;t help monks as most other professions&#039; disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward.&lt;br /&gt;
&lt;br /&gt;
Nearly regardless of team composition, your monk training &#039;&#039;&#039;Coup de Grace&#039;&#039;&#039; and &#039;&#039;&#039;Side by Side&#039;&#039;&#039; (which also requires two ranks of &#039;&#039;&#039;Combat Movement&#039;&#039;&#039;) can be helpful to groups.&lt;br /&gt;
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===The Weapon-Wielding Melee Monk===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk more about Martial Mastery, the level 0 feat. Although monks have access, it was primarily invented for warriors and rogues as an alternative to learning [[Elemental Targeting (425)|Elemental Targeting]], a Minor Elemental spell that increases AS.&lt;br /&gt;
&lt;br /&gt;
Far enough post-cap, magical warriors or magical rogues have the same AS ceiling as their non-magical counterparts. (Their non-magical counterparts do get there millions of experience points sooner while the magical ones have more DS and TD, but that&#039;s outside the scope of this guide...) Monks, on the other hand, don&#039;t have Elemental Targeting, so a monk maximizing Martial Mastery can have up to 50 more AS and UAF than a monk &#039;&#039;not&#039;&#039; maximizing it! Of course, UAF doesn&#039;t matter nearly as much as AS and the entire monk profession is built around unarmed combat. So I ask:&lt;br /&gt;
&lt;br /&gt;
Is there merit to a weapon-wielding, AS-based monk?&lt;br /&gt;
&lt;br /&gt;
Before I explore it, I&#039;ll repeat that I think people should make whatever kind of character they find fun and that I personally like wacky builds. However, I&#039;m not convinced that a melee monk even &#039;&#039;is&#039;&#039; a wacky build. When people consider making a melee-only character who isn&#039;t stealth-based, a warrior is probably their first thought, but let&#039;s seriously compare these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Training Cost Factor&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I&#039;ll use my (first) monk and warrior for the sake of illustration since they&#039;re both elves. At level 50, my warrior had a total pool of 2568 PTPs and 2242 MTPs while my monk had a total pool of 2319 PTPs and 2259 MTPs. You might think the warrior is hugely ahead, but no, not at all. I could show you paragraphs upon paragraphs of math I wrote, but let&#039;s just cut to the chase.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say my monk and warrior had both done dual katar builds that shared nearly identical core training. 2x Brawling, 2x Edged Weapons, 1x Thrown Weapons (to buff up Martial Mastery), 2x Two Weapon Combat, 2x Combat Maneuvers, 2x Physical Fitness, 50 Multi-Opponent Combat, and 1x Perception were all in common.&lt;br /&gt;
&lt;br /&gt;
From there, my warrior took 70 Armor Use to get metal breastplate, then trained as many Dodging ranks as possible with her remaining points. My monk learned Iron Skin, took 30 Transformation to buff up Iron Skin, and took 10 Harness Power, then trained as many Dodging ranks as possible with her remaining points. Their skills would be identical in most ways, but here&#039;s where they&#039;d differ:&lt;br /&gt;
&lt;br /&gt;
* Monk in robes that act like chain mail: 153 ranks of Dodging and 102 MTPs spare&lt;br /&gt;
* Warrior in metal breastplate: 109 ranks of Dodging and 21 MTPs spare&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to claim that my monk would basically just be better; there are too many factors to say that. Warriors have their guild skills. Monks have Perfect Self. Warriors have a higher parry chance because of [[Combat Mastery|their level 40 feat]]. Monks have a higher evade chance because of &#039;&#039;their&#039;&#039; level 40 feat. Warriors have [[Whirling Dervish]]. Monks have more DS, at least at this stage of the game. Warriors have [[Weapon Specialization]]. Monks have Burst of Swiftness. Warriors have [[Weapon Bonding]].&lt;br /&gt;
&lt;br /&gt;
My point is that a melee monk is even &#039;&#039;comparable&#039;&#039;--better in some ways and worse in others--to a warrior with the exact same build despite ignoring so much of what the monk skillset is tailored toward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Mental Acuity Possibility&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
What if you learned Mental Acuity even without Kroderine Soul? My above training cost example illustrated my monk stopping at two Minor Mental spells for Iron Skin, but another alternative (though this would be during later levels) would be taking Mental Acuity to retain access to the first 20 Minor Mental spells and still even allowing room for Spirit Warding I and Spirit Defense. (If you were okay with Martial Mastery capping out at +45 AS instead of 50, you could even learn Spirit Warding II!)&lt;br /&gt;
&lt;br /&gt;
The hypothetical Martial Mastery and Mental Acuity monk has almost the same AS as a Martial Mastery warrior, but her spells would pull her far ahead in DS while keeping all the silver selling benefits of Glamour and Shroud of Deception, plus saving tons of stamina via Mind Over Body. The tradeoff is making spelling up more of a hassle, but that might be worth the payoff of having a light armored warrior-like character whose combat maneuvers and weapon techniques have 35% stamina cost reduction!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Doubly Perfect Self&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
As great as Perfect Self is for unarmed combat, it&#039;s arguably even better for a melee monk. For UC purposes, it&#039;s mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you&#039;re getting AS--more useful than UAF--and RT reduction for &#039;&#039;two&#039;&#039; types of assault techniques: Brawling&#039;s Fury and Edged Weapons&#039; Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don&#039;t sweat it as much due to Mind Over Body.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specializations and Katars&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
The Grapple, Kick, and Punch Specialization bonuses for their respective techniques &#039;&#039;do&#039;&#039; still apply even if you&#039;re using a brawling weapon instead of unarmed combat!&lt;br /&gt;
&lt;br /&gt;
Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.&lt;br /&gt;
&lt;br /&gt;
Ironically, if there&#039;s anywhere that I even sort of like Punch Specialization-powered Clash, it&#039;s on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash &#039;&#039;with&#039;&#039; Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you&#039;re regularly hunting things like bandits, pirates, warcamps, or areas that swarm.&lt;br /&gt;
&lt;br /&gt;
Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I&#039;d make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It&#039;s also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk&#039;s stamina cost reduction from Mind Over Body.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it&#039;s a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I&#039;d bring it up.&lt;br /&gt;
&lt;br /&gt;
Instead, after considering all the math and angles I did while writing this, it&#039;s made such a strong case for a bizarrely appealing build that I&#039;ve talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind&#039;s swirling and it seems clear that the melee monk is a very, very real idea that&#039;s gone unexplored because it&#039;s not an intuitive or obvious idea from a glance over the monk skillset.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Infrequently Asked (or Imagined) Questions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-faq&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-faq&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This final section covers any random topics that people have asked me or that I can &#039;&#039;imagine&#039;&#039; them asking me if I feel that they&#039;re worth answering in this guide, but not worth a full tip or sidebar of their own.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things actually asked are red.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Things I imagine people should ask are pink.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things that are both red and pink come from comments I got that&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;weren&#039;t originally questions, but I&#039;ve reframed them into questions because they&#039;re worth discussing.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Does enchanting UC handwear and footwear help with DS?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Why do you rank half-krolvin monks so low?&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Flimbo&#039;s Guide and the [[Comprehensive Monk Guide]] really like them!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s guide likes half-krolvin monks because Perfect Self normalizes their Logic penalty and they have &amp;quot;solid physical stats with which to punch things quite well.&amp;quot; I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even kind of agree that if you&#039;re set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I&#039;d rather have a race without a Logic penalty to begin with! Exp-wise, that Logic penalty is less important than it used to be if you&#039;re paying for Temple of Lumnis donations or Fash&#039;lo&#039;nae&#039;s Tutelage, but it&#039;s still a penalty. The impact on Vertigo and Mindwipe also isn&#039;t negligible. (This is, after all, the Autumnwinds&#039; &#039;&#039;magical&#039;&#039; monk guide, not the Kroderine Soul monk guide.)&lt;br /&gt;
&lt;br /&gt;
Another point I agree with Flimbo on is that half-krolvin have solid physical stats with which to &#039;&#039;punch&#039;&#039; things quite well. However, I&#039;d rather have a faster Agidex race who has solid physical stats with which to also &#039;&#039;kick&#039;&#039; things quite well, meaning minimum RT for mstrike kick!&lt;br /&gt;
&lt;br /&gt;
The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn&#039;t matter! (Okay, fine, &#039;&#039;technically&#039;&#039; the math says UAF matters... fractionally.)&lt;br /&gt;
&lt;br /&gt;
Cold damage protection has some appeal if you&#039;re specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that?&lt;br /&gt;
&lt;br /&gt;
The Hinterwilds &#039;&#039;are&#039;&#039; a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you&#039;ve exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you&#039;ll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk.&lt;br /&gt;
&lt;br /&gt;
Like I said, any race can do well as a monk. I&#039;m not down on half-krolvin, exactly, but I&#039;d rather truly excel at &#039;&#039;something&#039;&#039; than be a generalist. Play a half-krolvin if you like their excellent verbs, though!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Should I train Ambush?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The short answer is no. Now for the long, fun answer!&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but back then, players had no visibility into the aiming formula. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you &#039;&#039;did,&#039;&#039; it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.&lt;br /&gt;
&lt;br /&gt;
In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:&lt;br /&gt;
&lt;br /&gt;
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)&lt;br /&gt;
* Knocking creatures down helps (I don&#039;t remember if we&#039;d known this or not)&lt;br /&gt;
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but we underestimated how much)&lt;br /&gt;
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Intuition Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you&#039;ve tanked Intuition instead of Discipline, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even &#039;&#039;standing&#039;&#039; foes. Of course, they need Acrobat&#039;s Leap for that.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let&#039;s use that in an example.&lt;br /&gt;
&lt;br /&gt;
With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you&#039;d have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let&#039;s say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.&lt;br /&gt;
&lt;br /&gt;
Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let&#039;s say everything had reached 91%, 86%, and 83%. Even that&#039;s not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you&#039;d need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that&#039;s +17 DS in offensive stance) at 3x costs!&lt;br /&gt;
&lt;br /&gt;
What if you eased back to the old 24 Ambush mark? Then you&#039;d need 148 Combat Maneuvers. Perfect Self has kicked in, so let&#039;s call it 144 Combat Maneuvers needed. Even that&#039;s already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)&lt;br /&gt;
&lt;br /&gt;
In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you &#039;&#039;can&#039;&#039; reach max or near-max success rates with some Ambush, but not &#039;&#039;so&#039;&#039; high that you reach max or near-max success rates even without Ambush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But even then,&#039;&#039; we&#039;re only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your &#039;&#039;unaimed&#039;&#039; attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head!&lt;br /&gt;
&lt;br /&gt;
Like PSM3&#039;s wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I&#039;ve made my choice: forget Ambush and play to my strengths.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The TL;DR Recap: Making Cookie Cutter Monks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-cookiecutter&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Low on time or thought processing power and just want a cookie cutter build you don&#039;t need to put much thought into? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-cookiecutter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(...by my wacky definition of &amp;quot;cookie cutter.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leafi, I love you and all, but I expanded every section, noticed my scroll bar is tiny, noticed your guide is crazy long, and ain&#039;t nobody got time for that. Please tl;dr this nonsense?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Okay, okay, I hear you.&lt;br /&gt;
&lt;br /&gt;
Some of you never wanted the Leafiara treatment where we seek to become real life monks with advanced spiritual and mental understanding by thoroughly exploring the unfathomable mysteries of reality and transcendent metareality (like math and logic).&lt;br /&gt;
&lt;br /&gt;
Some of you instead wanted the Saraphenia treatment where I tell you how to have a functional build that lets you have mechanical fun in an online text-based multiplayer video game and then you embark on your journey.&lt;br /&gt;
&lt;br /&gt;
So I included this section for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Race&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aelotoi, dark elves, dwarves, elves, half-elves, half-krolvin, halflings, and sylvankind are all basically the same power for monks. Faster is better, but more encumbrance is worse, so find your balance. Giantmen have a niche.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Stats&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See the table in the Placing Your Stats section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Society&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voln.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;How do I fight?&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Twinhammer&#039;&#039;&#039; as your opener once you learn it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jab&#039;&#039;&#039; at decent position, &#039;&#039;&#039;punch&#039;&#039;&#039; at good position if you&#039;re not Grapple Specialization and &#039;&#039;&#039;grapple&#039;&#039;&#039; at good position if you are, &#039;&#039;&#039;kick&#039;&#039;&#039; at excellent position. Regardless of those general rules, &#039;&#039;&#039;follow prompts&#039;&#039;&#039; and do what it tells you when it tells you.&lt;br /&gt;
&lt;br /&gt;
Against single targets, &#039;&#039;&#039;Weapon Fury&#039;&#039;&#039; until whenever you have enough Agidex for a 5-6 second &#039;&#039;&#039;mstrike kick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Against multiple targets, &#039;&#039;&#039;mstrike grapple&#039;&#039;&#039; if you&#039;re Grapple Specialization or &#039;&#039;&#039;mstrike kick&#039;&#039;&#039; if you&#039;re Kick Specialization. In either case, not until they&#039;re 7 seconds or less. If mstrike grapple is 7 seconds or less, but you&#039;re Kick Specialization and mstrike kick is 8 seconds or more, &#039;&#039;&#039;mstrike punch&#039;&#039;&#039; for now until mstrike kick doesn&#039;t take so long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Core skills to train every level&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2x &#039;&#039;&#039;Brawling&#039;&#039;&#039;, 2x &#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; (eventually 3x), 2x &#039;&#039;&#039;Dodging&#039;&#039;&#039; (eventually 3x), 1x &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Skills with breakpoints&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; in bursts for various breakpoints to pick up specific maneuvers. (For which ones and when, see the &amp;quot;combat maneuvers and feats&amp;quot; section below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; in bursts to 5, 10, 24, 30, 35, 50, 55, 60, 90, and 100 ranks.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Harness Power&#039;&#039;&#039; early, 20-30 mid-game, then push near cap if you want QoL for spelling up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental&#039;&#039;&#039; to 16 so you have both focus spells (1213 and 1216) as options, then slack off with spells until the midgame. Grab 1220 if you feel the DS need, especially if using 1213 instead of 1216.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathy&#039;&#039;&#039; lore in bursts to 6, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transformation lore&#039;&#039;&#039; in bursts to 5, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Climbing and Swimming&#039;&#039;&#039; until the midgame or as needs arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Tertiary skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiritual/Mental Mana Control&#039;&#039;&#039; only if sharing mana with friends and alts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid and Survival&#039;&#039;&#039; only if you want skinning.&lt;br /&gt;
&lt;br /&gt;
20 &#039;&#039;&#039;Trading&#039;&#039;&#039; by level 20 because monks make silver via Glamour (1205) and Shroud of Deception (1212). Get to 40 or the nearest multiple of 12 Trading+Influence bonus over time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Midgame skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; to 2, 3, or 7 ranks, but only after 3x Dodging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Combat maneuvers and feats&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; for your level 30 feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1 of Combat Maneuvers, making the super early game not painful:&lt;br /&gt;
&lt;br /&gt;
Get 3 CM ranks ASAP for your first rank of &#039;&#039;&#039;Rolling Krynch Stance&#039;&#039;&#039;, then another 6 CM ranks (so 9 total) for your second rank ASAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2 of Combat Maneuvers, improving the early game:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up the last rank of Krynch and first three ranks of &#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039; or &#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it&#039;s not necessarily an early game priority since you don&#039;t get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3 of Combat Maneuvers, fleshing out skills and diversifying your abilities through the midgame:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up three or more ranks of &#039;&#039;&#039;Bearhug&#039;&#039;&#039;, two or more ranks of &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;, all three ranks of &#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;, three or more ranks of &#039;&#039;&#039;Feint&#039;&#039;&#039;, and the remaining ranks of Grapple or Kick Specialization. If you went Kick Specialization, add &#039;&#039;&#039;Combat Mobility&#039;&#039;&#039; to the list sooner than later. If you picked a halfling or gnome, add Acrobat&#039;s Leap, but otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 of Combat Maneuvers, putting the last pieces in place:&lt;br /&gt;
&lt;br /&gt;
Pick up Combat Mobility (if you didn&#039;t already have it) and all three ranks of &#039;&#039;&#039;Ki Focus&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5 of Combat Maneuvers, player&#039;s choice:&lt;br /&gt;
&lt;br /&gt;
Whatever you want. Finish Bearhug, Bull Rush, and Feint or don&#039;t, depending how you like them. You can veer off in different directions with more niche maneuver options or not. Up to you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Armor upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy TD-boosting armor of +7 or more from a playershop. It&#039;ll cost 1-5 million silver and serve you fantastically. Add services of Enchant, Sanctify, and Ensorcell over time in roughly that order while adding padding via the WPS wagons. (Enchant and Sanctify can switch places easily enough, but Ensorcell is definitely last.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spending almost nothing (~1 million silver): Buy basic lightning flaring handwear and footwear.&lt;br /&gt;
* Spending moderately (~35k pay event currency (equivalent of 35 million silver)): Buy off-the-shelf Animalistic Spirit from Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.&lt;br /&gt;
* Spending a ton (~150k pay event currency): Buy Phytomorphic handwear from Duskruin. Add Phytomorphic upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Phytomorphic upgrades and unlocks.&lt;br /&gt;
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Phytomorphic upgrades and unlocks for your footwear.&lt;br /&gt;
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.&lt;br /&gt;
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.&lt;br /&gt;
&lt;br /&gt;
And if you&#039;re the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you&#039;re probably not reading this guide. &#039;&#039;But just in case&#039;&#039;, for fun, and to entertain the other 99.5%...&lt;br /&gt;
&lt;br /&gt;
* Whaling out beyond most people&#039;s imagination just because you can (~4.24 million pay event currency):  Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Phytomorphic script at Duskruin. Add a slew of Phytomorphic upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
&lt;br /&gt;
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They&#039;ve never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it&#039;s still around. I&#039;m guessing they learned the hard way that top end flares are so astonishingly powerful with UC&#039;s low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Other upgrades when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can&#039;t afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks are easy! Go have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Denouement: An Unexpected Journey==&lt;br /&gt;
&lt;br /&gt;
First, thank you for reading The Autumnwinds&#039; Magical Monk Guide.&lt;br /&gt;
&lt;br /&gt;
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I&#039;m thankful for every reader.&lt;br /&gt;
&lt;br /&gt;
Sometimes I write a &amp;quot;guide&amp;quot; partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I&#039;d take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally &#039;&#039;was&#039;&#039; a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters&#039; skills when they want a template of where to take their post-cap training.&lt;br /&gt;
&lt;br /&gt;
This one was for you guys, though. I hope it&#039;s been helpful, I hope it&#039;s gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.&lt;br /&gt;
&lt;br /&gt;
That said, if you were here only for mechanical informational purposes, I&#039;m pretty much done with those. There&#039;s one more at the very end for people with multiple character slots (not multiple accounts, but &#039;&#039;character slots&#039;&#039;), but otherwise, you can head out! I wish you a good day or good night and hopefully I&#039;ll see you around the lands.&lt;br /&gt;
&lt;br /&gt;
Thank you again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-denouement&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious on the backstory of why this guide exists and why now? Click here and we&#039;ll close out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-denouement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the rest of you, if you&#039;ll indulge my rambling a bit longer...&lt;br /&gt;
&lt;br /&gt;
The Magical Monk Guide existing is an emergent happy accident.&lt;br /&gt;
&lt;br /&gt;
The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK&#039;s strongest.&lt;br /&gt;
&lt;br /&gt;
I thought, but didn&#039;t have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don&#039;t have the history, nostalgia, momentum, or player population of other professions.&lt;br /&gt;
&lt;br /&gt;
To be honest, even if I had said it was impossible, that wouldn&#039;t have stopped Phenia. Even as I type this, I can picture how I&#039;d try to temper her expectations and she&#039;d come back with &amp;quot;Well, I&#039;m going to try anyway!&amp;quot; Phenia aimed high, never mind the odds.&lt;br /&gt;
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When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia&#039;s name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia.&lt;br /&gt;
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I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a &amp;quot;Monk tip!&amp;quot;--plus a &amp;quot;Bonus tip!&amp;quot; about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide!&lt;br /&gt;
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By coincidence, I&#039;d also been answering a few people&#039;s questions in the main GS Discord server&#039;s monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia&#039;s spot as the monk division lead, I agreed. I don&#039;t think I &#039;&#039;could&#039;&#039; have declined. Over that string of seven weeks, I was basically doing what she needed already.&lt;br /&gt;
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That morning, I decided I should write a new guide to replace Flimbo&#039;s old one.&lt;br /&gt;
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I don&#039;t know what I expected would come out of it, but it wasn&#039;t this. With a motive like honoring my departed friend, I &#039;&#039;knew&#039;&#039; I&#039;d put my all into it--but I didn&#039;t expect to write this much or this in-depth, I didn&#039;t expect to cover the topics I did, and, most of all, I didn&#039;t expect that I&#039;d be learning myself, not just passing along what I knew beforehand.&lt;br /&gt;
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I&#039;d never thought about a non-Kroderine Soul monk without Mental Acuity. I&#039;d barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I&#039;d barely thought about synergy between monks and other professions. I&#039;d never investigated how one rank of Sanctify interacted with Kai&#039;s Strike. I&#039;d never investigated how or if Stance of the Mongoose worked with unarmed combat. I&#039;d never even investigated how or if Clash worked with a specified UC attack type.&lt;br /&gt;
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But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you&#039;ve learned too.&lt;br /&gt;
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When Phenia said she wanted the monk division to be RYSK&#039;s strongest, I assumed she was talking about numbers. Maybe she was; I don&#039;t know either way. I &#039;&#039;do&#039;&#039; know that we want you monk players to be &#039;&#039;your&#039;&#039; strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you&#039;ll be your strongest. Any part I might have played in helping you get there is an honor.&lt;br /&gt;
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Now, for fun and because I can, here&#039;s one last obscure mechanical interaction for the road.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I have a couple character slots where, even though I don&#039;t play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they&#039;d have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.)&lt;br /&gt;
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What&#039;s probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one&#039;s login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character &#039;&#039;had&#039;&#039; gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn&#039;t even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains.&lt;br /&gt;
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Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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Farewell, have fun, and be good to one another!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Of_Power_and_Perspicacity:_A_Paladin_Guide&amp;diff=253063</id>
		<title>Leafiara (prime)/Mechanical Musings/Of Power and Perspicacity: A Paladin Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Of_Power_and_Perspicacity:_A_Paladin_Guide&amp;diff=253063"/>
		<updated>2026-02-06T23:49:32Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
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&lt;div&gt;{{player-guide&lt;br /&gt;
|title = Of Power and Perspicacity: A Paladin Guide&lt;br /&gt;
|topic = Combat, Paladins, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2025-08-23&lt;br /&gt;
|updated = 2026-02-06&lt;br /&gt;
}}&lt;br /&gt;
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By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
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Last updated February 6, 2026.&lt;br /&gt;
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Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
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==Introduction: How to Use This Guide==&lt;br /&gt;
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This guide is for paladins from 0 exp to 77,777,777! I&#039;ll go over their strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
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&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, but sorted with collapsible sections for easier navigation. If you want to read it all, though, I do try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
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Speaking of experience, what&#039;s mine? I capped my [[Two Weapon Combat]] paladin Cotelle, who&#039;s now over 10x cap, long before the melee combat modernizations of 2020 and 2021. After those major changes, I went on to make my second paladin Astrilyn, a [[Shield Use|shield]] user, and have raised her to 3x cap.&lt;br /&gt;
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Onward to the guide!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Paladin or Why Not Play a Paladin?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a paladin at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Flares For All===&lt;br /&gt;
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Paladins are the most [[:Category:Flares|flare-iffic]] profession! Via their [[Fervor (1618)|Fervor]], [[Battle Standard (1620)|Battle Standard]], and [[Holy Weapon (1625)|Holy Weapon]] spells, they can generate up to four flares per attack even with no investment in upgrades from other professions or pay events. (Not all paladins use Fervor, however, but more on that later.)&lt;br /&gt;
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In case you don&#039;t know what flares are, they&#039;re random bursts of damage ranging from minor to deadly. Flares are a classic low ceiling, high floor mechanic. Their best case is turning a light tap of an attack into instant death, their worst case is dealing a couple damage points that have no impact, and their middling case is piling on a little extra damage. The more flares you have, the more likely it is to land significant ones through sheer volume of random rolls.&lt;br /&gt;
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The news gets even better, though! A conventional flare triggers roughly 20% of the time and has a range of rank 1 to 7 [[Plasma_critical_table|criticals]]. However, Fervor flares can exceed that rate with even minor investment in [[Spiritual Lore, Religion|Religion]] lore--and can have incredible rates with heavy investment. Battle Standard flares also have a paladin-only perk with a 20% chance of bumping their critical range from 1-7 to 5-9, the latter of which is always significant. 20% of the time, Battle Standard flares work all the time!&lt;br /&gt;
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===Immediate Power===&lt;br /&gt;
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As you might expect after all the flare talk, paladin weapons are good to go out of the box with nothing spent on gear--but I haven&#039;t even fully explained why! Besides flares, another perk of Holy Weapon is that it makes your weapon holy. (Crazy, I know!) That means it can hit [[undead]] penalty-free even without a [[Bless (304)|blessing]] or [[Sanctify (330)|sanctification]], the latter of which is typically one of the two most expensive player services.&lt;br /&gt;
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The even bigger perk of Holy Weapon is the gamechanger called spell infusion. Paladins can put a spell into their weapon so that it fires off before their swing with no additional RT! This flexible ability can try to brute force through with a damaging spell like [[Repentance (1615)|Repentance]], set up for a kill shot with a disabler like [[Web (118)|Web]], or kick off with a general purpose debuff like [[Aura of the Arkati (1614)|Aura of the Arkati]], tailoring to your playstyle.&lt;br /&gt;
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If you forego Fervor, paladins can also cast the [[Zealot (1617)|Zealot]] aura for an immense [[Attack Strength]] (AS) boost to jump ahead of most of the pack on sheer power.&lt;br /&gt;
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On top of all this, [[Arm of the Arkati (1605)|Arm of the Arkati]] (not to be confused with Aura of the Arkati) adds extra [[damage factor]] (DF) to melee attacks, which is roughly a percentage boost for lethality.&lt;br /&gt;
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In short, if you want to crush creatures offensively, paladins are for you. They can wreak havoc on the battlefield with no investment and wreak even more havoc &#039;&#039;with&#039;&#039; investment.&lt;br /&gt;
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===Semi-Custom Messaging===&lt;br /&gt;
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Paladins are encouraged to [[Verb:CONVERT|convert]] to an Arkati or lesser spirit, which has mechanical benefits we&#039;ll review later in this guide, but for now I&#039;ll highlight the fluff benefits. Many paladin spells have different messaging depending on which Arkati or lesser spirit they follow, which is the kind of character-defining cool factor that many players would and do pay a bunch for.&lt;br /&gt;
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Have a look through the wiki&#039;s messaging sections of [[Repentance (1615)|Repentance]], [[Battle Standard (1620)|Battle Standard]], [[Judgment (1630)|Judgment]], [[Raise Dead (318)|Raise Dead]] (which is a cleric spell, but paladins&#039; [[Divine Word (1640)|Divine Word]] has identical messaging), and [[Divine Incarnation (1650)|Divine Incarnation]] to find the right fit for your character as you imagine them!&lt;br /&gt;
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===Tanking for Days===&lt;br /&gt;
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Paladins are quite tough for enemies to kill since they have plate armor to reduce crits, [[redux]] to reduce crits even more, [[Divine Intervention (1635)|Divine Intervention]] to immediately free themselves from most disablers, a chance from Battle Standard to reduce crits still further, and potentially very high block rates if they use shields and [[Divine Shield (1609)|Divine Shield]]. Using Divine Shield means eschewing Fervor and Zealot, so not all paladins do--not even all shield paladins. Shields do retain a DS advantage even without Divine Shield. Regardless, if you really can&#039;t stand dying, look into paladins!&lt;br /&gt;
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===Flexibility===&lt;br /&gt;
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As you might have picked up, the aura spells--Divine Shield, Zealot, and Fervor--are mutually exclusive effects tailored to wildly different playstyles. We&#039;ll explore that more later, but flexibility doesn&#039;t stop with auras. Paladins&#039; lore training can go in a wide variety of directions to further establish your own style. (We&#039;ll explore &#039;&#039;that&#039;&#039; too in the same section with auras!) Divine Incarnation has different modes with different purposes. Many individual weapon types or even multiple weapon types at once are entirely viable options.&lt;br /&gt;
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Paladins can kill creatures very well with physical AS-based attacks, physical SMR attacks, or magical SMR attacks, so they have the tools for any combat situation. Paladins using Fervor can also do at least an acceptable job of killing with magical CS-based attacks later in the game if you truly want a dash of everything.&lt;br /&gt;
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===Downsides===&lt;br /&gt;
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Despite what I just said about flexibility, that&#039;s primarily in the context of melee weapons. Shields, [[Two Weapon Combat]], [[Polearm Weapons|polearms]] of one-handed or two-handed varieties, and even [[Two-Handed Weapons]] or hybrid weapons are approaches that paladin players take (some more than others) at a high level--and then, even within their weapon selections, lores and auras further diversify.&lt;br /&gt;
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However, other options aren&#039;t nearly so well supported.&lt;br /&gt;
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Trying to kill creatures strictly with magic is a vaguely plausible path at midgame levels and beyond because Fervor can power up an evoked Repentance to the level of a kill spell. However, it&#039;s still nowhere near the power of rangers or bards, the other two semis.&lt;br /&gt;
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Unarmed combat (UC) is a path of a lot more resistance than melee weapons. The good news is that paladins&#039; myriad flares go well with UC&#039;s fast baseline attacks and you can bond to a held UC weapon like a cestus (but not handwear). However, plate armor impedes the MM stat (UC&#039;s most important combat number) and paladins don&#039;t have the tools to make UC&#039;s core attacks really shine like monks&#039; and warriors&#039; combat maneuvers and feats, nor rogues&#039; and rangers&#039; stealth.&lt;br /&gt;
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Archery is a path of vastly more resistance than even unarmed combat, almost to the point of being off the table. You can&#039;t bond to a ranged weapon, so you&#039;d miss out on infused spells and the holy property. The Fervor aura is at least acceptable with archery, but Divine Shield does almost nothing for it and Zealot does literally nothing for it. Paladins can&#039;t train 2x Ambush and none of their AS boosters except Dauntless improve ranged AS, giving them a lower AS cap than other squares or semis. Topping it all off, the archery path is expensive on training points. Strictly speaking, you can do just about anything in GS if you&#039;re dead set on it, but I&#039;d recommend against the archer paladin unless your game knowledge is of the caliber that you probably don&#039;t need this guide in the first place. [[Ranger]]s, [[rogue]]s, [[bard]]s, [[warrior]]s, [[wizard]]s, and arguably even [[monk]]s have toolkits more suited to archery.&lt;br /&gt;
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Thrown weapons, AKA hurling, are something I almost hesitate to even bring up, but have to because you might occasionally see a long-running community joke about whether Zealot will ever be updated to work with hurling. (The answer is probably no.)&lt;br /&gt;
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&#039;&#039;Technically,&#039;&#039; paladins can hurl their bonded weapon and it&#039;ll return to them in a few seconds. The problem with this idea is layered, though. None of the [[Thrown Weapons|thrown weapon bases]] are any good against plate armor, so you&#039;d either have to avoid enemies in plate or hurl something like a war hammer, handaxe, or spear instead. Even if you did go with the latter plan, Thrown Weapons is the skill to train for hurling AS, but (respectively) Blunt/Edged/Polearm Weapons are the skill to train for &#039;&#039;DS&#039;&#039; while the weapon is in your hand and Brawling is the skill to train for DS during the time when the weapon is &#039;&#039;out&#039;&#039; of your hand. That degree of training isn&#039;t feasible until far post-cap. You could skip the Brawling part and just take the DS hit for a short period of time, but even training two weapon skills means a lot of sacrifices pre-cap.&lt;br /&gt;
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Making matters worse, the payoff doesn&#039;t even exist mechanically; it&#039;s more about the cool factor, but it holds you back. Hurling is basically like basic attack single melee strikes except that the creatures have much lower DS against it. However, weapon techniques, combat maneuvers, shield maneuvers, and one of the paladin feats offer a plethora of reduced RT attacks that work out to be as strong or stronger than hurling without such heavy training requirements. In short, I strongly recommend against trying out some Mjolnir paladin concept.&lt;br /&gt;
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===A Note on Old-School Clerics===&lt;br /&gt;
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In the event that you&#039;re a returning player from GemStone III days when paladins didn&#039;t exist and you were running a cleric whose playstyle was binding creatures and swinging your weapon, people will commonly tell you to play a paladin as the new version of old melee clerics. Thematically, maybe that&#039;s reasonable advice. Mechanically, it&#039;s off-base. Paladins have divine messaging that&#039;s in line with clerics, but the paladin gameplay experience resembles the GSIII cleric experience in almost no respect. Modern &#039;&#039;rangers&#039;&#039; are the ones who have the strongest binding spell in the game and can best approximate the gameplay experience of old clerics. It&#039;s a question of whether you prioritize flavor or gameplay. (Alternatively, clerics do still have the second, third, and fourth strongest binding spells in the game, so you &#039;&#039;could&#039;&#039; play a cleric and train weapons anyway. It&#039;s not a particularly supported path, but some players do it regardless because that&#039;s their vision for their character.)&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your paladin? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
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If making a paladin sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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Most [[race]]s excel in at least one area applicable to paladin playstyles, though some are better than others. Unlike with [[Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide|my monk guide]], I can&#039;t give an exact ranking for paladin races because it heavily depends on what the paladin is trying to do. Instead, let&#039;s go through races I might recommend, races I&#039;d recommend against, and why. They&#039;re listed in &#039;&#039;&#039;alphabetical order&#039;&#039;&#039; except where two races are so similar that I think they&#039;re worth mentioning together.&lt;br /&gt;
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====Great Paladin Races====&lt;br /&gt;
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&#039;&#039;&#039;[[Aelotoi]] and [[Half-Elf|half-elves]]&#039;&#039;&#039;:&lt;br /&gt;
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These are two of many races tied for third place in combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means fast assault techniques. Aelotoi and half-elves make very good all-arounder paladins who have no significant disadvantages in battle, allowing them to use any aura and any weapon or weapons well. Whether shields, two weapons, or big weapons, every combat option works just great!&lt;br /&gt;
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Of these two races, aelotoi gain exp slightly faster via their [[Logic]] bonus while half-elves have noticeably better carrying capacity, hit very slightly harder, and have slightly better baseline silver prices from [[Influence]] bonus. However, aelotoi in Ta&#039;Illistim or Cysaegir will make a bit more silver than half-elves living there due to race bonuses. Half-elves make more than aelotoi anywhere else, but the difference is most pronounced in Wehnimer&#039;s Landing or Solhaven.&lt;br /&gt;
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Half-elf paladins are much more commonly played than aelotoi paladins, of whom I&#039;ve only ever known two. That&#039;s probably because the two races&#039; combat abilities as paladins are near identical, but half-elves have about a 22% carrying capacity advantage, which has always been significant and has (as of this writing) only become more so after various game-wide loot changes in 2026.&lt;br /&gt;
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&#039;&#039;&#039;[[Dark Elf|Dark elves]] and [[Sylvankind|sylvans]]&#039;&#039;&#039;:&lt;br /&gt;
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These are the other third place Agidex races who can go in any direction with auras or weapons and have no major disadvantages. (No disadvantages might be more arguable with dark elves; see below on spirit). Since their Agidex is skewed in favor of Dexterity, they hit slightly harder than the Agility-skewed aelotoi or half-elves, but are slightly worse at avoiding attacks and have slightly worse DS. If you&#039;re set on using edged weapons, then being as Dexterity-heavy as these two makes [[Slashing Strikes]] flares noticeably better. (Blunt weapons have more consistent power than edged weapons for any race.)&lt;br /&gt;
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Dark elves have about 7.4% better carrying capacity than sylvans and their Wisdom bonus improves paladins&#039; [[Casting Strength]]-based (CS-based) spells, which can be particularly good at lower levels, but will remain at least moderately helpful even late in life. Dark elven paladins are much more commonly played than sylvan paladins, probably for these reasons.&lt;br /&gt;
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Sylvans get slightly better silver prices than dark elves as a baseline due to Influence. Location doesn&#039;t offer dark elves any real help in catching up here either; dark elves get their best silver in Wehnimer&#039;s Landing and Cysaegir while sylvans get their best silver in Icemule and Ta&#039;Illistim, so both have quick access to race bonuses in or nearby the most major cities.&lt;br /&gt;
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Dark elf paladins do take several more minutes to recover full spirit after death or after resurrecting other characters with [[Divine Word (1640)|Divine Word]] than sylvans--or aelotoi or half-elves, for that matter. (Most other races recover more quickly than any of those.) I generally won&#039;t mention spirit recovery as a major upside or downside for races because A) most of them recover in decently similar time, B) paladins of any kind are difficult to kill, C) not all paladins resurrect others much, if at all, and D) paladins in Voln can somewhat compensate for a spirit disadvantage with fast spirit recovery symbols. Still, downtime for spirit recovery is an intangible, subjective pain that seriously annoys some players of elves or dark elves. If you&#039;re the sort who can&#039;t stand downtime, but would otherwise be looking into a dark elf for mechanical reasons, then aelotoi, half-elves, or sylvans might be the pick for you as fairly similar races who recover spirit a few minutes more quickly.&lt;br /&gt;
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&#039;&#039;&#039;[[Dwarf|Dwarves]]&#039;&#039;&#039;:&lt;br /&gt;
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Dwarves have a good Strength bonus and very good Constitution bonus, making for great carrying capacity and a sturdy paladin who can stay out hunting and hoarding loot for quite a while. Dwarves also have a huge +30 elemental TD bonus, which in theory shores up a paladin weakness, though that&#039;s somewhat offset by a -10 Aura bonus that makes it +20 in practice. Either way, the elemental TD doesn&#039;t come into play as often as one might hope since few creatures across the entire game cast CS-based elemental spells, but it does make a major difference if you happen to hunt those specific creatures.&lt;br /&gt;
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Various contact-based shield maneuvers like [[Shield Bash]], [[Shield Charge]], or [[Shield Trample]] (as opposed to non-contact-based shield maneuvers like [[Shield Throw]]) also account for the &amp;quot;size&amp;quot; of the race. In this game, size doesn&#039;t refer to height, but more like mass or maybe even muscle density. However you want to think of it, dwarves have above average size, so many of their shield maneuvers hit slightly harder than other races besides half-krolvin, humans, and giants.&lt;br /&gt;
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On the less bright side, dwarves have a worse baseline selling price than any other race (and could only compensate with race bonuses by living in the isolated Zul Logoth or Teras Isle) and are the second worst Agidex race. Unless they make heavy use of enhancives to bring their Agidex more up to par, dwarf paladins are most likely better off using a shield than two weapons or two-handed weapons. (If you&#039;re set on using two weapons or two-handed weapons, then I recommend heavily leaning into single strikes like [[Chastise]] or [[Spin Attack]]. Once the dwarf&#039;s Agidex has grown enough, those single strikes will be the same speed as faster races regardless of weapon size or number.) Blunt weapons&#039; [[Concussive Blows]] flares will hit particularly hard from dwarves&#039; Strength bonus.&lt;br /&gt;
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Lastly, dwarves are tied with forest gnomes and halflings as the fastest at recovering spirit. This is the opposite extreme end of elves and dark elves, where a dwarf (or forest gnome or halfling) is ready to resume hunting at full strength after a death or Divine Word unlink 10-15 minutes more quickly.&lt;br /&gt;
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&#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;:&lt;br /&gt;
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Elves are tied for second place at Agidex and are another great paladin race that can work with any aura or melee weapon type. They have slightly worse carrying capacity than the third place Agidex races except for aelotoi (but the differences are marginal, not major), but their weapon-based offense is even more rapid fire and their defenses against AS and SMR attacks are better. Elves do, however, recover spirit as slowly as dark elves. If you have great disdain for extensive recovery time after resurrecting or being resurrected, consider the third place Agidex races as an alternative.&lt;br /&gt;
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Elves have slightly less size than dark elves or half-elves, so using contact shield maneuvers is slightly weaker than it could be. It&#039;s not a major difference, but still worth noting; shields don&#039;t play to elves&#039; natural strengths in other respects either, as their great Agidex is quite excessive for a single one-handed weapon. Again, though, the differences aren&#039;t major enough that they should put you off the idea if you&#039;re set on a shield-wielding elf paladin.&lt;br /&gt;
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Elves have a better &#039;&#039;baseline&#039;&#039; selling price than all other non-erithian races due to high Influence. However, since they only get race bonuses in Ta&#039;Vaalor and Ta&#039;Illistim, elves living anywhere else will still make less silver than races who can take advantage of a race bonus in those places.&lt;br /&gt;
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&#039;&#039;&#039;[[Giantman|Giants]]&#039;&#039;&#039;:&lt;br /&gt;
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Giants have near endless carrying capacity, allowing them to go adventuring and slaying for loot as long as they want, virtually never needing to end hunts early because of encumbrance. Giants are also the biggest race along with half-krolvin, making their contact-based shield maneuvers hit as hard as anyone&#039;s going to get.&lt;br /&gt;
&lt;br /&gt;
However, giants are the worst Agidex race. For that reason, as counterintuitive as it might seem, wielding a big two-handed weapon with a giant isn&#039;t necessarily the way to go for high damage output. Unless you go extremely hard on enhancives (even more than dwarves), assault techniques with a two-handed weapon will be significantly slower than one-handed weapons, essentially canceling out the damage advantage of having a two-handed weapon in the first place. Still, there&#039;s an obvious appeal to the concept of a huge character with a huge weapon or even two weapons. If you&#039;re set on that character concept, then just like I said with dwarves, lean into reduced-RT single attacks like [[Chastise]] or [[Spin Attack]]. Concussive Blows flares via blunt weapons hit harder from giants than anyone else, adding extra appeal to a Two Weapon Combat build.&lt;br /&gt;
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Giants have good Influence for baseline silver gains. Their race bonuses are in Wehnimer&#039;s Landing and the isolated Teras Isle.&lt;br /&gt;
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&#039;&#039;&#039;[[Half-Krolvin]]&#039;&#039;&#039;:&lt;br /&gt;
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Half-krolvin are a very robust paladin race with high Strength, the second best carrying capacity, and even a small Agility bonus. Any melee weapons, including two weapons, make perfect sense in their hands and they&#039;re good at all things combat. Concussive Blows excels on a blunt weapon build. Without enhancives or Ascension, the half-krolvin natural max of 55 Agidex actually falls within the same 53-67 Agidex RT reduction range as the aelotoi/dark elf/half-elf/sylvan natural max of 65. However, those other four can much more easily reach the 68-82 range with enhancives or Ascension than half-krolvin.&lt;br /&gt;
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The main downside of half-krolvin that makes many players not even consider playing them is a big Logic penalty that, for most characters, results in around 4-6% less exp absorbed per minute. However, that doesn&#039;t affect instant exp absorption, so it&#039;s not necessarily as bad as it sounds if you run a lot of bounties.&lt;br /&gt;
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Half-krolvin also have an Influence penalty and their race bonuses are in Icemule and the isolated River&#039;s Rest.&lt;br /&gt;
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&#039;&#039;&#039;[[Halfling]]s&#039;&#039;&#039;:&lt;br /&gt;
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The fastest Agidex race. I have to give the caveat that halflings have incredible encumbrance issues that are only slightly mitigated by armor support and/or full plate. That mitigation might have been enough before game-wide loot changes in January 2026, but if you don&#039;t like the idea of either regularly buying encumbrance reduction or returning to town to unload every time you find a box, this is not the way to go.&lt;br /&gt;
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That said, along with having the best Agidex, halflings have an enormous +40 elemental TD bonus (offset to +35 by a negative Aura bonus). The caveat I mentioned with dwarves does still apply: it&#039;s very rarely helpful, but when it is, it&#039;s extremely so. Halflings also recover spirit faster than any other race besides dwarves and forest gnomes.&lt;br /&gt;
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Aside from encumbrance, halflings&#039; Strength penalty also hurts a bit; they can potentially use the Zealot aura to overcome the AS penalty of low Strength, but that would mean giving up the flare potential of the Fervor aura that their Agidex would naturally go so well with. I&#039;d generally default to Fervor and just live with the AS penalty.&lt;br /&gt;
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Big weapons or especially two weapons play much more into halflings&#039; talents than shields do. Halflings swing just as quickly either way, so they might as well use the harder hitting options. Since halflings are the second smallest race, their contact shield maneuvers also won&#039;t hit as hard as even an average-sized race, never mind a dwarf, giant, or half-krolvin. Shields aren&#039;t off the table for halflings, however; Shield Throw is arguably the best shield maneuver and it&#039;s non-contact, so a halfling shield paladin can simply lean on that more heavily.&lt;br /&gt;
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As for a two weapon build, Slashing Strikes flares with edged weapons bleed creatures more with a halfling than any other race; conversely, Concussive Blows flares with blunt weapons do less damage from a halfling than any other race besides burghal gnomes. Still, Slashing Strikes and Concussive Blows &#039;&#039;are&#039;&#039; flares, so the fact remains that blunt weapons outshine edged weapons for baseline, consistent damage. Slashing Strike is just flashier and might be more subjectively fun depending on player preference!&lt;br /&gt;
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Halflings have an Influence penalty, but since they&#039;re fortunate to get race bonuses in the two most populated towns, Wehnimer&#039;s Landing and Icemule Trace, many halflings will get richer from selling their goods than most other races anyway.&lt;br /&gt;
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====Not So Great Paladin Races====&lt;br /&gt;
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You can play the following paladin races and you can even succeed with them. Mechanically, however, there are many incentives not to make a paladin of these races and that&#039;s what I&#039;m here to explain.&lt;br /&gt;
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&#039;&#039;&#039;[[Burghal Gnome]]s&#039;&#039;&#039;:&lt;br /&gt;
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A second place Agidex race alongside elves. Despite that, I can&#039;t possibly recommend a burghal gnome paladin. They have all the disadvantages of halflings&#039; size and Strength penalty--in fact, they&#039;re even more hindered by encumbrance--while lacking the upsides of better Agidex and superior elemental TD. They&#039;re also smaller than halflings for the purposes of contact maneuvers. They don&#039;t recover spirit as quickly as halflings. They have an Influence penalty and their race bonuses are in Ta&#039;Illistim and Zul Logoth.&lt;br /&gt;
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On the bright side, they do gain exp slightly faster than every other race because of their Logic bonus.&lt;br /&gt;
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If you want a high speed paladin who can get into the 68-82 Agidex tier even without enhancives or Ascension, then I recommend an elf over a burghal gnome. If you&#039;re absolutely set on a small race, I still recommend a halfling or dwarf over a burghal gnome depending on whether the speed or the height is what you&#039;re after. All this said, the paladin toolkit is inherently very strong and so is high Agidex, so if you&#039;re certain you want to play a burghal gnome paladin, they&#039;ll do very well, just not as well as elves, halflings, or dwarves would. Using two weapons or a big weapon leans into a burghal gnome&#039;s strengths more than a shield due to their size. However, like with halflings, Shield Throw is a big assist to the shield build.&lt;br /&gt;
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&#039;&#039;&#039;[[Erithian]]s&#039;&#039;&#039;:&lt;br /&gt;
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Erithians bring nothing to the table that a paladin is interested in. They&#039;re tied for third slowest race, yet, unlike other slow races, they have a Strength penalty instead of a bonus. They also don&#039;t have a Wisdom bonus for spells. They&#039;re average size for the purpose of contact maneuvers. They&#039;re at the slower end of recovering spirit. Mechanically speaking, there&#039;s simply nothing to see here. They have no major strengths and no major weaknesses, but that has no merit when there are races who have major strengths and &#039;&#039;still&#039;&#039; have no major weaknesses (from a mechanical paladin-specific perspective).&lt;br /&gt;
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In short, erithians are generalists who are neither fast nor strong, but the game world heavily favors specialists who &#039;&#039;are&#039;&#039; either fast or strong.&lt;br /&gt;
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Erithians do have a high +10 Influence bonus just like elves. However, they also only get race bonuses in Ta&#039;Illistim and Cysaegir, which means you could just play an elf to get the same silver in the same geographical area while being far better in combat. I&#039;d at least acknowledge a silver niche if erithians got race bonuses in the Landing, Icemule, or Solhaven, but they don&#039;t.&lt;br /&gt;
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&#039;&#039;&#039;[[Human]]s&#039;&#039;&#039;:&lt;br /&gt;
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Among my not-recommended list, human paladins are the only race that I do see people playing as paladins. I assume it&#039;s primarily for RP reasons, which is fine and is something I&#039;ve done too (albeit with my ranger instead of my paladins). However, if any given player told me they were considering a human paladin and asked for advice purely rooted in &#039;&#039;mechanics&#039;&#039;, I&#039;d point them toward dwarf, giant, half-elf, or half-krolvin every time. If someone is drawn toward a human paladin because of:&lt;br /&gt;
* Good carrying capacity: Go giant or half-krolvin, who have better carrying capacity.&lt;br /&gt;
* Strength and Logic bonus on the same race: Go dwarf for identical Logic and better Strength.&lt;br /&gt;
* Jack of all trades with no major strengths or weaknesses: Go half-elf for a major strength, namely Agidex, and still no major weaknesses.&lt;br /&gt;
* Above average size for contact maneuvers: Go dwarf, giant, or half-krolvin for as good or better size.&lt;br /&gt;
* Race bonuses for selling in River&#039;s Rest: Okay, sure, yes. From a mechanical perspective, one reason to be a human paladin is for making more silver in River&#039;s Rest (RR) than all other paladins. (The only other race bonus in RR is for half-krolvins, who have an Influence penalty.) Unfortunately for humans, though, RR hunting isn&#039;t fleshed out past the early level 60s.&lt;br /&gt;
* Race bonuses for selling in Solhaven: Go half-elf for the same Solhaven bonus plus greater Influence.&lt;br /&gt;
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All of these are positives, of course, but there&#039;s no individual area where humans excel other than making silver in RR. You&#039;d need to combine several of these niches to form a very specific case; for example, a character who&#039;s dedicated to Solhaven, focused on silver, rarely uses assaults, runs a shield build, and really doesn&#039;t like running back to the locksmith pool to unload seems like a great case for a human paladin.&lt;br /&gt;
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Overall, humans are generalists like erithians. They &#039;&#039;are&#039;&#039; significantly better than erithians since they have greater carrying capacity and recover spirit more quickly, but I simply can&#039;t (mechanically) recommend a race that has no distinct, major, geographically universal advantages.&lt;br /&gt;
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====A Fine Paladin Race====&lt;br /&gt;
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This one is straddling a line where it&#039;s not troubled enough to classify with burghal gnomes, erithians, or humans, but certainly not good enough that I&#039;d ever recommend it to someone who didn&#039;t know what they wanted.&lt;br /&gt;
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&#039;&#039;&#039;[[Forest Gnome]]s&#039;&#039;&#039;:&lt;br /&gt;
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Forest gnomes recover spirit as quickly as dwarves and halflings, putting them in the fastest recovery tier. They have much worse Dexterity than halflings, so they&#039;re slower while also not hitting as hard due to less weighting. However, forest gnomes do have better carrying capacity than halflings both as a race and because of a smaller Strength penalty, they have a Wisdom bonus for better casting than halflings, and are slightly bigger size than halflings for the purpose of contact maneuvers. Forest gnomes have an Influence penalty just like halflings, but they get race bonuses in the Landing and Cysaegir, which are within distance of almost all major cities.&lt;br /&gt;
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Overall, I&#039;d give halflings the edge due to their Dexterity advantage mattering more often than forest gnomes&#039; Wisdom and Strength advantage. Forest gnomes&#039; roughly 5% carrying capacity advantage used to be a little more important before January 2026 game changes, but not as much anymore since encumbrance happens in bigger bursts rather than building up incrementally. Speaking of encumbrance, aelotoi, dark elves, half-elves, and sylvans are all in the same Agidex tier as forest gnomes while having anywhere from ~42% (aelotoi) to ~72.7% better carrying capacity.&lt;br /&gt;
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I assume all of these reasons are why I&#039;ve never seen anyone playing a forest gnome paladin. Still, if someone wants to do that for RP reasons or just to be a trailblazer, I don&#039;t think forest gnome paladins are in a dire situation like erithians. Forest gnomes have their niches and, as the section title implies, I think they&#039;re a perfectly fine paladin choice. Just know that you have to be willing to deal with encumbrance one way or another, as explained in the halfling section.&lt;br /&gt;
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===Stats: Power or Growth===&lt;br /&gt;
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Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want.&lt;br /&gt;
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But what &#039;&#039;do&#039;&#039; you want? That&#039;s not a simple question. Broadly speaking, there are two camps on stat placement:&lt;br /&gt;
# Set your stats for power. (Strong start, poor finish.)&lt;br /&gt;
# Set your stats for growth. (Poor start, strong finish.)&lt;br /&gt;
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Let&#039;s elaborate!&lt;br /&gt;
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&#039;&#039;&#039;Setting your stats for power&#039;&#039;&#039; involves putting the initial value of key stats like Strength, Dexterity, Agility, and Wisdom at 70+ so that you&#039;ll immediately be strong in the early game.&lt;br /&gt;
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However, since stats max at 100 and these vital paladin stats quickly grow through leveling, your power head start will be gone toward the midgame (level 63.5) and yet the stats that you tanked to be bad at the start will remain bad because they grow slowly. The only way to change that is with a fixstats potion, which costs 1,000,000 bounty points or can sometimes be bought from players for 14-16 million silver.&lt;br /&gt;
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If you&#039;re the type of player who spends very little time in game, I generally recommend setting stats for power. You might as well enjoy your playtime while you have it.&lt;br /&gt;
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&#039;&#039;&#039;Setting your stats for growth&#039;&#039;&#039; is basically placing the initial values so that as many stats as possible will max out at exactly level 100, resulting in the highest overall stat total.&lt;br /&gt;
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However, this means that your fastest growing stats--which are basically all the good ones--need to be set low early. You&#039;ll feel like a jack of all trades, which can make levels 20-40 feel underwhelming. Depending on race, it&#039;s a very noticeable lack in at least one out of AS (Strength), RT (Agidex), or CS (Wisdom). RT is definitely the most  problematic of those and can severely interfere with the efficacy of a non-shield build before the midgame or so. (Shield builds can skirt by on a race&#039;s natural Agidex bonuses being sufficient.)&lt;br /&gt;
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If you&#039;re running a shield build &#039;&#039;and&#039;&#039; you&#039;re the type of player who grinds hard and gets exp very quickly, I&#039;d generally recommend setting stats for growth. You&#039;ll get past the rough patches soon enough and you might as well have those rough patches be in the early game when creatures are easier anyway. Still, biting the bullet for a fixstat later in life is a completely viable option even for this type of player.&lt;br /&gt;
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===Placing Your Stats===&lt;br /&gt;
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From level 0-19, set stats for power regardless of your plans for setting for power or growth at level 20+. In other words, set Strength, Dexterity, Agility, and Wisdom high so you&#039;re at your best in combat and set Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
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Before the level 20 stats-and-skills confirmation, if you&#039;re setting for power, play around with [https://web.archive.org/web/20200920112944/https://gs4chart.cfapps.io/ this stat calculator] until you find the balance between short-term and long-term power that you&#039;re looking for.&lt;br /&gt;
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If you&#039;re setting for growth, then below are my recommendations for each race. These are also the stats you&#039;d use if you were doing a fixstat in the late game.&lt;br /&gt;
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Three options are shown: tanking Discipline, Intuition, or Influence. If you&#039;ve been consulting with other players before reading this guide, you might only hear about tanking Intuition or Influence, which are very instinctive tank stats due to inertia from being the the go-tos for decades. However, tanking Discipline is usually my recommendation due to game changes in 2025 and 2026 incentivizing it, which I&#039;ll explain a little further below.&lt;br /&gt;
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My methodology was as follows:&lt;br /&gt;
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* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline, Intuition, or Influence if possible. If not possible, then take a small number out of the &#039;&#039;other&#039;&#039; two stats. (The left column below shows which stats won&#039;t be 100 at cap and what they &#039;&#039;will&#039;&#039; be at cap.)&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are still spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
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&#039;&#039;&#039;The Level 20 Stat Placement Table!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Wisdom to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for paladins are Strength and Wisdom. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (85 DIS)||49||68||68||68||20||82||88||78||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (75 INT)||49||68||68||68||59||82||89||38||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (76 INF)||49||68||68||68||59||82||89||78||62||37&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (79 DIS)||62||62||68||68||25||85||82||73||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (76 INT)||62||62||68||68||70||85||83||27||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (76 INF)||62||62||68||68||70||85||83||73||62||27&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (82 DIS)||49||68||62||62||29||82||88||82||65||73&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (75 INT)||49||68||62||62||68||82||88||46||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (79 INF)||49||68||62||62||68||82||88||82||64||35&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (98 DIS, 91 INT, 95 INF)||30||49||78||82||53||82||88||70||58||70&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (87 INT, 95 INF)||30||49||78||82||58||82||88||64||59||70&lt;br /&gt;
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||Dwarf (91 INT, 92 INF)||30||49||78||82||58||82||88||70||58||65&lt;br /&gt;
|-&lt;br /&gt;
||Elf (79 DIS)||49||73||62||68||35||73||88||82||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Elf (74 INT)||49||73||62||68||73||73||88||44||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Elf (91 INT, 96 INF)||49||73||62||68||73||73||88||69||64||41&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (89 DIS, 91 INT)||58||62||73||73||25||82||86||69||64||68&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (71 INT)||58||62||73||73||58||82||86||38||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (91 INT, 84 INF)||58||62||73||73||58||82||86||69||64||35&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (85 DIS, 98 INF)||59||59||70||68||20||82||88||82||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (72 INT)||59||59||70||68||59||82||88||40||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (77 INF)||59||59||70||68||59||82||88||82||64||29&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (90 DIS, 93 INT, 98 INF)||30||58||77||77||43||82||88||70||65||70&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (83 INT, 98 INF)||30||58||77||77||62||82||88||54||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (93 INT, 87 INF)||30||58||77||77||62||82||88||70||64||52&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (84 DIS)||39||62||70||70||35||82||88||82||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (77 INT)||39||62||70||70||68||82||88||49||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (83 INF)||39||62||70||70||68||82||88||82||62||37&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (89 DIS)||33||49||70||70||41||85||91||82||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (84 INT)||33||49||70||70||62||85||91||61||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (85 INF)||33||49||70||70||62||85||92||82||62||55&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (84 DIS)||62||49||62||62||35||82||91||82||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (77 INT)||62||49||62||62||68||82||91||49||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (81 INF)||62||49||62||62||68||82||92||82||62||39&lt;br /&gt;
|-&lt;br /&gt;
||Human (90 DIS, 93 INT, 98 INF)||39||59||73||73||43||82||88||70||63||70&lt;br /&gt;
|-&lt;br /&gt;
||Human (81 INT, 98 INF)||39||59||73||73||62||82||88||50||64||70&lt;br /&gt;
|-&lt;br /&gt;
||Human (93 INT, 87 INF)||39||59||73||73||62||82||88||70||62||52&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (77 DIS)||59||68||62||62||29||77||88||82||65||68&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (73 INT)||59||68||62||62||73||77||88||41||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (81 INF)||59||68||62||62||73||77||88||82||62||27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And in case you&#039;re wondering what relevant things each stat does for paladins, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 AS for every 1 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Adds crit weighting.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +0.6225 DS in offensive stance for every 1 bonus, assuming you&#039;re in full plate. If you&#039;re also using a tower shield, then make that +0.33615 DS.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). Increased resistance to enemy warcries. Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 TD against mental spells for every 1 bonus. +1 exp pool size for every 1 base stat (not bonus).&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.155625 DS in offensive stance for every 1 bonus, assuming you&#039;re in full plate. If you&#039;re also using a tower shield, then make that +0.03890625 DS.&lt;br /&gt;
* [[Wisdom]]: +1 CS for every 1 bonus. +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only. Slightly improves Battle Standard creation bonus.&lt;br /&gt;
* [[Influence]]: Increased success for SSR attacks. +1% silver from selling to NPC shops for every 12 bonus. Slightly improves Battle Standard creation bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So which stat should you tank out of Discipline, Intuition, and Influence? Answering that requires detail, talk about history for context, and math.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; paladins&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition actually provide more training points than a hybrid stat like Discipline. That&#039;s a fairly minor advantage in the long run, though.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but the only one of those systems that&#039;s definitely used by paladins is experience. Warcry defense and SSR bonus are at least &#039;&#039;potentially&#039;&#039; relevant, but many paladins will rarely, if ever, interact with either.&lt;br /&gt;
&lt;br /&gt;
Experience was and in some cases still is a primary reason that few players of any profession tanked Discipline. Instant Mind Clearers from [[Login_Rewards|login rewards]] can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the [[Wisdom of the Ages]] perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between these factors and the [[Ascension]] system introduced in 2020 (though that&#039;s more aimed at capped characters), it&#039;s far easier than ever before to reach the magical 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
One aspect of Discipline that has become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. Even though it&#039;s still very rare for now and even though full plate mitigates spell damage fairly well, the trend line of more mental CS spells probably makes this the best argument for not tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
I would still personally tank Discipline if I were setting stats today instead of years ago, but don&#039;t feel strongly enough about the difference to use a fixstats on it. So how about the alternatives of tanking Intuition or Influence? Most players will tell you to tank Influence, but I actually disagree.&lt;br /&gt;
&lt;br /&gt;
Professions that aren&#039;t monks need either 34+ natural Influence bonus, enhancives for Influence or Trading, Ascension for Influence or Trading, or access to [[Glamour (1205)|Glamour]] scrolls to get maximum silver value from selling items to NPC shops. Some people seem to believe this is meaningless because the difference between tanking Influence and not tanking it is &amp;quot;only&amp;quot; 1% more silver. However, the difference between tanking Intuition and not tanking it is less than 1 DS for a shield build, exactly 1 DS for a non-shield build, and avoiding enemy maneuvers about 1% more often. This is a lopsided benefit that heavily favors Influence. &lt;br /&gt;
&lt;br /&gt;
More silver means more ability to improve your offense via gear and profession services. Since players attack creatures more often than creatures attack them--and, even more pointedly, players &#039;&#039;hit&#039;&#039; creatures more often than creatures hit them--improving offense is already statistically better than improving defense. Besides that, Intuition&#039;s best perk is defending against maneuvers, but the nominal 1% benefit is actually a tiny fraction of that because it&#039;s dependent on 1) how often creature RNG decides to use maneuvers instead of other attacks and 2) how often the 1% better defense would have made a tangible difference even when the creature does use a maneuver. (In a future update, I&#039;ll delve into this math in more detail in the Odds and Ends section or maybe even an entire separate guide.)&lt;br /&gt;
&lt;br /&gt;
That&#039;s the math, though. If your subjective experience is still to value defense as highly as or more highly than offense because you can&#039;t stand getting hit, the great news on top of all of this is that you don&#039;t have to use your extra silver from Influence on offense in the first place; you could also use it to improve your &#039;&#039;defense&#039;&#039; via gear and profession services! It&#039;s simply much more flexible to tank Intuition than to tank Influence.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Which society is right for your paladin?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things, only two of which even might apply to paladins:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist) &#039;&#039;&#039;if&#039;&#039;&#039; you can get away with consuming tons of spirit to do it (but paladins can&#039;t get away with that; it&#039;s more for CS-based casters))&lt;br /&gt;
* Offering slightly more AS and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 AS against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
More AS and DS are fine, but paladins have among the best offensive prowess and defensive prowess in the game already. If you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two society options being a poor fit based on their lore. You actually wind up having worse mana recovery in CoL since losing spirit is such bad news for almost everything paladins do (AS, DS, maneuver offense, and maneuver defense). You could somewhat get around it by buying a ton of Aura enhancives, but that gets very expensive for a pretty tame payoff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. If you intend to play your paladin by very frequently mixing might and magic, this is a solid option for reasons I&#039;ll explain shortly. However, if you want to play a paladin very similarly to a warrior, then I recommend loading up on stamina regen enhancives or this might not be the society for you. Weapon techniques, combat maneuvers, and the Chastise feat all compete with Sunfist for your stamina usage, so it helps a great deal that more magical paladins can ease the stamina burden by casting more spells and using the Excoriate feat. (More on feats later!)&lt;br /&gt;
&lt;br /&gt;
Sunfist features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and, most importantly for paladins, a sigil to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes. Paladins frequently rely on being able to use their spells in combat, but rank 2 wounds on any two body parts out of arms, hands, or eyes will stop them without a way to ignore wounds.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth mentioning that paladins&#039; innate [[Devout Guardian]] and [[Devout Resolve]] boons, which we&#039;ll cover later, can also ignore wounds. However, those boons require getting hit, only have a 20% chance to activate, and only offer a 30-second window even when they do activate. Sunfist offering the ability to ignore on demand is extremely convenient and helpful!&lt;br /&gt;
&lt;br /&gt;
Sunfist also offers a strong utility sigil that [[Sigil of Mending|minimizes the RT of healing herbs]], which can be very useful for builds that take a lot of punishment and prefer healing on the go over running back to town for empaths.&lt;br /&gt;
&lt;br /&gt;
On the less positive side, several of Sunfist&#039;s AS- or DS-boosting abilities have short durations (60 seconds) and cost enough stamina that paladins (even magical ones) are unlikely to use them often, if ever. If they only use the cheapest AS and DS sigils, the total benefit lags behind other societies. That said, paladins are already offensively and defensively very strong, so this isn&#039;t a huge deal.&lt;br /&gt;
&lt;br /&gt;
Finally, Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Overall, Sunfist is something of a one-trick pony for paladins unless you&#039;re interested in warcamps, but that one trick of ignoring wounds has such immense value that it catapults the society high on the paladin list for battle purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most professions, but does that hold up for paladins?&lt;br /&gt;
&lt;br /&gt;
Like all professions, paladins get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits--just in case your paladin wasn&#039;t feeling invulnerable enough already!&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly more AS than Sunfist (unless you&#039;re wildly burning stamina on Sunfist&#039;s Major Bane) and three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than thirteen levels higher. (Thirteen because paladins&#039; [[Dauntless (1606)|Dauntless]] spell adds another three levels of protection.)&lt;br /&gt;
&lt;br /&gt;
Perhaps the primary paladin combat benefit from Voln is [[Symbol of Supremacy|increased CS against the undead]]; no other society can increase CS in any context. Spells like [[Aura of the Arkati (1614)|Aura of the Arkati]] and [[Judgment (1630)|Judgment]] only need a 101 endroll to achieve almost all of the intended impact, so some extra buffer to make sure your spells land is very helpful.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers paladins the most utility of the societies and its Liabo pantheon-oriented lore can lend itself to Liabo or neutral paladins. I&#039;d still have to argue that Sunfist is mechanically stronger in combat, but Symbol of Supremacy is a notable Voln perk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Choosing an Arkati or Lesser Spirit===&lt;br /&gt;
&lt;br /&gt;
[[Conversion]] is usually a big part of paladins&#039; character concept for RP reasons, mechanical reasons, or both. I already touched on the RP aspects in the Semi-Custom Messaging section, so if that&#039;s important to you, then review the spells listed on the wiki. Repentance, Fervor, Judgment, and Divine Incarnation are the ones you&#039;re likely to see most often.&lt;br /&gt;
&lt;br /&gt;
If the mechanics are also (or exclusively) important to you, we&#039;ll review those now! The paladin spells [[Repentance (1615)|Repentance]], [[Fervor (1618)|Fervor]], [[Battle Standard (1620)|Battle Standard]], and [[Judgment (1630)|Judgment]] use [[Holy_critical|holy critical]] damage types, which vary depending on exactly which Arkati or lesser spirit is your paladin&#039;s patron.&lt;br /&gt;
&lt;br /&gt;
Like with races, the power differences are minor enough that I usually wouldn&#039;t recommend fixating on having the absolute best damage type. The only one that&#039;s truly a cut above the rest is lightning, though that does come with its own drawbacks. In case you do want to optimize around niche scenarios or just figure out the best use for the flare you&#039;ve already chosen for roleplay reasons, let&#039;s analyze the available options. These are arranged into three overarching types:&lt;br /&gt;
&lt;br /&gt;
* Type 1: knockdown-oriented flares with minimal killing power&lt;br /&gt;
* Type 2: conventional flares that do roughly as well as expected&lt;br /&gt;
* Type 3: flares that excel in specific scenarios&lt;br /&gt;
&lt;br /&gt;
====Flare Type 1: Grapple and Unbalance====&lt;br /&gt;
&lt;br /&gt;
* Grapple (Ivas)&lt;br /&gt;
* Unbalance (Arachne)&lt;br /&gt;
&lt;br /&gt;
These two types have below average damage and basically non-existent deadliness, but are unique among the available options in that they almost always knock the creature down. Repentance and Judgment already (respectively) always or usually put the creature on its knees as part of the base effect of the spell, so a full knockdown from the specific damage type is only barely an upgrade in that case. However, knockdowns can be more helpful with Fervor or tier 3 and up Battle Standards &#039;&#039;if&#039;&#039; you&#039;re not leading off by knocking the creature down in the first place (whether via Repentance, Judgment, Bull Rush, Shield Trample, or other means).&lt;br /&gt;
&lt;br /&gt;
====Flare Type 2: Almost Everything Else====&lt;br /&gt;
&lt;br /&gt;
All flares in this category except maybe steam have roughly equal power against a typical creature in a typical hunting ground, but some have other unique considerations if you run into &#039;&#039;atypical&#039;&#039; creatures or hunting grounds.&lt;br /&gt;
&lt;br /&gt;
* Steam (Jastev)&lt;br /&gt;
&lt;br /&gt;
Steam deals average damage, but has very slightly below average deadliness. No creatures in the game that I know of are immune to steam, but it wouldn&#039;t surprise me if some fiery creature somewhere is. Steam doesn&#039;t trigger environmental hazards anywhere.&lt;br /&gt;
&lt;br /&gt;
* Acid (Aeia, Lumnis, Marlu)&lt;br /&gt;
* Cold (Gosaena)&lt;br /&gt;
* Disintegration (Ghezresh)&lt;br /&gt;
&lt;br /&gt;
These three types dish out average damage and average deadliness and don&#039;t trigger environmental hazards anywhere, but a tiny handful of creatures across the entire game are immune to them. Cold is the most affected by immunities, numerically; I wouldn&#039;t recommend raising a Gosaena paladin in Icemule with its myriad ice-themed creatures, but anywhere else is perfectly fine. The [[Silver-scaled cold wyrm|wyrm]] boss in the endgame is notably immune to acid.&lt;br /&gt;
&lt;br /&gt;
* Fire (Eorgina, Laethe, Oleani, Phoen, Ronan, Voaris, Voln)&lt;br /&gt;
&lt;br /&gt;
Fire is another type with average damage and deadliness that a tiny handful of creatures are immune to. It interacts with [[Web (118)|Web]] in a way that can be good or bad: if a webbed creature gets hit with fire, the web burns up and they take an extra round of fire damage in the process. In the best case (AKA a good RNG roll), that means doubling up on fire damage to deal a significant blow. In the worst case, that means prematurely freeing the creature from the web for some minor extra damage.&lt;br /&gt;
&lt;br /&gt;
Some players seem to really hate freeing the creature, which I definitely understand at lower levels, but I don&#039;t think it&#039;s as much of a drawback at cap as others believe. Most capped creatures get out of webs near instantly anyway, so I&#039;d rather pile on extra damage for an extra shot at a crit kill.&lt;br /&gt;
 &lt;br /&gt;
Fire doesn&#039;t trigger environmental hazards anywhere that I know of except for a level 82-89 hunting ground, the Bowels. However, it&#039;s not an argument against fire because plasma &#039;&#039;also&#039;&#039; triggers those same hazards and Holy Weapon grants plasma flares, so paladins will face gas explosions in that hunting ground anyway.&lt;br /&gt;
&lt;br /&gt;
* Random (Zelia)&lt;br /&gt;
&lt;br /&gt;
Random flares have all the upsides and all the downsides of other damage types, except they&#039;re unpredictable. Fun option!&lt;br /&gt;
&lt;br /&gt;
* Crush (Kai, Kuon, Sheru)&lt;br /&gt;
* Disruption (Eonak, Tilamaire)&lt;br /&gt;
* Impact (Niima)&lt;br /&gt;
* Plasma (Lorminstra)&lt;br /&gt;
* Slash (Amasalen, Andelas, Fash&#039;lo&#039;nae, Mularos, The Huntress, V&#039;tull)&lt;br /&gt;
* Vacuum (Jaston, Tonis)&lt;br /&gt;
&lt;br /&gt;
These six types all dish out average damage and average deadliness while having no downsides. To my knowledge, no creatures in the game are immune to any of these damage types. None of them trigger environmental hazards anywhere either except for plasma in the Bowels, but I already mentioned above why I don&#039;t consider that an argument against it for convert status.&lt;br /&gt;
&lt;br /&gt;
====Flare Type 3: Puncture and Lightning====&lt;br /&gt;
&lt;br /&gt;
* Puncture (Cholen, Imaera, Leya, Luukos)&lt;br /&gt;
&lt;br /&gt;
There&#039;s a case for this to be in type 2, as puncture actually deals slightly below average &#039;&#039;damage&#039;&#039;--but it has far above average &#039;&#039;deadliness&#039;&#039; anyway because of its ability to kill creatures that have eyes at very low crit ranks. Nothing&#039;s immune to it that I know of, nor does it trigger environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Against corporeal creatures that have eyes and can be crit killed, puncture is markedly more lethal than any previously listed damage type. However, against noncorporeal creatures, creatures without eyes, or creatures that can&#039;t be crit killed, all previous damage types other than grapple and unbalance can edge out puncture.&lt;br /&gt;
&lt;br /&gt;
On balance, puncture is a contender for the strongest holy critical type because the numerous cases where it far outshines almost all other damage types outweigh the comparatively few cases where it&#039;s slightly weaker than others.&lt;br /&gt;
&lt;br /&gt;
* Electrical (Charl, Koar)&lt;br /&gt;
&lt;br /&gt;
Electrical, AKA lightning, is the other contender for strongest holy critical type. It deals average damage, but has far above average deadliness due to its unique ability to hit a creature&#039;s nervous system, which can kill at low crit rank thresholds. Nothing is immune that I&#039;m aware of, though maybe some of the lightning creatures are and I don&#039;t know about it.&lt;br /&gt;
&lt;br /&gt;
The downside is that we finally have the one case where environmental hazards matter most, as watery rooms scattered throughout a few hunting grounds in the game will backfire and electrocute the user too. Some of these hunting grounds are so low level that you won&#039;t even be casting Repentance before leveling out of them, like the Solhaven bog or Solhaven death dirges. However, other hunting grounds like Old Ta&#039;Faendryl, parts of the Ruined Temple, or parts of Sailor&#039;s Grief are for capped or (with Sailor&#039;s Grief) even far post-capped characters.&lt;br /&gt;
&lt;br /&gt;
If you want the most raw power that&#039;s applicable to the largest number of creatures, electrical is probably it. You&#039;ll just need to be aware of specific watery rooms not to hunt in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Weapon Type===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are presented in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Brawling====&lt;br /&gt;
&lt;br /&gt;
Very few paladins brawl, but it is an option!&lt;br /&gt;
&lt;br /&gt;
At face value, the main mechanical reason to go this route is to synergize UC&#039;s relatively quick 2, 3, or 4-second attacks with paladins&#039; abundance of flares. It makes a kind of sense, though that&#039;s basically the entirety of the allure.&lt;br /&gt;
&lt;br /&gt;
The main trouble with this idea is that UC only maintains a speed advantage for so long. Between weapon techniques, feats, combat maneuvers, and shield maneuvers, paladins have numerous options that are all as fast as or faster than UC, but which work better with other aspects of the toolkit like Arm of the Arkati. Paladins only need sufficient levels and stamina to make frequent use of those techniques, feats, and maneuvers and then they&#039;ll be able to leave brawling paladins in the dust.&lt;br /&gt;
&lt;br /&gt;
Another possible disadvantage is a higher cost of gear upgrades than any other path &#039;&#039;if&#039;&#039; the paladin also wants to make use of a shield since then you have a whopping four pieces of gear to work on: shield, brawling weapon, footwear, and armor. Shields also penalize MM, UC&#039;s most important combat number. On the bright side, a brawler with a shield does at least have the big upside of far stronger AoE abilities via Shield Throw.&lt;br /&gt;
&lt;br /&gt;
If you want to try a brawling paladin for any reason, I won&#039;t call it great, but it&#039;s certainly viable. Nairdin&#039;s a famous paladin who did it for most of his life. Just don&#039;t expect it to work similarly to nor as effectively as how a brawling warrior or monk would if you&#039;re used to those.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shields and One-Handed Weapons====&lt;br /&gt;
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Perhaps the most common paladin path players take is that of the shield, AKA the &amp;quot;sword and board&amp;quot; route. (By convention, it&#039;s often called that even if they use a blunt weapon or an edged weapon that isn&#039;t a sword.)&lt;br /&gt;
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This path can make for a borderline indestructible character if their training and playstyle are built around it. The Divine Shield aura is obviously at its best with shields as the name implies, aiding with that indestructibility via high block chance. It also periodically allows 1-second single-target offensive shield maneuvers. In addition, shield paladins have access to two physical AoE abilities they can rotate between on when the other is on cooldown--Shield Throw and their AoE weapon technique--while other builds would need to train two weapon types to do that. For a paladin who regularly or even exclusively fights swarms, the ability to use AoEs more frequently significantly elevates the offensive power level of shields on a DPS basis once they have the stamina to support it.&lt;br /&gt;
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As for downsides, the natural overarching point is that a defensive build doesn&#039;t have the power of an offensive build except, sometimes, in that swarm-specific scenario. (More on this in the Caveats section.) Abilities like Chastise and Spin Attack can be the same speed with two weapons or a single big weapon as with a single small weapon. Attacks like Flurry and Pummel reach near-identical (and potentially even exactly identical) speed thresholds with two weapons as with a single weapon despite firing off twice as many attacks. Finally, a two-handed weapon or two-handed polearm build also costs less in gear upgrades than a shield build since it only has two pieces of gear instead of three.&lt;br /&gt;
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Excoriate (covered in more detail later) is detached from weapon attributes like damage factor and weighting, making it exactly as powerful for all paladin builds. Relatively speaking, that elevates the average attack power for a shield paladin more than it does for other paladins (who also still like Excoriate). Divine Incarnation Smite is also detached from weapon attributes, but has a limited number of charges per hunt and gets a great deal of its power from Religion lore training, which shield paladins won&#039;t necessarily have much of since they have stronger incentives than other builds to focus on Blessings.&lt;br /&gt;
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====Shields and Polearms====&lt;br /&gt;
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This is similar to the shield and one-handed weapon build, but with two major differences that warrant its own section.&lt;br /&gt;
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The very good news is that Radial Sweep, the polearm reaction technique and the only reaction among all weapon types that does AoE damage, can trigger from blocking with a shield. Paladin block rate can get quite high with Divine Shield, so this specific paladin build is second only to warriors at how often it can fire off Radial Sweeps. It&#039;s arguably better overall than a shield and polearm warrior because the paladin gets the benefit of double plasma flares from Holy Weapon. Radial Sweep does have a 15-second cooldown because of its power, so it&#039;s not fully spammable, but it&#039;s definitely a great hit when you can get in.&lt;br /&gt;
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The very bad news is that the shield and polearm path costs 6 more PTPs and 3 more MTPs per level than training a shield and a one-handed weapon, which will probably require sacrifices elsewhere of power, utility, or both. It&#039;s a perfectly fine path, but make sure you know what you&#039;re getting into by using a character planner or experimenting on the test server.&lt;br /&gt;
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====Two-Handed Polearms or Two-Handed Weapons====&lt;br /&gt;
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Another paladin option is to pick up any huge two-handed weapon from a [[maul]] to a [[lance]] to a [[claidhmore]] and go to town!&lt;br /&gt;
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As mentioned previously, certain weapon-based abilities like Chastise or Spin Attack pack far more of a punch with a big weapon than a single small weapon while not being any slower (at least once you get the Agidex), so you&#039;ll certainly feel the power. Another selling point is that using a two-handed weapon is the cheapest path for gear upgrades since you only have two pieces of gear (armor and weapon). Furthermore, THWs (specifically those, not two-handed polearms) are the cheapest path in terms of training points other than a shield paladin who&#039;s not maxing Shield Use. (More on this in the caveats and rabbit holes section.)&lt;br /&gt;
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On the less bright side, shields are obviously far safer defensively. Big weapons also aren&#039;t stronger than two small weapons. That&#039;s partially just the math of it when comparing like to like, such as a 4-second swing vs. a 4-second swing, but it tilts further in favor of two small weapons when considering specifics like flares or the fact that, unlike Chastise or Spin Attack, Guardant Thrusts and Thrash (respectively the polearm and two-handed weapon assaults) &#039;&#039;are&#039;&#039; slower than Flurry and Pummel (the edged and blunt weapon assaults).&lt;br /&gt;
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====Two Weapon Combat====&lt;br /&gt;
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The final paladin option we&#039;ll go over in detail here is using two weapons for overwhelming attacks!&lt;br /&gt;
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This is the most offensively powerful path even just on the baseline strength of two weapons, but gets even better with any combination of Battle Standard flares, Fervor flares, or the Zealot AS buff, which are all roughly twice as powerful with two weapons as with one. Anything weapon-based--Chastise, Spin Attack, assaults, AoE techniques--is at its most powerful for the two weapon paladin.&lt;br /&gt;
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For downsides, once again, the most obvious is that shields are far safer defensively. Training point-wise, this path ranges from exactly the same cost as a two-handed weapon build to slightly more expensive than a shield and a two-handed polearm, depending on a player&#039;s tolerance for offhand misses. (Before cap, I wouldn&#039;t recommend either of those extremes of 1x or 2x TWC training; more on that in the Caveats section.) In terms of gear upgrades, a two-handed weapon or two-handed polearm build is also cheaper than this route.&lt;br /&gt;
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====Caveats and Rabbit Holes====&lt;br /&gt;
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You might still be undecided on your weapon path or just wondering about some of the more vague wording, so here are additional notes for digging deeper:&lt;br /&gt;
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* When talking about the advantage of having Shield Throw &#039;&#039;and&#039;&#039; an AoE weapon technique, I initially wrote &amp;quot;double up on AoEs&amp;quot; instead of &amp;quot;use AoEs more frequently,&amp;quot; but it&#039;s not quite that simple. In the first place, it depends on how often a character would use two AoEs instead of one even if they &#039;&#039;could&#039;&#039; do so, which wouldn&#039;t be every time. For example, if they&#039;re in a room of three creatures and the first AoE kills two of them, then the ability to use another one is irrelevant. Beyond that, all paladins have [[Glorious Momentum]] from level 40 on (more on this later), which allows even a paladin who only knows one physical AoE to sometimes ignore cooldowns and use it twice in a row anyway.&lt;br /&gt;
* For similar reasons, I mentioned two weapons being &amp;quot;roughly&amp;quot; twice as powerful as a single one-handed weapon because it&#039;s not as simple as saying that it&#039;s exactly twice as powerful. In any instance where the first strike happens to kill a creature, the fact that the second weapon &#039;&#039;would have&#039;&#039; been available as a followup is irrelevant.&lt;br /&gt;
* If you&#039;ve also been getting advice from others before reading this guide, you might have heard that shields are the cheapest path for training points. I actually had written that in here out of reflex because it was true for decades: when paladins had a 2x Shield Use cap, training a one-handed weapon along with it cost 24 PTPs per level (after the almost always inevitable PTP to MTP conversion that paladins get to). Now, however, paladins have a 3x Shield Use cap, so it works out to 29 PTPs. Meanwhile, maxing a two-handed weapon works out to 24 PTPs. Still, like I implied, someone could stop at 2x Shield Use if they wanted, taking the shield option down to 21 PTPs per level so it can be the cheapest again.&lt;br /&gt;
* Alternatively, someone might say that the shield path is cheaper because the non-shield paths have to train Dodging. This is a questionable line of reasoning, though. For one thing, some shield paladins do train Dodging, in which case they don&#039;t get to hold that over the heads of other builds. Even if they don&#039;t train Dodging, though, the training points saved from not doing so would end up spent somewhere else. As an example, let&#039;s say that they put it to use getting 1.5x Combat Maneuvers because they wanted more AS to make up for using a lighter weapon. That extra 0.5x CM costs more than 1x Dodging would. In short, you have to analyze the &#039;&#039;entire&#039;&#039; training point cost of either path to get the full picture of which is truly cheaper for your specific plan.&lt;br /&gt;
* Speaking of training point costs, the Two Weapon Combat range runs from 24 PTPs at 1x TWC (counting training the weapon skill too) to 42 PTPs at 2x TWC. 1x TWC has an 80% offhand hit rate against like-level creatures; 2x TWC has a 100% hit rate against anything up to five levels above. 1.5x TWC, which would be 33 PTPs, has a 100% hit rate against like-level and, assuming it works fairly uniformly, drops 4% for every level above you. My TWC paladin didn&#039;t even go past 1.2x before cap, which is 27.6 PTPs and an 88% hit rate against like-level. If I remember correctly, she didn&#039;t even go past 1.4x (a 96% offhand hit rate) until several times cap. How much TWC you &amp;quot;need&amp;quot; depends how comfortable you are with offhand misses. Some people fixate on them and can&#039;t tolerate a single miss; I take the stance that if I have an 88% hit rate against like-level, then I&#039;m hitting about 188% as hard as a single weapon from a shield build, which is perfectly good with me. If you&#039;re interested in TWC, figure out your tolerance threshold for either missing with the offhand or having fewer training points to spend on diversifying, then go from there.&lt;br /&gt;
* Another perspective I&#039;ve occasionally heard from players is that shield paladins are a natural default option. I don&#039;t agree or even particularly understand this perspective since they usually articulate it based around the idea that, because paladins have a shield-specific aura and are one of the three professions who have shield maneuvers, it would somehow be a waste to not use those parts of the toolkit. However, I don&#039;t hear anyone claim that shield warriors or shield rogues, the &#039;&#039;other&#039;&#039; two professions with shield maneuvers, are a natural default option. Play what you want! You&#039;ll be making tradeoffs no matter what you do.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Training Plan: Skills==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your paladin&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
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===Core Skills===&lt;br /&gt;
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These are skills you consistently train with little to no deviation. This section and the following refer to pre-cap training.&lt;br /&gt;
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* &#039;&#039;&#039;Your chosen weapon type&#039;&#039;&#039;: Max every level. If using shields, minimum two times per level for those too. If using Two Weapon Combat, I&#039;d say at least once per level for the TWC skill, then push toward your tolerance threshold in the 1.2x to 1.5x range by the midgame after you&#039;ve hit your early breakpoints and have more flexibility with training points.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: At least once per level. You can push further whenever you want to learn specific maneuvers. If you&#039;re playing a shield paladin, this might need to be pushed a bit more heavily to compensate for the relative weakness of a single one-handed weapon.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least once per level. Twice per level later in life if or when you really want more stamina. There&#039;s also a good case for rushing the first 15-20 ranks for an early burst of 4-7 health per rank, depending on race, along with having a little more buffer on stamina.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: Once per level. If you&#039;re playing a non-shield paladin, this might need to get pushed further toward the mid-game, if not sooner, to compensate for slightly worse DS. (Note: Some shield paladin players advocate no ranks of Dodging before cap. I don&#039;t agree, but more on that later.)&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Once per level. There&#039;s a decent case for pushing the first 20-40 ranks slightly ahead of schedule for an early burst of 90-140 mana.&lt;br /&gt;
* &#039;&#039;&#039;Spell research&#039;&#039;&#039;: Once per level. Some typical paths include A) taking [[Paladin Base]] to 35 ([[Divine Intervention (1635)|Divine Intervention]], 40 ([[Divine Word (1640)|Divine Word]], or 50 ([[Divine Incarnation (1650)|Divine Incarnation]] ranks before touching [[Minor Spiritual]], B) training 1, 3, or 7 ranks of Minor Spiritual after any of those Paladin Base marks, C) never stopping Paladin Base once per level and just slipping in Minor Spiritual ranks here and there as you can, or D) skimping on other skills and/or spells to get 20 Minor Spiritual for [[Lesser Shroud (120)|Lesser Shroud]] ahead of schedule because it&#039;s the only defensive buff in Minor Spiritual that you can&#039;t have other characters cast on you.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Shields and Dodging Are Not Mutually Exclusive!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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As I mentioned in the Shield Paladin path section, they can be borderline indestructible if they build for that. One way to &#039;&#039;not&#039;&#039; build for that is to be one of the paladin players who train 0 ranks of Dodging because you&#039;ve read (or heard from somebody else who read) that shields decrease the amount of DS you get from training Dodging. That&#039;s true, but let&#039;s assess this further.&lt;br /&gt;
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First, even for a tower shield full plate paladin, Dodging gives 0.33615 DS per rank in offensive stance. That&#039;s admittedly much less than the 0.6225 DS that a non-shield paladin would get, but it&#039;s still substantial! More importantly, though, Dodging is also a crucial part of defense against SMR attacks, which are one of the few means that creatures have to simply kill paladins despite all their redux, crit reduction, and plate armor. SMR attacks don&#039;t become particularly prominent until level 60 or so, so I do understand the idea of not training Dodging with a shield paladin in the early game, but by the midgame and on you&#039;re going to need either Dodging or some other buffer against SMR attacks, like 2x Perception or 2x Physical Fitness, to avoid getting destroyed.&lt;br /&gt;
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Even in the early game, though, I still think a shield paladin should begin on Dodging after they&#039;re done with reaching some of the early thresholds like 70/110 Armor Use (90/130 with spells) that will keep points tight early on. Consider the alternative: by saving training points via ignoring Dodging, a paladin could work on spells beyond 1x, Combat Maneuvers beyond 1x, or lores.&lt;br /&gt;
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...but wait. Pushing spells above 1x is mostly for improving offense. Pushing Combat Maneuvers is mostly for improving offense. Training lores offers minor benefits to defense and enormous benefits to offense. Why be a shield paladin, the defense-oriented build, then ignore a cheap defensive skill like 1x Dodging in favor of training expensive offense-boosting skills like spells at 2x cost, CM at 2x cost, and lores? (Respectively ~6.18, ~2.364, and ~3.636 times as expensive as 1x Dodging.) Unless you&#039;re taking advantage of full outside spellups, which has its own sidebar a little further below, there&#039;s still great value to Dodging.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Combat Maneuvers and Two-Handed Weapons or Two Weapon Combat Are Not Mutually Exclusive!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I&#039;ve never encountered a paladin who believes otherwise, but &#039;&#039;just in case,&#039;&#039; the same advice from above for shield builds applies in reverse to non-shield builds. If you&#039;ve embarked on the path of an offense-oriented paladin, don&#039;t stop at 0.5x Combat Maneuvers so you can snap up a few extra Dodging ranks. Stopping at 1x Combat Maneuvers, sure, that makes sense, but the game offers the low-hanging fruit of 1x costs with the expectation that you&#039;ll take advantage of them. You admittedly might not even need the AS from Combat Maneuvers on a Zealot paladin, but the maneuver points and boost to SMR offense are keys to a sufficiently wide toolkit of options for successful offense.&lt;br /&gt;
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===Breakpoint Skills===&lt;br /&gt;
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Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
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* &#039;&#039;&#039;[[Armor Use]]&#039;&#039;&#039;: 70 and 110 are your major breakpoints. In conjunction with your [[Defense of the Faithful (1608)|Defense of the Faithful]] spell taking the totals to 90 and 130, these breakpoints respectively allow for metal breastplate and full plate. Metal breastplate is worth aiming for as quickly as you feel reasonably comfortable with because it has a very strong damage factor advantage over even chain hauberk. Full plate can be delayed into the 40s or even 50s if you want, though many players choose to hurry along the 110 mark too since it&#039;s the final armor goal from a mechanical standpoint.&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, good breakpoints are 10, 24, and 50 for hitting extra targets with your weapon techniques. For shield paladins only, 30 is also a threshold that unlocks the ability to learn Shield Strike Mastery.&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]]&#039;&#039;&#039;: Before cap, good breakpoints are 10, 24, 25, and &#039;&#039;maybe&#039;&#039; 50 (it&#039;s possibly excessive). 10, 24, and 50 are all for hitting extra targets with your AoE spells. 25 adds an extra daily use of [[Verb:MANA#Mana_Spellup|MANA SPELLUP]] and allows you to [[Multicast]] a buff spell two times at once. 50 adds another daily use of MANA SPELLUP. (50 also technically allows you to multicast three times at once, but that&#039;s only helpful for casting Minor Spiritual spells on other characters; two self-cast spells already maxes out buff duration.)&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Lore, Religion|Religion]] and/or [[Spiritual Lore, Summoning|Summoning]] lore&#039;&#039;&#039;: 25 ranks of Religion will max out [[Judgment (1630)|Judgment]]&#039;s chance of forcing the enemy to kneel at 85%, which can be pretty strong if you push Paladin Base hard and can reliably land that spell. Alternatively, if you don&#039;t push Paladin Base hard and could use a boost to your magical offense, each of the first 25 ranks of Summoning will push enemy TD down by 1 against the spell infused in your [[Holy Weapon (1625)|bonded weapon]]. If you want to run [[Web (118)|Web]] as your infused spell, you&#039;ll need 27 ranks of Summoning to be able to do that. Strictly speaking, nothing stops you from taking 25 ranks of Religion &#039;&#039;and&#039;&#039; 25-27 ranks of Summoning pre-cap, but I generally wouldn&#039;t recommend it due to too great an opportunity cost of training points not spent elsewhere.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;A Spellup Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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This is for those of you who take regular advantage of full spellups by any means--alts, Dreavenings, friends, MHOs, the invoker, or any other way. The DS benefits of a full outside spellup will leave you virtually indestructible against enemy AS attacks until the level 40s, if not later. (Almost definitely later on a shield build unless you&#039;re slacking on Shield Use &#039;&#039;and&#039;&#039; Dodging.) Since armor is primarily (not entirely) for mitigating AS-based hits, this playstyle lends itself to not pushing Armor Use as heavily as others. It can also skimp on various other defensive skills, which is why some players gravitate toward getting outside spells as long as they can.&lt;br /&gt;
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===Niche Skills===&lt;br /&gt;
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Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
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* &#039;&#039;&#039;[[Arcane Symbols]] and [[Magic Item Use]]&#039;&#039;&#039;: These are the most cost-effective means to improve your ability to create and upgrade Battle Standards, the paladin profession service. Of the two, Magic Item Use is more broadly useful due to extending the duration of [[small statue]] drops and the fact that rangers are capable of teaming up with other professions like clerics, sorcerers, and wizards to create magic items on demand. That said, Arcane Symbols allows reading scrolls you loot, which can be valuable for identifying which ones are worth selling to the pawnshop and which are worth trying to sell to other players.&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and eating herbs faster. Paladins are tied with clerics for training this skill more inexpensively than anyone besides empaths, so it&#039;s certainly worth considering. Voln paladins should especially look into this, but even Sunfist paladins, who can already eat herbs at the fastest speed, might enjoy not having to spend mana and stamina to do it.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Free extra silvers!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s twice as expensive as First Aid. Speeds up foraging bounties. Slightly reduces duration of stuns, which is potentially helpful; paladins can just [[Divine Intervention (1635)|BESEECH]] out of stuns, but 35 mana per unstun does add up quickly. I like Survival, but I certainly understand why others leave it for the late game.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
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Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
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Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
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What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Post-Cap Skills===&lt;br /&gt;
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Eventually you can train everything if you play long enough, but here are some considerations for if or when you reach post-cap.&lt;br /&gt;
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&#039;&#039;&#039;Spiritual Lores&#039;&#039;&#039; to their collective 202 cap:&lt;br /&gt;
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As is common with lores for most professions, they&#039;re a very expensive skill with high opportunity cost that leaves many players ignoring them pre-cap outside of low-hanging fruit early thresholds. In paladins&#039; case, that would be the 25 Religion and 25 Summoning benchmarks I mentioned before. Lores offer myriad offensive and defensive benefits, but they&#039;re less powerful for the exp than maxing Multi-Opponent Combat and Combat Maneuvers on the offensive side or Dodging and Physical Fitness on the defensive side. However, lores &#039;&#039;are&#039;&#039; more powerful for the exp than Ascension benefits, so post-cap is the time to prioritize lores and work out your plan. I&#039;ll touch on this more in lores&#039; own dedicated section.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Use]]&#039;&#039;&#039; to 300:&lt;br /&gt;
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The DS benefits of overtraining armor are fairly minimal, even in full plate. The improved maneuver defense is only slightly more substantial. Maxing out three armor specializations is another niche benefit, as you can certainly run into situations where the ability to switch between (say) Armored Casting, Armored Blessings, and Armor Support might be helpful. Individually, each of these three perks to finishing Armor Use--DS, maneuver defense, and flexibility--is pretty minimal, but, taken together, they do build a cumulative case.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Use]] if not normally using a shield or [[Two Weapon Combat]] if normally using a shield&#039;&#039;&#039;:&lt;br /&gt;
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There&#039;s something to be said for the flexibility of having two different playstyles at your disposal. Two Weapon Combat paladins have overwhelming offensive power, but what if the enemy &#039;&#039;also&#039;&#039; has overwhelming offensive power and taking just a couple of hits can spell doom? I&#039;m admittedly mostly thinking of bosses like the [[Silver-scaled cold wyrm|wyrm]] with her 900+ AS mstrikes rather than ordinary hunting, but even so, blocking some of her shots with a shield might be the difference between victory and defeat.&lt;br /&gt;
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On the flip side, shield paladins have far superior defensive prowess, but they don&#039;t always &#039;&#039;need&#039;&#039; more defensive prowess. For example, some creatures have fairly low AS and can&#039;t significantly damage a paladin with physical attacks anyway, while other creatures are casters against whom DS and blocking will never come into play. In cases like that, the greater offensive power of Two Weapon Combat would serve the paladin better.&lt;br /&gt;
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&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
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Archery isn&#039;t the worst option for diversifying your offense. AS-based ranged attacks don&#039;t bring much to the table for paladins, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time and pairs well with paladins&#039; myriad flares. I wouldn&#039;t do it, but it&#039;s out there as a thought.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Paladins can retain 25% redux--a great threshold--by stopping their spell training at 195 total ranks or fewer. Retaining 33.33% redux requires stopping around 149 or fewer.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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As an alternative to diversifying your offense or armor specializations, you could also simply move on to Ascension. For that, see the Ascension section toward the end of this guide.&lt;br /&gt;
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==Training Plan: Exclusive Choices==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush can knock down a room of creatures and inflict the Vulnerable status, which makes followup unaimed attacks more likely to hit body parts that will significantly damage the creature. Bull Rush does fairly minimal damage on its own, but is a very solid crowd control combat maneuver, especially before a paladin gets enough CS for Judgment to fill a similar role reliably.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Raises TD by 2 per rank. I actually max this in the late game because paladins have just enough spiritual TD that the small boost from Combat Focus can be the difference between getting hit by an enemy spiritual spell or avoiding it. However, even just two or three ranks would usually accomplish the same thing for much fewer combat maneuver points. Definitely don&#039;t bother with this until endgame or near it, though.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Movement]]&#039;&#039;&#039;:&lt;br /&gt;
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A negligible DS boost that&#039;s virtually worthless &#039;&#039;unless&#039;&#039; you want the Side by Side maneuver because you&#039;ll be group hunting regularly, in which case you need two ranks as a prerequisite.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Toughness]]&#039;&#039;&#039;:&lt;br /&gt;
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The first rank gives +15 max health for 6 combat maneuver points, which is a reasonable pickup for the endgame if nothing else seems worthwhile. It&#039;s not a priority, though. Even halflings and gnomes shouldn&#039;t really need it earlier in life since [[Vigor (1616)|Vigor]] already increases max health. As for the second and third ranks, the juice isn&#039;t worth the squeeze. Players who are willing and able to afford Bloodstone Jewelry can also just use that for vastly more max health than Combat Toughness offers.&lt;br /&gt;
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&#039;&#039;&#039;[[Disarm Weapon]]&#039;&#039;&#039;:&lt;br /&gt;
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A 2-second setup maneuver that attempts to get rid of the enemy&#039;s weapon. Paladins don&#039;t need to train this to defend against it since Holy Weapon already quickly returns disarmed weapons to their hand, nor do they necessarily fear enemy creatures&#039; AS-based attacks badly enough to warrant spending time getting rid of their weapon. That said, it&#039;s still a pretty strong debuff of sorts against specifically two-handed weapons (including polearms) because it&#039;ll knock out a huge chunk of a creature&#039;s DS in the process. Worth considering, but not a staple.&lt;br /&gt;
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&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
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Now here&#039;s a staple! Feint is the premier combat maneuver for lowering enemies&#039; stance so you can obliterate them afterward. Highly recommended if you&#039;re a Divine Shield or Fervor paladin, but still recommended even on a Zealot paladin. Even paladin AS can&#039;t power through &#039;&#039;every&#039;&#039; turtled creature, barring the extreme top ends of gear, enhancives, or Ascension experience.&lt;br /&gt;
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&#039;&#039;&#039;[[Precision]]&#039;&#039;&#039;:&lt;br /&gt;
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Worth a look if you&#039;re using a weapon that can deal slash damage, which is slightly tougher to land lethal blows with than crush or puncture damage. Even just the first rank for 4 points will cut out most slash-based damage. (Just remember to actually use CMAN PRECISION with your weapon in hand to set the damage type you want! Simply learning the maneuver without configuring it won&#039;t do anything!)&lt;br /&gt;
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&#039;&#039;&#039;[[Side by Side]]&#039;&#039;&#039;:&lt;br /&gt;
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Good straightforward AS and DS boost, but for group hunters only.&lt;br /&gt;
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&#039;&#039;&#039;[[Spike Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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You&#039;ll need this as a prerequisite if you want Shield Spike Focus on a shield paladin, but otherwise it&#039;s frivolous at best. Armor spikes from offensive maneuvers aren&#039;t terribly significant.&lt;br /&gt;
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&#039;&#039;&#039;[[Spin Attack]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily a top tier paladin maneuver not despite the overlap with Chastise, but because of it.&lt;br /&gt;
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Spin Attack is an unaimed attack that swings 2 seconds faster than your normal attacks (that&#039;s cutting attack speed in half for most weapon types!) while also having a minor AS boost for that one attack and a boost to Dodging for 10 seconds afterward. It even still fires off infused spells from Holy Weapon in the process.&lt;br /&gt;
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The swing speed benefit is the same whether you&#039;ve learned 1 rank or 5 ranks of Spin Attack, making the first 2 CM points an incredible value. (More ranks increase the AS and Dodging boosts.) Get it to have in your toolbox for times when both Chastise and your weapon type&#039;s assault technique are on cooldown.&lt;br /&gt;
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&#039;&#039;&#039;[[Sunder Shield]]&#039;&#039;&#039;:&lt;br /&gt;
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A flat 2-second setup maneuver that can get effectively rid of enemy shields. When it&#039;s good, it&#039;s really good for the same reasons that Disarm Weapon is. There are, however, far fewer creatures that use shields than creatures that use weapons. Worth considering, but not a staple.&lt;br /&gt;
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&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
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Actually quite good if you&#039;re using blunt weapons because it pairs well with Concussive Blows, adding another 2d16 of damage to those flares on top of the AS boost that higher Strength represents in the first place. That said, Surge of Strength really comes across as a &amp;quot;max it or skip it&amp;quot; type of combat maneuver, which means it might have to be saved for the endgame since the whole package costs 30 total CM points. Rank 5 has 75% uptime as a 90-second effect with a 120-second cooldown, but lower ranks have 150, 180, 240, and 300-second cooldowns.&lt;br /&gt;
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If you&#039;re not using blunt weapons, I&#039;d still consider this for races who aren&#039;t dwarves, giants, or half-krolvin. Paladins have a pretty good selection of combat maneuver options, but not amazing to the level of warriors or rogues, so you might (or might not) find that you can spare points for your final build.&lt;br /&gt;
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&#039;&#039;&#039;[[Tainted Bond]]&#039;&#039;&#039;:&lt;br /&gt;
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Tainted Bond makes an Ensorcell AS boost linger for two attacks instead of one. If you have a T5 Ensorcell, you should almost definitely get this, but if you don&#039;t, don&#039;t. It&#039;s also not worth rushing to a T5 Ensorcell and rocketing the gear difficulty of your weapon up just for Tainted Bond.&lt;br /&gt;
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&#039;&#039;&#039;[[True Strike]]&#039;&#039;&#039;:&lt;br /&gt;
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True Strike is an unaimed attack that swings 1 second faster than your normal attacks while penalizing the enemy&#039;s EBP against it and having a higher floor on your d100 roll by changing it to anywhere from 20+d80 (minimum 21 roll from rank 1 True Strike) to 60+d40 (minimum 61 roll from rank 5 True Strike).&lt;br /&gt;
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Spin Attack is generally better than True Strike in a vacuum because it&#039;s faster, but True Strike offers something that&#039;s more unique from Chastise than Spin Attack is. True Strike is a solid toolkit option to consider if you regularly face particularly EBP-heavy creatures. Even just one or two ranks will really cut into how well they can avoid your attack.&lt;br /&gt;
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&#039;&#039;&#039;[[Weapon Specialization]]&#039;&#039;&#039;:&lt;br /&gt;
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A paladin must-have that simply increases AS and SMR power, including that of all the offensive and setup maneuvers listed above.&lt;br /&gt;
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===Shield Maneuvers===&lt;br /&gt;
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This time I &#039;&#039;will&#039;&#039; go over every shield maneuver since almost all of them are at least worth a look.&lt;br /&gt;
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&#039;&#039;&#039;[[Block Specialization]]&#039;&#039;&#039;:&lt;br /&gt;
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Offering 5% block rate per rank, this is a bread and butter must-have passive for dedicated shield paladins. The first rank is a great early buy at a cost of only 4 shield points, but the next two cost 8 and 12, which could be worth delaying for a while so you can diversify your shield maneuver options early in life with other low-hanging fruit options.&lt;br /&gt;
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&#039;&#039;&#039;[[Block the Elements]]&#039;&#039;&#039;:&lt;br /&gt;
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Reduces incoming crits from enemy flares and bolt splashes. The first rank is pretty strong value at 5-10 crit padding for 6 shield points, but the next two ranks are another 12 and 18 points to bump that crit padding up to 10-15 or 15-20. In practice, I don&#039;t find that there are enough creatures who can use flares or hit a paladin with bolts to justify more than a single rank, which is already pretty hefty protection. However, if you simply despise getting hit with all your being and want marginal gains, it&#039;s an option!&lt;br /&gt;
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&#039;&#039;&#039;[[Large Shield Focus]] or [[Tower Shield Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Another bread and butter must-have passive that will improve all of your offensive shield maneuvers and is a necessary prerequisite to train certain options. The final two ranks should be saved for at or near the endgame due to diminishing returns, though. Large shields have a faster Shield Throw and result in very slightly better DS after you have Dodging. Tower shields hit harder with virtually all shield maneuvers and have a few exclusive maneuver options.&lt;br /&gt;
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&#039;&#039;&#039;[[Phalanx]]&#039;&#039;&#039;:&lt;br /&gt;
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Amazing additional block chance if you regularly group hunt with other shield users who also train Phalanx (available to warriors and rogues in addition to paladins), but it does nothing outside group hunts. You&#039;ll know if you want it.&lt;br /&gt;
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&#039;&#039;&#039;[[Prop Up]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires Large Shield Focus or Tower Shield Focus to be rank 3 before you can train this. Prop Up ranks each give you one-third chance to avoid being knocked down for 6, 12, and 18 shield points. Here&#039;s another passive where the first rank offers solid value, but the next two can be pretty difficult to justify until much later in life. Paladins are already very durable even if they do get knocked down, so it doesn&#039;t have to be a priority either.&lt;br /&gt;
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&#039;&#039;&#039;[[Protective Wall]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires Tower Shield Focus to be rank 3 before you can train this. Protective Wall has two ranks and the first rank only benefits party members, halving the DS lost from being stunned, webbed, immobile, unconscious, rooted, or prone. The second rank only benefits you with the same effect. Some players see this as the primary reason to use a tower shield over a large shield; I&#039;d argue that &#039;&#039;almost everything else&#039;&#039; is the reason to use a tower shield, though. If you&#039;re a group hunter, Protective Wall will help your partners, but if you&#039;re going solo, you can already get out of almost all of those status conditions already via Divine Intervention without spending valuable shield points.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Bash]]&#039;&#039;&#039;:&lt;br /&gt;
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Basic offensive shield skill that hits and applies Vulnerable. It&#039;s not amazing, but it&#039;s not bad and you have to train it to learn Shield Strike or make Shield Strike stronger. Whether you use it or just train it as a prerequisite, you&#039;ll have it!&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Charge]]&#039;&#039;&#039;:&lt;br /&gt;
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Far more powerful single-target maneuver than Shield Bash. This attack is 1 second slower, but has potential killing power (rarely, but it can get there) and, in addition to applying Vulnerable, it also staggers (adds RT), adds Weakened Armament (reduces armor protection), and can drop the enemy&#039;s stance. Shield Charge simply works well in a vacuum, so it&#039;s a pretty strong contender for your first offensive shield maneuver.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Forward]]&#039;&#039;&#039;:&lt;br /&gt;
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Passive ability that gives a 30-second Shield Use buff of +10 per rank after using an offensive shield maneuver. In practice, that&#039;s long enough that it basically feels like it&#039;s always active. Like many other passives, the first rank is great value even early, but the latter two can be delayed until after fleshing out your versatility.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Mind]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires that you&#039;ve trained Spell Block. Use 10 stamina to block the next CS-based spell, then the ability is on cooldown. I have a very low opinion of this one in all except the most dangerous Ascension hunting grounds, where it&#039;s only a pretty low opinion. Enemy CS spells aren&#039;t particularly dangerous to paladins anywhere else, you already have Faith Shield for the instances where they &#039;&#039;are&#039;&#039; dangerous, and the Spell Block prerequisite is, itself, also really weak for paladins.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Push]]&#039;&#039;&#039;:&lt;br /&gt;
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Probably the most pointless shield maneuver. This one pushes a creature out of the room, but even if you don&#039;t feel comfortable fighting a particularly dangerous creature, just leave the room yourself. No need to spend stamina and RT on making it go away, never mind the shield points.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Spike Mastery]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires training the Spike Focus combat maneuver. This passive lets your spikes flare reactively if you block an enemy attack while in offensive, advance, or forward stance. Pretty good if you&#039;re a capped character just finding yourself with 20 shield points and 12 combat maneuver points to spare. I wouldn&#039;t go out of my way to make room for Shield Spike Mastery if other combat maneuvers and shield maneuvers seem appealing enough to eat up all your points, though. It&#039;s specific to spike damage; any other flares on your shield can still happen without this.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Strike]]&#039;&#039;&#039;:&lt;br /&gt;
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An absolute must. This requires at least two ranks of Shield Bash. Shield Strike uses what&#039;s called a &amp;quot;minor bash&amp;quot;--a light, weak shield attack--that&#039;s immediately followed up by a strike with your weapon at 2 RT less and 15 stamina more than swinging with your weapon would be. Its strength is derived from training both Shield Strike itself and Shield Bash.&lt;br /&gt;
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In a vacuum, Shield Strike is really good, but like I always say, nothing&#039;s in a vacuum. Weapon technique assaults and Chastise are both even better uses of stamina, making this your third best option at most even in a strictly one-on-one scenario. If you regularly hunt multiple creatures in a room, then weapon technique AoEs and Shield Throw are also better uses of stamina. So, in practice, you might use Shield Strike as its own ability pretty rarely.&lt;br /&gt;
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The actual reason that makes Shield Strike a must-have is the next item on the list...&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Strike Mastery]]]&#039;&#039;&#039;:&lt;br /&gt;
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This passive requires at least three ranks of Shield Strike and 30 ranks of the Multi-Opponent Combat skill. It adds a minor bash right before the first hit of your assault technique, including the potential of any flares and spikes. That&#039;s it and that&#039;s all it needs to be to claim the title of the best shield maneuver once you have the whopping 30 spare points for it. Assault techniques are your best option for completely obliterating a single target and this makes them even better. Simple as that!&lt;br /&gt;
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And, yes, this does count to trigger the Shield Forward buff.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Throw]]&#039;&#039;&#039;:&lt;br /&gt;
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Shield Throw is the deadliest shield maneuver per second of RT and smashes the room for AoE damage. It doesn&#039;t add any other effects like Shield Bash or Shield Charge, but is just for sheer damage. Since it&#039;s SMR-based, leading with Judgment and following up with Shield Throw gets pretty devastating! You&#039;ll certainly want at least one rank of this immediately.&lt;br /&gt;
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Shield Throw is the only offensive shield maneuver that makes any kind of mechanical argument for large shields, since at least it&#039;s 1 second faster than tower shields; however, tower shields do still hit harder, as they do with all the other previously mentioned shield maneuvers.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Trample]]&#039;&#039;&#039;:&lt;br /&gt;
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The slightly more damaging shield version of Bull Rush. It&#039;s no more a killing move than Bull Rush is, but offers the same solid crowd control. Training both of them is redundant. I&#039;d generally recommend going with Shield Trample if you have a particularly good shield (meaning lots of flares). If not, then go with whichever one you feel is facing worse competition for the combat maneuver points or shield points it&#039;s eating up.&lt;br /&gt;
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&#039;&#039;&#039;[[Shielded Brawler]]&#039;&#039;&#039;:&lt;br /&gt;
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If you&#039;re set on using a shield &#039;&#039;and&#039;&#039; brawling, then the better option is a rogue or warrior. Those professions not only have Grapple/Kick/Punch Specialization, but also Small Shield Focus and Light Armor Specialization. That enables them to brawl with a shield while only barely hindering their MM at a -5 penalty.&lt;br /&gt;
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Mechanically speaking, the only thing that gets a brawling paladin to make sense is the sheer number of flares. The whole idea presumes, however, that you&#039;re using a cestus or similar -5 MM held brawling weapon. (The alternative of not using a brawling weapon means not getting any benefit from Holy Weapon, which is basically off the table.) Wearing full plate takes away another -8 MM for a total of -13, though you can eventually get it down to -5 MM at or near cap with 280 Armor Use. A large or tower shield piles on another -19 MM on its own, though maxing Shielded Brawler can take that down to -9. Overall, though, that still stacks up to -22 MM, which very seriously cuts into the the strength of UC&#039;s basic attacks.&lt;br /&gt;
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Some especially mechanically savvy players might be thinking things like &amp;quot;What if I stop at metal breastplate instead of wearing full plate? Then I save myself 3 MM so I can better absorb the hit of -9 MM from my shield.&amp;quot; In that case, though, you&#039;d be a house divided who&#039;s sacrificing defense by wearing worse armor so that you can get defense by using a shield.&lt;br /&gt;
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All of this said, if you&#039;re absolutely set on using a shield &#039;&#039;and&#039;&#039; brawling &#039;&#039;and&#039;&#039; being a paladin, then get Shielded Brawler.&lt;br /&gt;
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&#039;&#039;&#039;[[Spell Block]]&#039;&#039;&#039;:&lt;br /&gt;
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Lets you block bolt spells with an ensorcelled, veil iron, or kroderine shield. You don&#039;t need to block bolt spells because paladins have fantastic DS against them and it&#039;s very likely you&#039;ll never get hit by a bolt spell in your life. That&#039;s if you&#039;re training Dodging, anyway. Even if not, Minor Spiritual spells still give good enough bolt DS to make them unthreatening.&lt;br /&gt;
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&#039;&#039;&#039;[[Steely Resolve]]&#039;&#039;&#039;:&lt;br /&gt;
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The other tower shield-only ability paladins can learn. This one costs 30 stamina to give you a 60-second buff of +15 DS per rank and +15% chance to block attacks per rank. It has a 300-second cooldown. Even though I think tower shields are definitely the mechanical pick for paladins, it&#039;s sure not because of this. The only context where I have any respect for Steely Resolve is in boss battles that are short and high intensity. Anywhere else, you&#039;re already virtually impossible to kill because you&#039;re a shield paladin, so there&#039;s no merit to spending 30 stamina and 24 shield points just for frivolous overkill levels of defense 20% of the time (because it&#039;s a 60-second duration effect with an overlapping 300-second cooldown).&lt;br /&gt;
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===Armor Specializations===&lt;br /&gt;
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Paladins&#039; five armor specializations, three of which are unique to them, offer a variety of combat benefits.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Blessing]]&#039;&#039;&#039;:&lt;br /&gt;
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The description on Armor Blessing is a bit deceptive; it claims to help mitigate wound stacking (such as multiple rank 1 wounds to the same body part turning into a rank 2 wound) from magical sources, but what it really means is sources that aren&#039;t designated in the code as physical attacks. In practice, it applies to a number of things that might seem physical, like various creature-specific maneuvers.&lt;br /&gt;
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That said, how good is this? It can save some time in eating herbs, save some silver for buying them, and most notably sometimes bail you out of a bad situation. In particular, preventing two rank 2 arm, hand, or leg wounds from stacking into a rank 3--a severed limb--is an enormous difference maker. For anything short of that, paladins do have many ways to get themselves out of bad situations with or without Armor Blessing.&lt;br /&gt;
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Still, due to paladin nuances I&#039;ll mention with the alternative armor specializations, I think it&#039;s completely reasonable that some players treat Armor Blessing as a sort of default armor specialization for a solo-oriented paladin. It arguably offers the greatest mechanical benefit.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Spike Mastery]]&#039;&#039;&#039;:&lt;br /&gt;
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Lets your armor spikes fire off reactively when you get hit. This one&#039;s not an armor adjustment like paladins&#039; other options, but simply a passive buff, so it might be worth picking up if you have armor spikes and get hit by enough AS attacks. It&#039;s comparatively slightly less valuable for shield paladins due to their higher attack avoidance rate.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Support]]&#039;&#039;&#039;:&lt;br /&gt;
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A classic. When maxed, it reduces effective encumbrance in plate armor by 35 pounds. (Chain would be 30 pounds, scale 25 pounds, leather 20 pounds, and robes 15 pounds.) Anything with less carrying capacity than a dwarf would get good use from it, but the question isn&#039;t whether Armor Support is good; it&#039;s whether Armor Support is &#039;&#039;better&#039;&#039; than the alternatives. On the smallest races--gnomes and halflings--it probably is. On anything else, that&#039;s a question that only you can answer out as you play and learn your own habits with loot.&lt;br /&gt;
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&#039;&#039;&#039;[[Armored Casting]]&#039;&#039;&#039;:&lt;br /&gt;
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Armored Casting entirely prevents spells from failing via fumbles (1 rolls) or hindrance, but if they &#039;&#039;would&#039;&#039; have failed, they succeed at the cost of coming with hard RT. In cloth, leather, or scale armor, maxed armored casting only gives 3 hard RT, making it a very useful armor adjustment for professions in those armor types. Since spells are 2-3 RT, those armor types can only lose 0-1 total RT in exchange for spells never failing. In chain, it&#039;s 4 hard RT, so armored casting is excellent for them too.&lt;br /&gt;
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In paladins&#039; conventional plate armor, Armored Casting results in 5 hard RT, which makes it more of an open question as to whether using this armor adjustment is a net positive or net negative. A 3-RT spell becoming 5 RT is a win because the alternative of casting the spell twice (a failed attempt, then a successful one) would have been 6 RT. On the other hand, a failed 2-RT spell becoming 5 RT is a loss because casting the spell twice would have only been 4 RT.&lt;br /&gt;
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In other words, whether Armored Casting is useful to adjust your own plate armor depends heavily on which spells you typically cast. Even if you do primarily cast 3-RT spells, there&#039;s an argument that Blessings or Support are still better. All that said, if you&#039;re a social sort, Armored Casting is a stellar aid for any of your friends who cast spells and have hindrance.&lt;br /&gt;
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&#039;&#039;&#039;[[Armored Fluidity]]&#039;&#039;&#039;:&lt;br /&gt;
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This adjustment does nothing for a solo paladin because it doesn&#039;t stack with [[Faith&#039;s Clarity (1612)|Faith&#039;s Clarity]], but how about for other characters?&lt;br /&gt;
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Maxed Armored Fluidity cuts spell hindrance in half. This sounds powerful, is powerful, and was the staple paladin armor adjustment for many years since it&#039;s unique to paladins and they used to not have Armor Support nor Armored Casting. However, as good as Fluidity is in a vacuum, nothing&#039;s in a vacuum and the newer Armored Casting is superior in a wide variety of situations. (Not all!)&lt;br /&gt;
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Let&#039;s consider an example of a ranger in brigandine armor casting Moonbeam or Spike Thorn.&lt;br /&gt;
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* Moonbeam with maxed Armor Fluidity: 3% of the time, Moonbeam needs to be cast twice because the first time failed, requiring 2 casts and 4 soft RT total&lt;br /&gt;
* Moonbeam with maxed Armored Casting: Moonbeam casts never fail, but 6% of the time, they require 3 hard RT instead of 2 soft RT&lt;br /&gt;
* Spike Thorn with maxed Armor Fluidity: 3% of the time, Spike Thorn needs to be cast twice because the first time failed, requiring 2 casts and 6 soft RT total&lt;br /&gt;
* Spike Thorn with maxed Armored Casting: Spike Thorn casts never fail, but 6% of the time, they require 3 hard RT instead of 3 soft RT&lt;br /&gt;
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In short, Armored Casting saves mana on all spells and also saves RT on 3-RT spells. The question is whether the character can survive hard RT and the answer should usually be yes because A) with Armored Casting, the spell actually goes through and hopefully makes an impact, but B) even in the event that spell doesn&#039;t make an impact, like a low roll that misses, the situation will usually have been &#039;&#039;even worse&#039;&#039; in Armored Fluidity because the spell wouldn&#039;t have worked then either, but the character would have been standing around in more total RT.&lt;br /&gt;
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One major exception is bolting, where being caught in hard RT in offensive is potentially dangerous enough to warrant preferring Fluidity over Casting. Some other unusual corner cases can make Fluidity preferable, but they &#039;&#039;are&#039;&#039; corner cases and I have to stretch to find them; for example, getting caught in hard RT via Casting can make it easier for a character to be left behind by their group if the leader isn&#039;t using the GroupMovement flag.&lt;br /&gt;
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Another notable exception is for post-cap characters who have unlocked [[Gemstones]] and acquired a rare Grace of the Battlecaster property. This property, which can reduce hindrance by up to 5%, stacks with Armored Fluidity and makes various 0% hindrance builds possible that otherwise wouldn&#039;t be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Further Character Progression==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats and boons? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
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===Feats and Boons===&lt;br /&gt;
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Paladins gain new abilities called feats and boons at various levels:&lt;br /&gt;
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====Level 15 Paladin Boons: [[Devout Guardian]] and [[Devout Resolve]]====&lt;br /&gt;
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Starting at level 15, paladins who know [[Rejuvenation (1607)]] have a 20% chance to gain the 30-second Devout Guardian effect after taking damage. This allows them to cast Rejuvenation with 0 RT while ignoring most wounds. (They can&#039;t ignore fully severed limbs, for example.) If the paladin does cast Rejuvenation while Devout Guardian is in effect, that triggers Devout Resolve, which creates a new 30-second window in which the paladin ignores most wound penalties for combat purposes.&lt;br /&gt;
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====Level 20 Paladin Feat and Boon: [[Chastise]] and [[Righteous Rebuke]]====&lt;br /&gt;
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Chastise, used with the FEAT CHASTISE command, is a very powerful ability unique to paladins. For only 10 stamina, this unaimed attack with a 15 second cooldown hits a single target 2 seconds faster than your normal swing while having 125% of your normal damage factor and guaranteed Guiding Light flares if you have them from Holy Weapon or Consecrate. Each Chastise also has a 20% chance to trigger Righteous Rebuke, a boon that drops your next spell to 1 cast RT and cuts its mana cost by up to 20 down to a minimum of 0.&lt;br /&gt;
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Furthermore, every sixth Chastise you connect with has 150% of your normal damage factor instead of 125% and fires off your infused spell from Holy Weapon without consuming a charge in addition to all the normal Chastise benefits. (Note: You won&#039;t have spell infusion yet when you very first learn Chastise. You&#039;ll have to reach at least level 25 for that.)&lt;br /&gt;
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Early on, while you only have enough stamina to choose one out of assault techniques or Chastise, assaults are still the better of the two for one-handed weapons, but I&#039;d give Chastise the edge for two-handed weapons and polearms. Damage factor multipliers get even stronger when there are higher damage factors to be multiplied, after all! Damage factor multipliers also get better when there are twice the damage factors to be multiplied, so Chastise is also stronger for a TWC build than a shield build; it&#039;s just that TWC assaults are stronger still.&lt;br /&gt;
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Chastise is incredible value for every paladin and, when it&#039;s not on cooldown, you&#039;ll likely slam creatures with it pretty regularly while stamina lasts. &lt;br /&gt;
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====Level 30 Paladin Feat and Boon: [[Excoriate]] and [[Ardor of the Scourge]]====&lt;br /&gt;
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Excoriate, used with the FEAT EXCORIATE command, is another very powerful ability unique to paladins. Once again it has a 15 second cooldown, but this one&#039;s a single-target plasma damage magical SMR attack with 3 seconds cast RT that also applies -20% plasma resistance for the next plasma damage within 30 seconds. Each Excoriate also has a 20% chance to trigger [[Ardor of the Scourge]], a boon that allows your next assault technique within 30 seconds to ignore its cooldown and incur no additional cooldown while also stacking +10 AS with each round of attacks.&lt;br /&gt;
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Furthermore, every sixth Excoriate you connect with will hit much harder, applies -40% plasma resistance instead of -20%, and hits two targets if there are two or hits the same target twice if there&#039;s only one.&lt;br /&gt;
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Since Excoriate is an SMR-based attack, it gets huge bonuses when enemies are prone, stunned, immobilized, or otherwise disabled. (In practice, every sixth Excoriate is so powerful that even landing at all is usually enough, but it&#039;s important for the other five Excoriates!) Since it&#039;s magical, you can also deal damage with it just as effectively from guarded stance as offensive stance.&lt;br /&gt;
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The most unique thing about Excoriate is that it can trigger flares from your right hand weapon. At the time of this writing, there&#039;s actually no other means in the game to fire off a melee weapon&#039;s flares from guarded stance. (Flares from runestaves or from &#039;&#039;non-weapon&#039;&#039; sources like Fervor or Battle Standard do fire from guarded stance.) Even if you&#039;re only using a basic paladin bonded weapon, that&#039;s still a worthy perk because, of course, paladin bonded flares are plasma and Excoriate just gave the enemy a plasma weakness. If you start stacking script flares, holy fire flares, and potentially other flares, then we&#039;re really talking about a strong benefit that carves out its own lane.&lt;br /&gt;
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Unlike Chastise, Excoriate doesn&#039;t offer any advantage to THWs, polearms, or TWC since it only looks at one weapon and doesn&#039;t use any aspects of that weapon other than its flares.&lt;br /&gt;
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====Level 40 Paladin Boon: [[Glorious Momentum]]====&lt;br /&gt;
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(Also requires 75 ranks of a weapon skill, but by level 40 you should have 84.) The Glorious Momentum boon rewards mixing might and magic while taking on swarms. By casting Pious Trial, Aura of the Arkati, or Judgment--a paladin&#039;s three AoE spells--and hitting three or more creatures, a paladin has a 20% chance to make the paladin&#039;s next assault technique, Shield Trample, or Shield Throw have +25 AS, +15 SMR power, no stamina cost, and no cooldown while ignoring any current cooldowns.&lt;br /&gt;
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===Secret Sauce of Lores===&lt;br /&gt;
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This section reviews the various benefits of the three spiritual lores for Paladin Base spells. We&#039;ll start with a comprehensive overview in bullet point form. For the summation-based lore benefits, I&#039;ll list comparative benchmarks at the nearest thresholds to 50, 100, and 150 ranks to illustrate the quick early gains of each lore as well as the diminishing returns from going hard in just one or two. (I&#039;ve opted not to illustrate the nearest threshold to 200 because, due to the nature of seed summation benefits, most paladins will ultimately train each of the three lores to at least some degree.)&lt;br /&gt;
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====Lore Overview====&lt;br /&gt;
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(If thinking about the math of all these numbers makes your head hurt, feel free to skip to the &amp;quot;In a Nutshell&amp;quot; sections below that summarize each lore.)&lt;br /&gt;
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&#039;&#039;&#039;Blessings&#039;&#039;&#039;&lt;br /&gt;
* More DS and TD from Mantle of Faith (+5 at 0 ranks, +14 at 54 ranks, +18 at 104, +21 at 152, +24 at 209)&lt;br /&gt;
* Extra duration added to Bless or Symbol of Blessing after Consecrate (+50% at 0 ranks, +100% at 10 ranks; doesn&#039;t get any better than that)&lt;br /&gt;
* Extra swings for EVOKE Consecrate plasma flares (flat +1 per rank)&lt;br /&gt;
* Increased odds of Consecrate or Holy Weapon plasma flare triggering twice (assumed to be a 20% base chance at 0 ranks, +32% (52%) at 52 ranks, +48% (68%) at 102 ranks, +60% (80%) at 150 ranks)&lt;br /&gt;
* Longer refresh of food/drink from Consecrate (unknown to what degree)&lt;br /&gt;
* Extra HP and stamina regeneration from Rejuvenation (+15 at 0 ranks, +45 at 55 ranks, +57 at 105 ranks, +66 at 153 ranks)&lt;br /&gt;
* Reduced enemy Force on Force impact with Defense of the Faithful&#039;s Beacon of Courage in effect (ignores 1 foe at 0 ranks, 5 foes at 46 ranks, 9 foes at 108 ranks, 11 foes at 145 ranks)&lt;br /&gt;
* Greater block rate with Divine Shield (+10% at 0 ranks, +18% at 52 ranks, +22% at 102 ranks, +25% at 150 ranks)&lt;br /&gt;
* More Combat Maneuvers ranks from Patron&#039;s Blessing (+10 at 0 ranks, +18 at 52 ranks, +22 at 102 ranks, +25 at 150 ranks)&lt;br /&gt;
* Increased max health from Vigor (there&#039;s a baseline, but it&#039;s dependent on Constitution bonus, so we&#039;ll just look at the lore benefits only: +0 at 0 ranks, +18 at 54 ranks, +20 at 91 ranks, +23 at 154 ranks)&lt;br /&gt;
* Extra damage weighting for Fervor (+10 at 0 ranks, +15 at 50 ranks, +17 at 110 ranks, +18 at 140 ranks)&lt;br /&gt;
* Extra resistance from Divine Incarnation Armor (50% at 0 ranks, 62% at 45 ranks, 70% at 95 ranks, 76% at 143 ranks)&lt;br /&gt;
* Extra daily uses of Divine Incarnation Armor (1 use at 0 ranks, 2 uses at 50 ranks, 3 uses at 125 ranks; doesn&#039;t go higher)&lt;br /&gt;
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&#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
* More DS from Higher Vision (+10 at 0 ranks, +16 at 45 ranks, +20 at 95 ranks, +23 at 143 ranks)&lt;br /&gt;
* Increased DS debuff from Aura of the Arkati (-10% at 0 ranks, -15% at 30 ranks; doesn&#039;t go any lower)&lt;br /&gt;
* Increased EBP debuff from Aura of the Arkati (-5% at 0 ranks, -12% at 49 ranks, -16% at 99 ranks, -19% at 147 ranks)&lt;br /&gt;
* Extra flare chance for Fervor (15% at 0 ranks, 33% at 54 ranks, 41% at 104 ranks, 47% at 152 ranks)&lt;br /&gt;
* More AS from Zealot (+30 at 0 ranks, +40 at 55 ranks, +44 at 105 ranks, +47 at 153 ranks)&lt;br /&gt;
* Extra TD for Faith Shield (+50 at 0 ranks, +68 at 45 ranks, +74 at 68 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra CS for spells infused into Holy Weapon via scrolls (0 baseline with flat +1 per each of the first 50 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Increased kneel chance with Judgment (35% at 0 ranks, 85% at 25 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra raises per day with Divine Word (1 baseline with flat +1 per every 20 ranks up to 140; doesn&#039;t go higher)&lt;br /&gt;
* Added double strike with Divine Incarnation Smite (0% at 0 ranks, 30% at 45 ranks, 70% at 105 ranks, 100% at 150 ranks)&lt;br /&gt;
* Increased stance ignoring with Divine Incarnation Onslaught (50% at 0 ranks, 57% at 56 ranks, 60% at 110 ranks, 62% at 156 ranks)&lt;br /&gt;
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&#039;&#039;&#039;Summoning&#039;&#039;&#039;&lt;br /&gt;
* Extra RT for Pious Trial slow effect (+2 RT at 0 ranks, +3 at 10 ranks, +4 at 25 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra chances to debuff with Templar&#039;s Verdict if an attack made after it misses (3 chances at 0 ranks, 4 chances at 50 ranks, 5 chances at 100 ranks, 6 chances at 150 ranks)&lt;br /&gt;
* Increased crit rank from Consecrate or Holy Weapon second plasma flare (+0 crit ranks at 0 ranks, +1.2 crit ranks at 51 ranks, +2 crit ranks at 105 ranks, +2.6 crit ranks at 156 ranks)&lt;br /&gt;
* Increased damage factor for Arm of the Arkati (10% at 0 ranks, 16% at 45 ranks, 20% at 95 ranks, 23% at 143 ranks)&lt;br /&gt;
* Increased maximum Swift Justice charges for Divine Shield (2 charges at 0 ranks, 3 charges at 40 ranks, 4 charges at 105 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Allows self-cast Aid the Fallen (unlocked at 20 ranks)&lt;br /&gt;
* Added debuff for infused Holy Weapon spells (flat -1 DS per each of the first 25 ranks)&lt;br /&gt;
* Increases maximum spell level possible to infuse in Holy Weapon (+0 at 0 ranks, +9 at 54 ranks, +13 at 104 ranks, +16 at 152 ranks)&lt;br /&gt;
* Extra duration for Divine Incarnation Zeal (30 seconds at 0 ranks, 34 seconds at 46 ranks, 38 seconds at 108 ranks, 40 seconds at 145 ranks)&lt;br /&gt;
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That&#039;s a lot to digest, so let&#039;s break it down in chunks and figure out which benefits matter most!&lt;br /&gt;
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====Blessings in a Nutshell====&lt;br /&gt;
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A clear winner if you&#039;re using the Divine Shield aura, with the extra block rate going a long way to make shield paladins indestructible. That benefit isn&#039;t even entirely defensive in nature, just mostly so, since more shield blocks also means more reactive flares. Another strong Blessings benefit is the double plasma flare for Consecrate or Holy Weapon, though that one does really want to also tag team with Summoning lore to make the second flare hit hard and often instead of just often.&lt;br /&gt;
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The extra DS and TD from Mantle of Faith and the extra stamina recovery for Rejuvenation are also good benefits, but, like I implied earlier, the alternatives for your exp have to be considered. Compared to all but the earliest ranks of Blessings, Dodging and Physical Fitness are much cheaper paths to, respectively, more DS and more stamina. There&#039;s no TD alternative, though, so evaluate the entire package of Blessings. More AS from Patron&#039;s Blessing is in a similar boat; it&#039;s quite good, but not as good as maxing Combat Maneuvers, so there&#039;s an order of operations here. (The Blessings AS benefit also isn&#039;t as good as the Religion AS benefit, but the latter only applies if Zealot is your aura.)&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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Extra max health from Vigor via Blessings ranks is a bit frivolous since you already get extra health from just Constitution and Paladin Base training. The Blessings benefit does ramp up pretty quickly, at least, and you can wrangle a good bit of extra health without even trying. If you plan on getting Bloodstone Jewelry, the value of max health drops further.&lt;br /&gt;
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More Fervor damage weighting isn&#039;t too impressive because it starts at a high baseline of 10 even with no lores, so it basically has diminishing returns from the outset. Divine Incarnation Armor similarly starts at a powerful baseline of 50% before lores. Between redux, plate armor, Divine Intervention, potentially a P5 Battle Standard if you have it, and potentially a shield if you have that, the odds of being able to salvage a situation at (say) 70% resistance that you can&#039;t salvage at 50% resistance are extremely low at best. Similarly, it&#039;s not terribly likely that you&#039;d need to activate the emergency mode multiple times per day.&lt;br /&gt;
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The Consecrate benefits &#039;&#039;other&#039;&#039; than secondary flare rate are basically fluff or QoL that saves tiny amounts of mana.&lt;br /&gt;
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Finally, reduced enemy Force on Force with Beacon of Courage is nearly useless in almost all scenarios since paladins are already naturally going to train Multi-Opponent Combat. 50 ranks of MOC and 0 Blessings would already mean no penalty against five creatures with Beacon of Courage up; 100 ranks of MOC and 0 Blessings would mean no penalty against seven creatures.&lt;br /&gt;
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====Religion in a Nutshell====&lt;br /&gt;
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The low-hanging fruit of 25 Religion ranks for Judgment that I mentioned earlier is vital for paladins who use that spell even slightly often. Aside from that early breakpoint, the big win from training Religion for almost any paladin has to be Aura of the Arkati&#039;s EBP debuff to stop creatures from avoiding your attacks. The debuff starts at a pretty low baseline and scales quite well for how strong the effect is.&lt;br /&gt;
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Double strike Divine Incarnation Smite also has extreme killing power against anything crittable, bordering on a guaranteed one-shot when it does hit twice. It&#039;s not &#039;&#039;quite&#039;&#039; guaranteed, but it&#039;s vastly closer to that than not. Still, there is the obvious disclaimer that a 100 SMC paladin can only use Smite 10 times per 10 minutes. The ramp up for how often you get double strikes is also pretty slow, making it more targeted at a far post-cap paladin than anyone else.&lt;br /&gt;
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Religion ranks are to Fervor what Blessings is to Divine Shield: if you&#039;re set on using Fervor, Religion takes that aura to another level with fast scaling and a powerful effect to boot. Many high Religion paladins use Zealot anyway, however; the scaling Religion AS benefits are much more marginal, but they do start from a high baseline of 30 and work on every attack. As ever, high baselines are a double-edged sword. If you&#039;re into Zealot for the AS, consider all options: maxing Combat Maneuvers is a better path to AS than all but the earliest ranks of Religion, so this is what you&#039;d top off with down the road.&lt;br /&gt;
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Same goes for the Higher Vision DS benefit; it&#039;s reasonable and it&#039;s there, but Dodging is more efficient, so max that first. The Blessings DS benefit via Mantle of Faith is also better than the Religion DS benefit via Higher Vision.&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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Extra uses of Divine Word are cool if you cast it often, but potentially useless to players who never resurrect others. You&#039;ll know if it&#039;s valuable to you or not.&lt;br /&gt;
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More TD with Faith Shield is pretty good when it &#039;&#039;is&#039;&#039; good, but excessive in most cases since the baseline +50 is very high already. Even if you do need extra TD, it&#039;s still a spell with a cooldown. On the bright side, the Religion benefit scales pretty quickly before capping off at just 68 ranks. Divine Incarnation Onslaught is another very high baseline at 50% stance ignoring, which should usually get the job done after an Aura of the Arkati even if you had 0 Religion to benefit either spell.&lt;br /&gt;
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More CS for infusing spells from scrolls into your Holy Weapon is actually very powerful in a vacuum since you can put far stronger spells into your weapon than anything in Paladin Base. However, nothing&#039;s in a vacuum, so I hav a small caveat, a medium caveat, and a big caveat. The small caveat is that Religion needs to tag team with Summoning to make this idea work at all since non-native spells count as higher spell levels than they normally would and you can&#039;t infuse them without a good buffer of Summoning. The medium caveat is that, even with up to a +50 CS boost, you still need high baseline CS of your own (via high spell ranks, heavy quartz orbs, and potentially even Transcend Destiny) to get non-native spells into the range of hitting creatures consistently. The big caveat is that regularly sourcing scrolls with killer spells like Dark Catalyst, Divine Fury, or Wither is a royal pain.&lt;br /&gt;
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====Summoning in a Nutshell====&lt;br /&gt;
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Summoning works wonders for Arm of the Arkati, making every melee hit land harder. This is already a premier paladin spell, but it&#039;s especially potent for non-shield builds as big weapons or two weapons reap more benefit from percentage boosts to their offense. I can&#039;t stress enough that even though Arm of the Arkati isn&#039;t nearly as flashy and in your face as Zealot or Fervor, the sheer invisible math of it makes it arguably the most powerful of the three effects. It&#039;s not an aura itself either, so it can stack with one of the auras.&lt;br /&gt;
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As for other Summoning benefits that scale into the endgame, higher crit ranks for the second Holy Weapon or Consecrate plasma flares really raises the power floor on those. However, this benefit does want to operate alongside Blessings lore to increase the odds of a double flare happening in the first place.&lt;br /&gt;
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The first 25-27 ranks of Summoning are also crucial for spell infusion, both in the sense of debuffing creatures (25 ranks) and the sense of being able to infuse Repentance (9 ranks) or Web (27 ranks).&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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More Swift Justice charges for Divine Shield are a decent benefit, but that aura heavily favors Blessings lore overall, so the Summoning benefit is probably only worth thinking about as part of a bigger picture where you&#039;re taking Summoning primarily for other reasons. Even then, while the 40 breakpoint isn&#039;t a big ask, the next breakpoint being at 105 &#039;&#039;is&#039;&#039; a huge commitment.&lt;br /&gt;
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Pious Trial doubles its slow effect at just 25 Summoning, but I don&#039;t encounter many paladins who cast this spell with any regularity. It&#039;s pretty strong, but paladins are loaded with options ranging from very strong to extremely strong, so it can fall by the wayside.&lt;br /&gt;
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Self-cast Aid the Fallen at 20 ranks used to be more useful, but Battle Standard can now do a similar thing with no lore required.&lt;br /&gt;
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Templar&#039;s Verdict extra debuff chances are another hard case of the high baseline blues where you&#039;ll virtually never benefit from having more than the 3 you&#039;d get even with no training.&lt;br /&gt;
&lt;br /&gt;
Having a longer window of time for Divine Incarnation Zeal to fire off flares doesn&#039;t seem to have any value since the total number of flares is limited by divine energy, not time.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
====So What Do I Do?====&lt;br /&gt;
&lt;br /&gt;
Whatever you want. Paladin players see viability in virtually any split of lores.&lt;br /&gt;
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===Gear Upgrades: Armor===&lt;br /&gt;
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Even though fancy gear is more a luxury than a necessity for paladins, you might as well upgrade your paladin&#039;s gear eventually if you enjoy them! But how and in what way? This is going to go quickly because I generally think that armor scripts or materials aren&#039;t worth it unless you have a lot of money burning a hole in your pocket. I&#039;ll cover both scripts and materials, but do note that if you want both, it&#039;s 50k more expensive than buying each individually would have been and you generally have to start with the material. (Transmuting an armor from one material to another is only offered for limited periods of time in rotating selections, so you can&#039;t count on its availability. Adding scripts to existing armor is always there at Duskruin.)&lt;br /&gt;
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&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Adamantine]]: Has a chance to disarm or break weapons that connect with it, though its minimum weight is 50% heavier than standard armor materials. Its base cost is 40k bloodscrip, so it&#039;s for long-term projects that begin with fairly heavy spending. Non-shield paladins would get better use out of it than shield paladins due to taking more hits. Adamantine can&#039;t be worn until at least level 65.&lt;br /&gt;
* [[Obskruul]]: Has impact flares and a 5 AvD advantage. Not bad as a long-term project since the 5 AvD is the equivalent of an extra 5 enchant that would be otherwise impossible. It&#039;s worth noting that the base cost is 25k bloodscrip, so unless you go to a minimum of a +35 enchant normally, getting the extra 5 AvD via obskruul is a less efficient path than simply enchanting.&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, though shield paladins might potentially get more use out of zelnorn due to taking fewer hits. (On the other hand, rusalkan &#039;&#039;shields&#039;&#039; are much more powerful than the armor, so see those below.) Some contact-based combat maneuvers like Bull Rush can also trigger this.&lt;br /&gt;
* [[Somnis]]: Can put enemies to sleep after they hit you. Great stuff! But is it 100k bloodscrip great? I&#039;d be hard pressed to say so, but I acknowledge that it&#039;s a powerful effect.&lt;br /&gt;
* [[Zelnorn]]: Uses half of what &#039;&#039;would&#039;&#039; be the DS from its enchant as AS instead. If you want to have the highest AS possible, here&#039;s the armor for you! Its base cost is 50k bloodscrip, so, like other materials, it best serves as a long-term project that begins with fairly heavy spending. The big downside is that zelnorn doesn&#039;t allow flares in the ability slot (AKA category B). Zelnorn can&#039;t be worn until at least level 60.&lt;br /&gt;
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&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
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* [[Animalistic Spirit Armor]]: Much more aimed at warriors and open rogues than paladins. The reactive flares are non-damaging knockdowns, which paladins are already good at via Judgment, Shield Trample, or Bull Rush. Revenge Flares have some value, but aren&#039;t at their best on paladins, who have low evade rates. Stamina regen is decent, but expensive compared to buying stamina regen enhancives. Extra DS is fine, but extraneous. This is a fine package, but nothing overwhelmingly must-have.&lt;br /&gt;
* [[Ethereal armor]]: Again, extra DS and a flare chance for crit padding are pretty extraneous to a paladin. If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it.&lt;br /&gt;
* [[Forest Armor]]: Random boosts of 3-5 AS and CS for random durations. Not terrible and this is, if nothing else, one of the cheapest armor scripts around. Worth considering.&lt;br /&gt;
* [[Ithzir Armor]]: Cool abilities involving healing and emergency escape, but not 500k bloodscrip cool.&lt;br /&gt;
* [[Mana-Infused Armor]]: Mana, damage padding, crit padding, AS and CS, and an emergency button to drive creatures out of the room. The AS and CS buff is three minutes of guaranteed +25 AS and +15 CS, which is great. However, it&#039;s 476k bloodscrip to get to that point (and 676k total to also have the emergency button).&lt;br /&gt;
* [[Parasite Armor]]: Health recovery is redundant on paladins due to Rejuvenation. It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip.&lt;br /&gt;
* [[Sprite Armor]]: Extra DS and maneuver defense are extraneous. However, the Sprite Armor wiki page doesn&#039;t adequately cover what &#039;&#039;does&#039;&#039; make this worth considering at its full unlock (and only at its full unlock): it can store up to 900 mana, which you can infuse into it at random amounts by touching the armor (on a five-minute cooldown). You extract the mana at 90% efficiency, which means it&#039;s a mana battery of 810 mana on demand. This would already be pretty cool, but what kicks it up another level is that whatever random amount the game takes when you infuse mana, the armor stores four times that much. Putting this all together: if you touch the armor and the game takes 50 mana from you, it puts 200 mana into the armor, which you can then get back out of the armor as 180 mana. It&#039;s more or less as close to infinite mana as you&#039;re going to get, hindered only by the fact that it takes random amounts of mana and there&#039;s a cooldown. Is all of that worth 115k bloodscrip? You decide.&lt;br /&gt;
* [[Valence Armor]]: Now we&#039;re talking because we&#039;ve come to the first armor script that has damaging reactive flares, which are great since paladins take a lot of hits--and even better for non-shield paladins (or shield paladins not using Divine Shield). Of course, since they &#039;&#039;know&#039;&#039; damaging reactive flares are great, the base armor is 25k bloodscrip, which might feel steep for people without giant stashes of money. If you absolutely must have non-vanilla armor of some sort, I think this is a fine default that&#039;s better than any of the other script options and most or all of the material options, but I do have an alternative suggestion below.&lt;br /&gt;
* [[Voln armor]]: Extra DS, sheer fear protection, crit padding, and an emergency escape button. Nothing a paladin badly needs.&lt;br /&gt;
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&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you absolutely must have non-vanilla armor of some sort, then I think Valence Armor is a fine default script while adamantine or zelnorn are fine default materials depending on whether you favor defense (adamantine) or offense (zelnorn).&lt;br /&gt;
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However, my actual answer to the armor question is simply:&lt;br /&gt;
&lt;br /&gt;
* Go to playershops and spend 1-3 million silver on full plate that has flares, then get it upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
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Think about it. You could pay 25k bloodscrip for Valence Armor to have disintegrate flares or 25k bloodscrip for obskruul to have impact flares, just as an example, or you could just buy flares in a playershop for the equivalent of 1-3 million silver. The pay event counterparts don&#039;t exceed the playershop item unless you spend &#039;&#039;even more&#039;&#039; than those base 25k bloodscrip costs to start piling on ability slot flares (Valence Armor) or scripts (obskruul).&lt;br /&gt;
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As always, everything is subject to your budget range. If you want to immediately come in and spend big, that option is there too.&lt;br /&gt;
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===Gear Upgrades: Shields===&lt;br /&gt;
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&#039;&#039;&#039;No script, flourish, or material, but simply cast Consecrate on a vanilla shield&#039;&#039;&#039;:&lt;br /&gt;
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This is where I think you should begin if you&#039;re uncertain or dipping your toe in the water. For 50,000 silver or less, you can get a basic shield at the game&#039;s baseline expectation of +20 enchantment. Even a vanilla shield becomes potent enough in a paladin&#039;s hands due to Consecrate as long as you remember to refresh its plasma flares when they run out.&lt;br /&gt;
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There&#039;s nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later! Just don&#039;t sink silver into too far upgrading such a vanilla shield with Enchant, Ensorcell, or Sanctify; you&#039;re likely to want a better baseline eventually and the silvers spent on those services can be used more effectively elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start with a special material&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* [[Adamantine]]: Has a chance to disarm or break weapons that connect with it, though its minimum weight is 50% heavier than standard shield materials. Its base cost is 40k bloodscrip, so it&#039;s for long-term projects that begin with fairly heavy spending. Adamantine can&#039;t be used until at least level 65.&lt;br /&gt;
* [[Kroderine]]: Some professions consider kroderine a neat budget way to get triple dispel flares for 30k bloodscrip instead of the 90k it would normally cost. That said, this isn&#039;t what paladins are looking for. Kroderine comes at a +22 enchant and is impossible to further Enchant, Ensorcell, Bless, or Sanctify. You also can&#039;t cast Consecrate on it for double plasma flares and it&#039;s debatable whether triple dispel flares are better than that or, even if so, how much so. Most importantly, though, holding a kroderine shield cuts your maximum mana in half. It&#039;s just too big a price to pay for too little benefit.&lt;br /&gt;
* [[Low steel]]: A high-end expensive option at 300k bloodscrip that inflicts a damage over time (DoT) psychic flare that deals damage and inflicts RT. Any enemy that gets hit by this flare is basically dead--not literally so, but I mean that it&#039;ll be so stalled out in RT that you&#039;ll essentially have won. The cost is steep, but the power is immense. Of course, there&#039;s the lingering question of how much more powerful low steel psychic flares are than the double plasma flares you get for free as a paladin. I wouldn&#039;t blink if someone said ten times more powerful, but it is, of course, difficult to beat free on sheer value!&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. The shield version of this is a lot better than the armor version since offensive shield maneuvers are much more powerful overall than contact maneuvers that use armor, making it easier to fit into your routine without going out of your way. Low steel might be even more powerful still, but unlike with low steel, you can stack the rusalkan flares &#039;&#039;and&#039;&#039; your own double plasma flares from Consecrate. It&#039;s a close call.&lt;br /&gt;
* [[Zelnorn]]: Uses half of what &#039;&#039;would&#039;&#039; be the DS from its enchant as AS instead. If you want to have the highest AS possible, here&#039;s the shield for you! Its base cost is 50k bloodscrip, so, like other materials, it best serves as a long-term project that begins with fairly heavy spending. The big downside is that zelnorn doesn&#039;t allow flares in the ability slot (AKA category B)--and that&#039;s a far bigger downside than its armor counterpart since flares really help shields at least try to keep up in the offense department. Zelnorn can&#039;t be used until at least level 60.&lt;br /&gt;
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Whether you&#039;ll be using materials or not, let&#039;s move on and look at the script options!&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Shield]] script&#039;&#039;&#039;:&lt;br /&gt;
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While Animalistic Spirit&#039;s weapon counterparts are extremely popular even without upgrades, off-the-shelf Animalistic Spirit shields face a few unique challenges due to their default grapple damage. Almost all of the offensive shield maneuvers worth using already knock down creatures, which renders grapple frivolous. That means you need to pay extra to either change the damage type or buy the Revenge Flares unlock, which allows blocking in forward, advance, or offensive stance to fire off grapple flares and knock enemies down passively. Wild Backlash is also a good unlock for paladins, who benefit from both sides of the DS and TD debuff, but the power of Wild Backlash is tied to the unlock tier of Animalistic Fury. The problem with that is that there&#039;s almost difference in the power of the Animalistic Fury flares themselves &#039;&#039;unless&#039;&#039; you change the damage type.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy Shield]] script&#039;&#039;&#039;:&lt;br /&gt;
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The good news is that Energy Shields come in lightning flare variety off the shelf and don&#039;t need an unlock to fire off flares when blocking. (You can choose fire, ice, or impact instead if you want.) The bad news is that both their OTS versions and their unlocks are far more expensive than Animalistic Spirit or Phytomorphic Shields without a corresponding power increase. I love Energy &#039;&#039;Weapons&#039;&#039; and highly recommend them, which we&#039;ll get to below, but can&#039;t do the same for their shield version.&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic_Weapon-Shield|Phytomorphic Shield]] script:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Slam dunk shield script. These have default disintegrate flares and unlock paths to simultaneously debuff enemy DS and buff your AS (or debuff TD and buff your CS if you prefer as a toggleable choice), add Disoriented status that makes it more difficult for enemy creatures to cast spells, or both. Since shield maneuvers are frequently setups for a followup weapon attack, these debuffs and status-inducing effects are just what the doctor ordered.&lt;br /&gt;
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Whether you&#039;re looking to spend exactly 10k bloodscrip and no more or for a long-term project, this is &#039;&#039;the&#039;&#039; shield script right now.&lt;br /&gt;
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===Gear Upgrades: Weapons===&lt;br /&gt;
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I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]] with more information on scripts, specifically, but I&#039;ll use this section to cover some personal favorites, flourishes, materials, and paladin-specific considerations for scripts!&lt;br /&gt;
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&#039;&#039;&#039;No script or flourish, but simply bond to a vanilla weapon&#039;&#039;&#039;:&lt;br /&gt;
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Start here. You won&#039;t have trouble finding any weapon base on the cheap and your baseline vanilla weapon will be even better than your baseline vanilla shield due to Holy Weapon and Arm of the Arkati. Again, nothing wrong with starting small; the higher exp of my two paladins actually used two plain eonake war hammers from level 10 to 100 and even for a while beyond before finally upgrading. (I do have to acknowledge that capped hunting in 2017 was a very different thing than capped hunting in 2022 and on.)&lt;br /&gt;
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Just don&#039;t sink silver into too many upgrades on a vanilla weapon with Enchant, Ensorcell, Sanctify, or weighting; get a better baseline to build on eventually. If you really want some middle ground between a starter vanilla weapon and a long-term project piece, then I recommend checking the market and asking around, as people frequently sell vanilla-ish weapons with tons of player services on them at massive discounts when they themselves have outgrown those items and upgrade to bigger and better things. You can then turn around and sell it later when it&#039;s your time to move forward.&lt;br /&gt;
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&#039;&#039;&#039;Create or buy a perfect forged weapon&#039;&#039;&#039;:&lt;br /&gt;
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[[Forging]] your own weapon can eventually create what&#039;s known a perfect weapon, which has 6% better damage factor and +3 AvD compared to vanilla weapons of the same base. This is a time-consuming endeavor that can take weeks or potentially months, but many players find it rewarding to create a weapon that&#039;s truly their own with their crafting mark on it. Paladins are also [[Forging#Profession_Modifiers|among the best at forging]]! That doesn&#039;t mean that they&#039;ll produce a perfect weapon faster than other professions after becoming masters, but rather that they&#039;re likely to become masters slightly faster than other professions. Alternatively, you can potentially buy a perfect forged weapon from someone else, especially if you use fairly common weapon bases.&lt;br /&gt;
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This is a vanilla-ish path that doesn&#039;t look flashy or do anything fancy like scripts, but has comparable power to the un-upgraded version of most scripts and leaves room for expansion to add scripts or flourishes later. The lower exp of my two paladins has been using a perfect forged white ora broadsword from somewhere around the low level 30s to 3x cap. Meanwhile, the higher exp paladin upgraded from her vanilla eonake war hammers to a perfect eonake war hammer and a perfect zorchar war hammer.&lt;br /&gt;
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&#039;&#039;&#039;Start with a special material&#039;&#039;&#039;:&lt;br /&gt;
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Various ores are available at pay events to create weapons from. Let&#039;s briefly review those:&lt;br /&gt;
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* [[Adamantine]]: A much better armor or shield material than weapon material since the weapon version can only disarm or shatter an enemy&#039;s weapon when you parry. Possibly reasonable in the hands of a Parry Mastery warrior for 40k bloodscrip, but paladins don&#039;t have anywhere near their level of parrying ability.&lt;br /&gt;
* [[High steel]]: Extraplanar bane material with 8 crit weighting and anti-Ithzir fade mechanics. There was a time when almost all capped creatures were extraplanar, but that time has been erased with Ascension hunting grounds--at least for now. Even back then, players largely didn&#039;t consider it worth the 150k bloodscrip.&lt;br /&gt;
* [[Kroderine]]: You can&#039;t bond to it with Holy Weapon, making it an automatic non-starter for paladins even disregarding its other disadvantages like being impossible to Enchant, Ensorcell, Bless, or Sanctify. Other professions sometimes regard kroderine weapons as a neat budget way to get triple dispel flares for 30k bloodscrip, but paladins simply have better options in their own toolkit.&lt;br /&gt;
* [[Low steel]]: A high-end expensive option at 300k bloodscrip that inflicts a damage over time (DoT) psychic flare that deals damage and inflicts RT. Any enemy that gets hit by this flare is basically dead--not literally so, but I mean that it&#039;ll be so stalled out in RT that you&#039;ll essentially have won. The cost is steep, but the power is immense. Again, though, you could just be using your own double plasma flares for free, so there&#039;s a question of how much power you need and at what price.&lt;br /&gt;
* [[Pure coraesine]]: I&#039;ve never heard of anyone even attempting to use this with a paladin, which makes sense because I don&#039;t see why they would. Even assuming you can bond to pure coraesine with Holy Weapon, which I&#039;m not certain you can since it&#039;s not blessable, you wouldn&#039;t get your double plasma flares since it has innate air flares that are weaker. It also takes up the script slot. If that&#039;s not enough, it&#039;s also 400k bloodscrip, which means you could have been getting low steel instead with bloodscrip to spare!&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. The weapon version of this is even better than the shield version, which is already a lot better than the armor version, since weapon attacks are the bulk of your offense. Low steel might be even more powerful still, but unlike with low steel, you can stack the rusalkan flares &#039;&#039;and&#039;&#039; your own double plasma flares from Consecrate. It&#039;s a close call.&lt;br /&gt;
* [[Vethinye|Starsong, AKA vethinye]]: A 100k raikhen base cost material that flares disruption. Like rusalkan, the flares are in the material slot, which means you still get your plasma flares! Starsong can be upgraded up to twice for 150k raikhen per upgrade, which can make it flare disruption up to one extra time per upgrade. Fully upgraded, it flares disruption 1 to 3 times; if there&#039;s only one creature against the room, all three flares would hit the same creature, but if there&#039;s more than one, then additional flares would hit other creatures. I&#039;d say the highest value bang for your buck here is the basic 100k flare, but it&#039;s still behind the value proposition of scripts... which in turn are behind the value proposition of perfect forged weapons, which in turn are behind the value proposition of basic weapons. Free is infinitely cheaper than non-free, but non-free isn&#039;t infinitely stronger than free. Ultimately, everything has to be evaluated through the lens of what you want from your endgame weapon and how much you&#039;re willing to spend to get it. If scripts seem expensive to you, starsong probably isn&#039;t the way. If they seem reasonable to you, then consider starting here. If scripts seem &#039;&#039;cheap&#039;&#039; to you, then perhaps look at the more expensive materials like low steel or xazkruvrixis just below...&lt;br /&gt;
* [[Xazkruvrixis]]: The most expensive option at 500k bloodscrip, but this is even more imposing than low steel because its flares simply cause instadeath. That&#039;s it! It takes up the flare slot, so you won&#039;t get your own double plasma flares, but this is obviously better; the question is whether it&#039;s 500k bloodscrip better, which is your call.&lt;br /&gt;
* [[Zelnorn]]: An excellent material for armor and shields, but a terrible material for weapons because it works in reverse: it trades half of the &#039;&#039;AS&#039;&#039; of its enchant for extra &#039;&#039;DS.&#039;&#039; An easy skip that&#039;s not worth 50k bloodscrip.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Ghezyte Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the time of this writing, there&#039;s no way to start with [[ghezyte]] as a base, so it&#039;s not listed above, but I&#039;ll touch on it because I&#039;ve been asked about it in the context of Duskruin transmutation for 100k bloodscrip (when that&#039;s available, which isn&#039;t always). This is purely from a mechanical perspective without regard to RP.&lt;br /&gt;
&lt;br /&gt;
In theory, having a DS and TD debuff flare seems good for a profession that uses both AS and CS attacks. It&#039;s also material-based, so you can retain your own bonding flares. In practice, the paladin-specific trouble is that the ghezyte debuff goes into effect &#039;&#039;after&#039;&#039; the AS attack has landed--and you&#039;re a paladin, which at minimum means that an infused spell has &#039;&#039;also&#039;&#039; already landed before the debuff. If you&#039;re using a shield, even more hits have landed: the shield itself, the possibility of shield spikes, the possibility of shield flares, and the possibility of shield script flares if you have those.&lt;br /&gt;
&lt;br /&gt;
So the question with ghezyte is how often a creature will survive your first two attack commands (which could be up to four hits via a shield or TWC build plus in the realm of 7-9 flares) if you don&#039;t have the debuff, but won&#039;t survive them if you &#039;&#039;do&#039;&#039; have the debuff. The answer is hopefully not often. Even if it is often, though, you&#039;ll get much more bang for your buck exhausting other avenues like scripts or even the cheaper flourishes than ghezyte.&lt;br /&gt;
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I hinted at this with starsong, but compare those options. Let&#039;s say you&#039;re a shield user. A ghezyte transmute costs 100k bloodscrip. Alternatively, you could spend 102.5k bloodscrip to buy a Phytomorphic Shield for 10k, add max Deciduous Decay unlocks for 75k, add spikes for 7.5k, and buy an OTS Phytomorphic Weapon or Energy Weapon for 10k. This is more or less the most direct price comparison available and it blows ghezyte out of the water. You have three extra flares (counting spikes) and you still have a DS debuff, but, crucially, that debuff comes from the shield, which hits &#039;&#039;before&#039;&#039; the AS attack. The shield also adds an AS buff, which &#039;&#039;also&#039;&#039;  comes into play in time for the AS attack. Then, even in the event that your infused spell kills the creature before the AS attack ever lands, the AS buff isn&#039;t wasted because it carries over to the next creature.&lt;br /&gt;
&lt;br /&gt;
In short: if budget is remotely a consideration, ghezyte is probably not the way, but if budget is no issue, look to the more powerful materials like low steel, rusalkan, or xazkruvrixis.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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Whether you&#039;ll be using forging, materials, neither, or both, let&#039;s move on and look at the script options!&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
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Incredible variety of flavor messaging makes this script very popular among all professions! The default grapple damage type isn&#039;t particularly deadly on its own, but does frequently knock creatures down, which makes for excellent followups. If you find that you tend to lead off battles with [[Repentance (1615)|Repentance]] or [[Judgment (1630)|Judgment]] (or, for that matter, [[Web (118)]]), then the grapple type will be redundant and you might be better served elsewhere; however, if you tend to lead with [[Aura of the Arkati (1614)]], it can be very useful. You can also convert the damage type of Animalistic Spirit, though that&#039;s an extra expense.&lt;br /&gt;
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Wild Backlash is at its best here because paladins can benefit from both sides of its DS and TD debuff, though I caveat that for the reasons described above about ghezyte. However, it&#039;s a lot cheaper and comes attached to Animalistic Spirit already having a damaging flare, so it&#039;ll feel better. There are a lot of intertwined parts here: the degree of the Wild Backlash debuff depends on upgrading Animalistic Fury, but upgrading Animalistic Fury itself requires changing the damage type to see any appreciable power increase. If you do have the budget to change the damage type, upgrade Animalistic Fury, and unlock Wild Backlash, all of that also comes together to kick Revenge Flares up a notch. I said with Animalistic Spirit &#039;&#039;armor&#039;&#039; that Revenge Flares weren&#039;t at their best, but the armor version is only for evade while the weapon version works with evade and parry--plus the weapon version incorporates the Wild Backlash debuff. Even then, paladins aren&#039;t nearly as good at evading and parrying as warriors, but it&#039;s an option to consider depending on budget.&lt;br /&gt;
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Despite a high ceiling of how much you can spend, the entry point is only 10k bloodscrip and the a la carte unlocking paths make upgrading in the future easy and flexible. Still, I&#039;d say paladins have an even better script option from the same creator, so see Phytomorphic Weapons below.&lt;br /&gt;
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&#039;&#039;&#039;[[Blink_weapon|Blink Weapon]] script&#039;&#039;&#039; (price: 750k bloodscrip):&lt;br /&gt;
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Extremely expensive, but almost certainly the most powerful option for any one-handed paladin weapon and even some of the faster two-handed ones. It adds the chance to shoot even more spells out of your weapon while swinging it; compared to the spell infusion from paladin bonding itself, the upsides are that it can even fire off AoE spells like Judgment and doesn&#039;t require recharging, but the downside is that it&#039;s only a flare chance instead of guaranteed on demand.&lt;br /&gt;
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Most paladin players reading this guide because they need advice probably shouldn&#039;t be thinking about Blink Weapons for years, if ever, but I can&#039;t judge if you have tons of disposable income and want immense power immediately!&lt;br /&gt;
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&#039;&#039;&#039;[[Briar_flare_items|Briar Weapon]] script&#039;&#039;&#039; (price: 350k to 360k bloodscrip for T3 (don&#039;t get T1 or T2, which are basically just more expensive grapple flares)):&lt;br /&gt;
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T3 Briar Weapons have grapple flares with a much higher damage ceiling than ordinary grapple flares (including the ones from Animalistic Spirit), also poison the enemy, and furthermore charge an internal counter for an activated ability that gives two minutes of +25 AS. In practice, they recharge so quickly that they usually amount to always having the AS boost.&lt;br /&gt;
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Paladins already have some of the game&#039;s highest AS, so Briar Weapons can be your path to jaw-dropping overkill AS. In practice, it&#039;s usually not a significant mechanical difference, but more for fulfilling a personal need to have the highest number possible. The cost is also high enough that Briar Weapons are another case where most paladin players reading this guide probably shouldn&#039;t be considering them for a long while, if ever.&lt;br /&gt;
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&#039;&#039;&#039;[[Coraesine_Relic|Coraesine Relic]] script&#039;&#039;&#039; (price: 750k bloodscrip):&lt;br /&gt;
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Another alternative to Blink as the strongest possible paladin option. Coraesine relics can flare to swing up to five extra times, though each extra swing consumes 10 stamina and 10 mana until you run out (at which point it won&#039;t be making extra swings). These extra swings are even more powerful for paladins than almost all other professions because of all the extra flares you can get going!&lt;br /&gt;
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In scenarios like boss battles, this is definitely the most burst damage you&#039;ll find anywhere. In normal hunting that lasts longer than a few minutes, though, those costs of stamina and mana are very real and will need support from enhancives and Ascension. Some people will swear by coraesine relics, but I definitely side with Blink Weapons out of the two 750k options.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
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Energy Weapons are one of the only scripts that can come with lightning flares off the shelf, making them an extremely powerful budget option. (You can choose fire, ice, or impact instead if you prefer.) Their upgrade path also potentially has more raw power than comparable scripts, but less versatility. Energy Weapons have three power modes: standard, drained, and surged. You can ignore drained and surged if you want and just stick to conventional flare power. If you&#039;re willing to try the other two, then you can use the weakest form, drained flares, to store energy to unleash the strongest form, surged flares, on demand when you need them.&lt;br /&gt;
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I highly recommend Energy Weapons if you&#039;re looking for something that delivers sheer power off the shelf without going wild on spending, but aren&#039;t a TWC paladin. (If you are a TWC paladin, see Twin Weapons further below.) Higher unlock tiers remain an option because they do improve the power, but only moderately so. If you&#039;re willing to spend a bit more than the 10k OTS cost, but not tons more, then maybe see Knockout/Skullcrusher or Phytomorphic Weapons below.&lt;br /&gt;
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&#039;&#039;&#039;[[Iasha_white_ora_weapon|Iasha Weapon]] script&#039;&#039;&#039; (price range: doesn&#039;t matter because you shouldn&#039;t buy it):&lt;br /&gt;
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I&#039;m only bringing this up to explain that it&#039;s a trap. It&#039;s cheap and it might look aimed at paladins, but Iasha will cut you off from using your own toolkit&#039;s flares in Consecrate or Holy Weapon, which are free, more powerful, don&#039;t add gear difficulty, don&#039;t take up the script slot, and don&#039;t require that the weapon remain white ora forever.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. If you&#039;re using a blunt weapon, it doesn&#039;t get much more powerful than this without costing a ton by getting into Blink Weapon territory. (Honestly, I&#039;d take Knockout over Briar Weapon on a paladin despite the latter costing three and a half times as much. Briar is at its most efficient for archers, where +25 is a greater percentage boost.)&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than Animalistic Spirit. Some people pick Animalistic Spirit for their handwear or footwear and Knockout for the other.&lt;br /&gt;
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As for Skullcrusher flares, see everything I just said about Knockout, because these are mechanically identical and cost the same, but go into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; a script if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Blessings, Religion, or Summoning&#039;&#039;&#039; (price: 400k bloodscrip):&lt;br /&gt;
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This is another very high end offering that&#039;s at the peak of power, this time in the realm of flourishes. While normal flares have a 20% rate, Lore Flares start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. Blessings Lore Flares deal the always-favored lightning damage and increase AS by 10 for 10 seconds, allowing stacks of up to three without refreshing the duration. Religion Lore Flares deal plasma damage and heavy damage over time (DoT) afterward, but only hit the undead. Summoning Lore Flares deal plasma damage and moderate DoT that&#039;s weaker against the living and stronger against the undead.&lt;br /&gt;
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Paladins like all three of their spiritual lores, so reaching 171 ranks in one of them requires either a hefty tradeoff of other lores or heavy investment via enhancives and Ascension.&lt;br /&gt;
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Blessings is pretty clearly the strongest for paladins. Still, as great as lightning is, it&#039;s not such an enormous margin over plasma that it should necessarily throw you off of Summoning if you were training that for the lore&#039;s core benefits. Religion Lore Flares are a bit difficult to justify unless you&#039;re certain you almost exclusively hunt undead. Both of my paladins favor Religion lore to different degrees because I like the core benefits, but if I were to spend on Lore Flares, then I&#039;d go with Blessings anyway for the versatility of hitting everything.&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic_Weapon-Shield|Phytomorphic Weapons]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit script that you can tailor to your liking by altering its messaging with foraged plants. This comes with a default disintegrate damage type, which, while not amazing like lightning, is perfectly suitable for almost all creatures other than water elementals.&lt;br /&gt;
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Phytomorphic Weapons&#039; unlockables are what really make them shine! Arboreal Agony makes the flares also have a chance to add Disoriented status that makes it more difficult for enemy creatures to cast spells. Stopping creatures from casting spells is one of very few things that the paladin toolkit isn&#039;t inherently good at. Deciduous Decay makes its flares simultaneously debuff enemy DS and buff your AS--or, if you prefer, it can debuff enemy TD and buff your CS. You can toggle which one it does. This is noticeably better than Animalistic Spirit&#039;s Wild Backlash in most cases for two reasons: 1) you can specialize at will for the exact needs of your hunting ground, playstyle, and training, and 2) since it&#039;s half-debuff and half-buff, the buff part can carry over to the next creature after your flare kills your original target.&lt;br /&gt;
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If you&#039;re looking to spend exactly 10k bloodscrip and never any more no matter how long you play, then my recommendation remains with Energy Weapons. However, for anyone else looking into midrange gear with a low entry point and room to grow, the a la carte unlocks and high ceiling earn Phytomorphic Weapons my top recommendation for any non-TWC paladin. (Still high honors for TWC paladins, for but up next is my preferred pick for them!)&lt;br /&gt;
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&#039;&#039;&#039;[[Twin Weapons]] script&#039;&#039;&#039; (price range: 7.5k to 117.5k bloodscrip per weapon (minimum 15k total to start)):&lt;br /&gt;
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With the caveat that Twin Weapons are for Two Weapon Combat only, they&#039;re uncontested as the best bang for your buck. Like Energy Weapons, these offer lightning flares off the shelf, which is already an immediately strong starting point. (You can choose fire, ice, or impact instead if you prefer.) Unlike Energy Weapons, the main hand Twin Weapon has one of the best script perks in the game: the ability to flare an entire second swing of your weapon! (Before you start picturing that these are coraesine relics at 2% the price, not quite. The second swing rate ranges from 1% to 7% depending on the unlock tier. On the bright side, unlike coraesine relics, there&#039;s also no mana or stamina cost.)&lt;br /&gt;
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Twin Weapons also have various other perks of temporarily raising AS, DS, or TWC skill. They also have a pretty flexible upgrade path that allows only upgrading the main hand weapon or the offhand weapon depending on which perks you prefer instead of having to spend equal amounts on both. (The main hand perks are far more powerful because of the double swing.)&lt;br /&gt;
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All of this said, I&#039;m talking about sheer power. That&#039;s where Twin Weapons can&#039;t be bested without spending five to fifty times as much. If you want versatility, you might still prefer Phytomorphic, which is completely reasonable.&lt;br /&gt;
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&#039;&#039;&#039;Miscellaneous alternatives: [[Duskbringer_weapons|Daybringer or Nightbringer]], [[Parasitic_Weapon|Parasitic Weapons]], or [[Sprite_Weapon|Sprite Weapons]] scripts&#039;&#039;&#039;:&lt;br /&gt;
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I&#039;d describe this trio of scripts as wonderfully flavorful options. Mechanically, compared to other options strictly in their off the shelf form with no upgrades, they&#039;re about as strong as Phytomorphic Weapons and stronger than Animalistic Spirit due to better damage types, but less strong than Energy Weapons (and especially Twin Weapons for TWC paladins). Where they fall a bit behind is that their upgrade paths are completely linear, bundling aspects into the cost that you might not necessarily want. Still, if you love the flavor of these scripts, I don&#039;t think you can go wrong with any of them. They&#039;re not the best of the best, but they&#039;re still in the ballpark.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. For example, buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, despite the name, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout or Skullcrusher adds 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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Paladins&#039; own profession service is great for just about every profession and even better for paladins themselves!&lt;br /&gt;
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From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.) These flares randomly deal rank 1-7 crits; however, as a paladin-only benefit, there&#039;s a 20% chance that the flare will instead randomly rank 5-9 crits, which is a giant power boost on average. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Second tier Battle Standards create an aura that fires off attacks at nearby creatures every 10 seconds or so for 3 minutes. I mention them here because they have quite a long cooldown until your standard is upgraded to at least tier 5, at which point it&#039;s a mere 15 minutes--basically once per hunt!&lt;br /&gt;
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Lastly, fifth tier Battle Standards can reduce incoming crits while retaliating with an SMR-based flare and sixth tier Battle Standards offer a once-per-day activated ability to &#039;&#039;always&#039;&#039; reduce incoming crits and flare back for the next 30 seconds.&lt;br /&gt;
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Just looking at the above, I could still make the case that Battle Standards are still better for faster attacking professions and builds like monks, bards, and wizards. However, what cinches the deal for paladins is that, as long as they do the most recent cast on their own Battle Standard, it never runs out of charges. In other words, Battle Standards are a permanent upgrade for paladins themselves, but an upgrade with semi-regular upkeep costs for other professions. That&#039;s an enormous difference with this much power!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Every paladin will want one of these sooner or later. Tier 5 at minimum, but tier 6 if you like that ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith_(1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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Bloodstone Jewelry is another great buy for paladins because they get good benefits out of health since they take lots of hits, great benefits out of mana since they cast lots of spells, and great benefits out of stamina since they use lots of maneuvers! They&#039;re truly the total package for paladins.&lt;br /&gt;
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(Caveat: If the paladin is mostly trying to play like a warrior and rarely uses spells, then I&#039;d recommend just buying stamina regen enhancives instead for much cheaper. So much of what makes Bloodstone Jewelry good for paladins is the assumption that they&#039;ll use all three resources out of health, mana, and stamina.)&lt;br /&gt;
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The extra health damage at the fifth tier is another good selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it affects every attack instead of 20% of attacks. On average, you&#039;ll get the Major Bleed effect after every 8.3 attacks.&lt;br /&gt;
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As for the temporary healing, paladins can also make better use out of that than almost all other professions other than warriors and maybe Kroderine Soul monks. TWC paladins or two-handed paladins will get more value than shield paladins, who take fewer hits, but even the latter will still appreciate a mid-hunt refresh!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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For paladins, Bloodstone Jewelry is the second best of the charging-based services. (Not counting Battle Standard since it won&#039;t &#039;&#039;be&#039;&#039; charging-based for the paladins themselves.) Get it some time after you&#039;re done with Lucky Items. More on those below!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like many of the most recent profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for paladins? Well... &amp;quot;not very&amp;quot; would be my answer. The combat-oriented perks only offer tiny improvements to things that paladins already range from good to incredible in. (By contrast, casters see excellent benefit from things like FOF defense and the myriad bonuses to maneuver defense.) That leaves the utility perks like  Swift Recovery and finding children for bounties, but that&#039;s a bit niche for how much it costs.&lt;br /&gt;
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Poisoncraft is typically a selling point for melee characters, but paladins already have tons of flares even without it. I&#039;m a huge advocate of creating more screen scroll, but, in the spirit of being responsible with your silvers, I can&#039;t seriously argue for Poisoncraft unless you&#039;ve already exhausted all or almost other avenues of flares.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Think about Poisoncraft far down the road when you have so many silvers you don&#039;t know what to do with them. Other than that, I can&#039;t justify it for paladins.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves AS while enchanting armor or shields improves DS. The most straightforward of all services and still one of the best! Paladins already have great offense and defense, but making it even greater certainly can&#039;t hurt when it&#039;s their bread and butter.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your gear up to +30. It gets expensive afterward and paladins have the offense and defense for +35 to arguably be excessive and to &#039;&#039;definitely&#039;&#039; be heavily diminishing returns, but if you have to spend silver on something eventually, further enchanting remains an option.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling weapons adds a flare chance for either an AS boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong, but the flares give AS boosts most of the time, which is merely alright for paladins mechanically.&lt;br /&gt;
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Ensorcell evenly scales up its AS bonus; a fifth tier (T5) Ensorcell increases AS by 25 while a first tier (T1) increases AS by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15. For that reason, I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy; you already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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That said, people subjectively place different values on numbers going up, so some players will want T5 Ensorcell for the AS boost! Paladins also have the option of learning the [[Tainted Bond]] maneuver, which effectively doubles the efficiency of Ensorcell by making sure that, if it triggers on an attacks, it&#039;ll also trigger on the next attack. If you do decide on T5 Ensorcell, just make sure to get most or all of your enchanting and sanctification done first since ensorcelling adds much more gear difficulty than the other two gear services.&lt;br /&gt;
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As for Ensorcelling armor and shields, that improves CvA, which isn&#039;t exactly a major paladin weakness, but also isn&#039;t so much of a strength that there&#039;s no merit to it. I wouldn&#039;t prioritize it at all compared to many other services, but it&#039;s probably worthwhile eventually. Like with weapons, though, try to save Ensorcell for last.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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At least T1 Ensorcell on weapons, but I can&#039;t necessarily criticize T5 either. Just don&#039;t go to T5 Ensorcell before Sanctify (if you intend to do Sanctify) or the latter will get excessively expensive due to Ensorcell&#039;s gear difficulty. As for armor and shields, get T5 for them over a very long time horizon.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible. When maxed out, they have a 20% chance of rolling every combat action that you and every combat action taken against you to take the better of two rolls. In case that&#039;s too abstract to understand, the point is that they improve virtually every offensive and defensive aspect of combat.&lt;br /&gt;
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It&#039;s like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue from at least &#039;&#039;&#039;three perspectives&#039;&#039;&#039; that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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The least exciting perspectives (which is saying something because it&#039;s still extremely exciting!) is to say that, on average over an infinite number of combat actions, they&#039;re 3 better than they would have been. In other words, on average, 3 more AS, 3 more DS, 3 more CS, 3 more TD, 3 more SMR offense, and 3 more SMR offense. It really is a lot of benefit from a single item!&lt;br /&gt;
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The most exciting perspective involves considering best case scenarios like your offensive 1 roll becoming a 100 roll or an enemy&#039;s open roll SMR instadeath attack becoming a normal roll that doesn&#039;t even connect. While these events are comparatively rare, they do happen more often than you might think due to how many combat actions you see in a typical day of hunting.&lt;br /&gt;
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The middling perspective involves looking at probabilities. There&#039;s roughly a 5% chance that an enemy SMR attack will be an open roll. To put that in perspective, it&#039;s more likely that not (a ~51.23% chance) that you&#039;re going to get open rolled within 14 enemy SMR attacks. However, with a maxed out Lucky Item, it&#039;s only more likely than not (a 50.04% chance) that you&#039;re going to get open rolled by the time creatures have thrown &#039;&#039;17&#039;&#039; SMR attacks at you. Looking at it another way, let&#039;s say creatures throw exactly 20 SMR attacks at you. Under normal conditions, there&#039;s a 64.2% chance that at least one of them will have been an open roll; with a maxed Lucky Item, it&#039;s only a ~55.8% chance.&lt;br /&gt;
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Even if you ignore a best case scenario like turning an open roll into an outright miss, it&#039;s still a &#039;&#039;great&#039;&#039; case scenario to turn an open roll into a non-open roll--and that&#039;ll happen a lot!&lt;br /&gt;
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Even better yet, that the benefit of Lucky Items is so abstract and mathematical that many players don&#039;t actually understand it (nor does the game openly show what &#039;&#039;would&#039;&#039; have happened if not for the Lucky Item), so you can almost always get away with paying extremely little for a ludicrously powerful service.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Simply fantastic service for paladins, especially at the prices you&#039;ll probably pay.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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The benefits of +5 bonus to a stat are moderate at best for paladins. Standout options include:&lt;br /&gt;
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* Strength to increase AS and decrease encumbrance (particularly notable for small races)&lt;br /&gt;
* Agility or Dexterity to reach an Agidex threshold (Agility gives more maneuver defense, but Dexterity gives crit weighting)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to increase CS&lt;br /&gt;
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That&#039;s for now. &#039;&#039;&#039;In the future,&#039;&#039;&#039; Mystic Tattoos are going to get a significant buff; at the time of this writing, the current proposal is that you&#039;ll also be able to pick a skill to get +10 bonus to, have flares to double the stat and skill bonus, have a cooldown-based activated ability to double the stat and skil bonus, and ignore enhancive limits. When such time comes, recommended skills include weapon skills, Combat Maneuvers, or lores.&lt;br /&gt;
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For now, Mystic Tattoos are fine for paladins, albeit not a priority.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Pick it up on the cheap when you can and after getting many other services and gear upgrades.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area. There&#039;s a case to be made for getting one or two resistances worked on pre-cap, but I&#039;d usually say that pre-cap creatures aren&#039;t deadly enough on average to make it a priority.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds. Before cap, think about it if you can get it cheaply or know that you&#039;ll be dealing with a specific damage type for a long while.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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On a weapon, the first five tiers of Sanctify add AS against undead while the sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit. The first five tiers also negate undead damage resistance, but that&#039;s generally irrelevant on a paladin weapon because Holy Weapon or being a holy armament already eliminates that; it would only help something like a Two Weapon Combat paladin wielding a non-holy offhand weapon.&lt;br /&gt;
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On a shield or armor, the first five tiers of Sanctify add DS, TD, and sheer fear protection against undead while the sixth tier once again adds a holy fire flare. The sheer fear protection is minimally useful since paladins already have their Dauntless spell, so even without being in Voln nor having Sanctify, they&#039;d need to be hunting undead fourteen or more levels higher to get hit by fear in the first place. That&#039;s not happening outside specific Ascension hunting grounds.&lt;br /&gt;
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For weapons and shields, the sixth tier of Sanctify is amazing because the holy fire flares are extremely powerful if you spend any time at all hunting undead. The question is just whether you&#039;re willing to pay for the subdued value of the first five tiers to get there. 10 AS, 10 DS, and 6 TD aren&#039;t nothing, but like I keep saying, paladins don&#039;t have trouble with sheer AS or DS numbers even without.&lt;br /&gt;
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For armor, the reactive holy fire flares are still good if you get a lot. They&#039;re a bit better on non-shield paladins who take more hits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Paladins get comparatively less benefit from the main tiers than most professions due to already having holy weapons, so, in my opinion, either commit to seeing through the entire holy fire path for the awesome flares at the end of the rainbow or don&#039;t bother sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
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Crit weighting is always a great buy for melee characters, especially up to the 5 CER (50 services) mark. Afterward, scaling costs kick in and it&#039;s twice as much per CER to 10, then three times as much (as the original rate) per CER to 15, four times as much per CER to 20, and ten times as much per CER to 40. That&#039;s all notwithstanding the added gear difficulty; 10 CER is just 100 gear difficulty, but 15 is 225, 20 is 400, and it adds up fast. Many people stop at 10 CER, if that high, for pragmatic reasons.&lt;br /&gt;
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As for paddings, paladins join warriors as are one of the two professions that can get pretty good use out of crit padding and damage padding alike. The benefits of crit padding are obvious in just reducing instadeath one-shots or hard hits that begin death spirals, but damage padding needs more elaboration. With paladins&#039; redux and full plate, they don&#039;t take extremely hard individual hits all that often, but the first 5-6 CER of damage padding can save them from getting plinked to death by enemy mstrikes.&lt;br /&gt;
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5 CER of damage padding is a reasonable stopping point due to scaling costs above there; 6 CER of damage padding is also reasonable because it always reduces exactly 6 damage per hit, but 7 or more CER randomizes between 6 and its maximum range. For example, if you have 7 CER damage padding, the game will reduce 6 damage half the time and 7 damage half the time; if you have 10 CER damage padding, it&#039;ll reduce a hit by 6, 7, 8, 9, or 10 damage each 20% of the time. Some players don&#039;t like the psychology of knowing they&#039;re not always getting full value. You can still do it if you have silver to burn, though!&lt;br /&gt;
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Whatever you decide on weighting and padding, it&#039;s still almost always cheaper to wait for the automated WPS smithy that comes around every couple of months than to pay warriors. It is, however, &#039;&#039;faster&#039;&#039; to pay warriors, so it depends on your patience level.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get weighting and padding and get it pretty, but probably not from warriors unless unless a friend or alt is providing it for free or near-free. Use the much more affordable WPS wagon and get to at least 5 CER on your weapon and armor.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Enchant gear up to +30 quickly&lt;br /&gt;
* Battle Standard up to P3 as soon as you&#039;re capable of doing it&lt;br /&gt;
* Ensorcell weapon to T1 relatively quickly&lt;br /&gt;
* Weighting to 5-10 CER over time, but start early (via WPS wagons, not warriors)&lt;br /&gt;
* Padding to 5-6 CER or even 5-6 CER of each type over time, but start early (via WPS wagons, not warriors)&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Either Sanctify weapons and armor all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Bloodstone Jewelry when you can spare funds and still handle all of the above&lt;br /&gt;
* Battle Standard up to P5 as soon as you&#039;re capable of doing it&lt;br /&gt;
* Mystic Tattoo when you can spare funds and still handle all of the above&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly enchant gear past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell armor over time, if ever&lt;br /&gt;
* Sanctify armor very far post-cap when hunting Ascension grounds&lt;br /&gt;
* Slowly Ensorcell weapons past T1 over time, if ever&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
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Congratulations, you&#039;ve got two or even three caps worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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When you should start heavily devoting a percentage of exp into [[Ascension]] Training Points is a matter of great debate that&#039;s beyond the scope of this guide. &#039;&#039;Within&#039;&#039; the scope of this guide, however, is the question of what you do with them whenever you&#039;ve started.&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So, whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Reduced RT at various Agidex thresholds, increased maneuver defense every two ranks, increased evade chance, and between +0.6225 DS (full plate with no shield) and +0.33615 DS (full plate with tower shield) in offensive per two ranks. Highly recommended for aelotoi, dark elves, forest gnomes, half-elves, sylvans, erithians, or humans since their natural, unenhanced Agidex is a mere 6 bonus away from the next reduced RT threshold. Split gains between Agility and Dexterity for the most efficient path.&lt;br /&gt;
* &#039;&#039;&#039;Blunt/Edged/Polearm/Two-Handed Weapons&#039;&#039;&#039;: +1 AS per rank. Get it if you like numbers going up, but I&#039;d argue that at least the first four ranks of Dexterity and first 10-20 ranks of Stamina Regeneration are actually better for offensive power.&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 AS per two ranks and increased maneuver offense and maneuver defense every rank (but half as much defense increase as Agility, so basically the same rate per two ranks). A solid pickup after sinking 5-50 points each into more important things like your weapon skill, Agidex, and Stamina Regeneration.&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Reduced RT at various Agidex thresholds, increased crit weighting, and increased maneuver defense every two ranks (but half as much increase as Agility). Highly recommended for all paladins this time due to the weighting, but still &#039;&#039;even&#039;&#039; more recommended for the races listed under Agility due to the reduced RT threshold. Split gains between Agility and Dexterity for the most efficient path.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: Increases evade chance and adds between +0.6225 DS (full plate with no shield) and +0.33615 DS (full plate with tower shield) every rank. Note: that&#039;s every one rank, not every two ranks like Agility. Improving Dodging is more one-dimensional than improving Agility, but it&#039;s at least worth considering. It&#039;s probably more worthwhile for a dwarf or giant paladin than most other races since they take a minor hit to DS from their race-based Agility penalties, but even then, I&#039;d personally rather just take Agility for its more multifaceted benefits even though the DS gains are  slower.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: Get it for exp whenever you get bored of the diminishing returns grind of having trained other Common Ascension skills. Aelotoi, dwarves, erithians, forest gnomes, halflings, and humans might want to pick this up sooner than others; Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, so 35 Logic bonus is an especially attractive target as a multiple of both. These races&#039; natural Logic boost brings them to 30 already, so 15 ATPs into Logic gets them to the 35 mark.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction of 2 pounds per rank. Definitely one to at least to consider for sheer QoL if your paladin isn&#039;t a giant, half-krolvin, or dwarf who can carry things for days.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: Another option for increasing DS, this time at 0.433 DS per rank for a tower shield or 0.383 DS per rank for a large shield. The best DS gains you&#039;ll get out of Ascension, though it&#039;s a pretty one-dimensional benefit to most other things&lt;br /&gt;
* &#039;&#039;&#039;Spirit Mana Control&#039;&#039;&#039;: This is here for one reason only: spell infusion with high mana cost spells. Every 2 SMC bonus lets your bonded weapon hold 1 more mana over the baseline of 30. The unenhanced paladin max of 201 SMC bonus holds 130 mana, which is good for 8 charges of Repentance, but putting 13 ATPs into 9 ranks of SMC brings that up to 9 charges, reducing the amount of time you&#039;d have to spend refreshing your bonded spell.&lt;br /&gt;
* &#039;&#039;&#039;Spiritual Lores&#039;&#039;&#039;: I can only give general advice here: look into your spells and figure out if any thresholds are close enough to be quick wins from doing some Ascension training. Definitely max out lores with normal exp before even considering this route in Ascension, though.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: The most universally powerful option. Meeting Agidex thresholds is still more powerful for the races who can do that, but 10-20 ranks of Stamina Regen adds a degree of combat flexibility that will make far more of a difference than the equivalent in AS would.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 AS per two ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks. You also need 31 or more Strength bonus for the CLENCH MUSCLE command to show off your powerful muscles! For most races, I&#039;d put this in the same tier of value for your ATPs as Combat Maneuvers; you&#039;ll want it eventually, but many other things are more important. Gnomes and halflings might want Strength a lot sooner than most, though.&lt;br /&gt;
* &#039;&#039;&#039;Wisdom&#039;&#039;&#039;: Great for helping spells land in Ascension areas, but unnecessary in non-Ascension capped hunting. If you want it, you&#039;ll know you want it.&lt;br /&gt;
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I&#039;ll also give &#039;&#039;&#039;Trading and Influence&#039;&#039;&#039; their own segment since it&#039;s complicated. The following assumes that A) you&#039;ve already maxed Trading in normal exp (if you haven&#039;t, do that instead since it&#039;s much cheaper exp-wise) and B) you took my advice and tanked Discipline or Intuition, not Influence.&lt;br /&gt;
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* Half-elves and giants can put a mere 4 ATPs into 4 ranks of Trading to max out silver gains at 28%.&lt;br /&gt;
* Sylvans and humans can spend 13 ATPs total across 7 ranks of Trading and 4 ranks of Influence to max out at 28%.&lt;br /&gt;
* Aelotoi, burghal gnomes, dark elves, forest gnomes, halflings, and half-krolvin can put a mere 2 ATPs into 2 ranks of Trading to bump up to the next tier of silver gains! ...though the bad news is that that next tier is &#039;&#039;27%&#039;&#039;, not 28%, due to their Influence penalties. Getting them to 28% requires 18 ATPs total across 11 ranks of Trading and 6 ranks of Influence.&lt;br /&gt;
* Dwarves are the worst off here, as they&#039;d need 9 ATPs total across 5 ranks of Trading and 4 ranks of Influence to reach 27%. For 28%, it&#039;s 41 ATPs total across 15 ranks of Trading and 8 ranks of Influence.&lt;br /&gt;
* Elves and erithians reach 28% with no Ascension Trading or Influence. In fact, they can even stop normal exp Trading itself at 201 ranks instead of 202.&lt;br /&gt;
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Now that we&#039;ve covered all the Common Ascension skills, let&#039;s move on to the big Elite Ascension skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is the Goal&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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After you&#039;ve spent 150 ATPs in Common, you can begin spending 10 or more ATPs per rank of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;usually relevant to paladins in green&amp;lt;/font&amp;gt; and &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;possibly&#039;&#039; relevant to paladins in blue&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* Automatic Success of Certain Spells&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* UC - Tier Up Probability&lt;br /&gt;
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Let&#039;s break these benefits down further since they range from minor to major.&lt;br /&gt;
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* Increased CS is a big one. Non-Ascension capped hunting and pre-cap hunting doesn&#039;t assume that paladins are heavily pushing spell training, so creatures are designed to be pretty easily hittable. Ascension creatures live in a very different world, metaphorically speaking, and you&#039;ll want all the CS you can get.&lt;br /&gt;
* Improving EBP is a great defensive benefit. Offensively, it&#039;s a bit less potent since paladins already have Aura of the Arkati to debuff enemy EBP, but this is still good!&lt;br /&gt;
* More FOF defense is helpful since paladins are frontline tanks, but don&#039;t have a natural 2x MOC cap to mitigate as much DS pushdown from swarms as warriors and monks do.&lt;br /&gt;
* Sheer fear resistance isn&#039;t useful to paladins pre-cap because undead need to be at least 14 levels above them to inflict it due to Dauntless--or 17 levels above if they&#039;re Voln paladins. Ascension hunting in the Hinterwilds actually has undead that spawn anywhere from level 103 to 119, though, which means that a non-Voln paladin either needs tier 5 sanctified armor or some Transcend Destiny to avoid sheer fear entirely. Even a Voln paladin still needs tier 2 sanctified armor (or a tier 4 sanctified shield) or Transcend Destiny to avoid it. Other Ascension areas&#039; undead aren&#039;t quite that high level, though, so I&#039;ve only highlighted this Transcend Destiny benefit in blue.&lt;br /&gt;
* Paladins have plenty of SMR-based offense to capitalize on with Transcend Destiny: their combat maneuvers, shield maneuvers, Excoriate, and 1650 Smite.&lt;br /&gt;
* Paladins don&#039;t have plenty of SSR-based offense; in fact, they have none. However, the Voln society does have the extremely powerful Symbol of Sleep, so I highlighted this in blue.&lt;br /&gt;
* TD is another big benefit in the post-cap world of spell sever, where paladins--and everyone else--will get hit by enemy CS spells regularly. Even though paladins can just beseech away most hard hits, it&#039;s better not to get hit if they can help it!&lt;br /&gt;
* Better offhand hit rate for Two Weapon Combat against overleveled creatures is another excellent benefit in the Ascension world. Ordinary 202 max TWC ranks allows guaranteed offhand hits against up to level 105 creatures, but they do get much bigger than that now!&lt;br /&gt;
&lt;br /&gt;
Transcend Destiny is a slog after the first few ranks, no doubt, but every rank is a huge payoff. When the time comes, train it and love it!&lt;br /&gt;
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&lt;br /&gt;
===Gemstones: Diamonds in the Rough===&lt;br /&gt;
&lt;br /&gt;
[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
&lt;br /&gt;
The bolt AS is near worthless, but the CS is alright for making some spells land a little more reliably. Other CS-related Gemstone properties are much stronger, though! Fine placeholder property as you look for better ones.&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
&lt;br /&gt;
Pretty good reactive AoE flare since many paladins take a lot of hits (though shield paladins take less of them than TWC or two-handed paladins). I wouldn&#039;t necessarily recommend keeping this in the long run, but it&#039;s a solid placeholder. (Please note that a rank 2 critical isn&#039;t the same as a rank 2 wound; almost all rank 2 criticals only deal rank 1 wounds.)&lt;br /&gt;
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&#039;&#039;&#039;Channeler&#039;s Edge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re talking real CS-related benefits! This is basically 333% as powerful an effect as Arcane Intensity for the purposes of Templar&#039;s Verdict, Repentance, and Judgment, assuming your spell does land. Arcane Intensity &#039;&#039;is&#039;&#039;, however, infinitely more powerful for the purposes of Aura of the Arkati, which only cares about whether the spell connects at all.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
&lt;br /&gt;
Excellent property if you ever use Wall of Force and even better still if you &#039;&#039;also&#039;&#039; use Faith&#039;s Shield.&lt;br /&gt;
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&#039;&#039;&#039;Focused Storm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a Focused Storm effect for each kill. Stacks up to 3 times. When your warding spells are successful, the endroll is increased by 2/3/4 per Focused Storm effect. Focused Storm falls off after 30 seconds without making a kill.&lt;br /&gt;
&lt;br /&gt;
120% as good as even Channeler&#039;s Edge since now the phantom endrolls go to +12 instead of +10. If you&#039;re looking to boost your magical power (which not every paladin is!) because you cast Judgment or Repentance a lot, this is a top tier among Common Gemstone properties.&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Defender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
&lt;br /&gt;
Straightforward defense boosts. I don&#039;t think paladins need much more in the way of defense, but if you want to keep tiptoeing toward invulnerability, this is one option!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
Straightforward physical offense boost. It&#039;s not going to knock your socks off, but it&#039;s a good, simple staple that virtually every paladin will love.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
&lt;br /&gt;
Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Goes particularly well with Defense of the Faithful&#039;s Beacon of Courage effect in a group setting. Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
&lt;br /&gt;
This might be the highest ceiling Gemstone property of all. You&#039;ll need to stack some additional stamina regen from enhancives or Ascension to make it do truly busted things, but if you do it, the pot of gold at the end of the rainbow is recovering 50-90% of your stamina every minute so you can blast away wildly with Chastise, Spin Attack, and weapon techniques while still feeling like you never run out of stamina.&lt;br /&gt;
&lt;br /&gt;
In other words, you can think of Stamina Prism as indirect means to reduce your RT by freeing you to used reduced RT abilities more often. Strike like lightning!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
&lt;br /&gt;
Another top tier Common Gemstone property. In fact, it&#039;s probably &#039;&#039;&#039;the&#039;&#039;&#039; top tier Common Gemstone property because it&#039;s great for all paladins universally. No enhancives or Ascension needed like Stamina Prism, no specific build needed like its CS counterpart Focused Storm. Just destroy everything in sight with incredible force by virtue of having Storm of Rage.&lt;br /&gt;
&lt;br /&gt;
This property is amazing for every melee build of every profession, but even slightly more for paladins because damage factor buffs stack multiplicatively. Let&#039;s say you have 45 Summoning lore so your Arm of the Arkati spell grants +16% DF, then you get a maxed Storm of the Rage for +15% DF. Your resulting DF isn&#039;t 131%, but rather 100% * 115% * 116%* = 133.4%.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Mini-Storm of Rage, but even mini-Storm of Rage is still amazing. Again, these buffs also stack multiplicatively, so get more of them! As for the downside of attacks hitting you harder, it&#039;s not that big a deal when you&#039;re a paladin protected by plate and redux.&lt;br /&gt;
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&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
&lt;br /&gt;
If you use swords, this is reasonable in tandem with the Slashing Strikes buff from Flurry active. The main problem here, despite being another DF booster, is that paladins don&#039;t have a way to force Major Bleed to happen on demand like some other professions. It&#039;s not exactly excellent here, but still a decent placeholder to use for a while if you find it.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
&lt;br /&gt;
I definitely wouldn&#039;t recommend this taking one of your three rare slots as your endgame unless you&#039;re completely set on being as close to invulnerable as possible, but if you happen to get one, it&#039;s a solid placeholder to use for a while.&lt;br /&gt;
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&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
&lt;br /&gt;
A very high quality Gemstone property that can pile on tons of damage, especially in boss battle scenarios or against particularly high health creatures. Unlike normal flares, Blood Boil flares can&#039;t outright kill on their own, nor can you land several of them on the same creature. Still, the sheer health damage will frequently exceed more conventional flares unless the creature is already very weakened.&lt;br /&gt;
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&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
&lt;br /&gt;
With no pun intended, this is sneaky good--but you do have to train Ambush to get full value. It doesn&#039;t require Stalking and Hiding training and simply auto-hides you, which is defensively useful, but the real benefit is that you can attack afterward &#039;&#039;from&#039;&#039; hiding with stance pushdown and crit weighting against the foe.&lt;br /&gt;
&lt;br /&gt;
However, the &#039;&#039;even more&#039;&#039; real benefit is that the game might do this on its own if you&#039;re using an assault technique or AoE technique. For example, you might get auto-hidden after the first attack of your assault, then the second automated attack of your assault will have the pushdown and weighting.&lt;br /&gt;
&lt;br /&gt;
An extremely powerful effect &#039;&#039;if&#039;&#039; you&#039;re willing to spend the exp on Ambush for it.&lt;br /&gt;
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&#039;&#039;&#039;Channeler&#039;s Epiphany&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When your warding spells are successful, the endroll is increased by 2/4/6/8/10. Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
&lt;br /&gt;
This is the rare version of Channeler&#039;s Edge. On average, it works out to a boost of 12 instead of 10. You &#039;&#039;can&#039;&#039; stack them, so it&#039;s still better than Greater Arcane Intensity (coming up shortly in this list), but I&#039;d only recommend it as a long-term rare if you intend to be a very, very magic-heavy paladin.&lt;br /&gt;
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&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
&lt;br /&gt;
A universal 5% chance to avoid and (to an extent) counter AS attacks is pretty solid stuff. If you&#039;re bent on nigh-invulnerability or if you want to somewhat counteract the DS disadvantages of two-handed paladins or TWC paladins, go for it. For everybody else, players attack much more often than they &#039;&#039;get&#039;&#039; attacked, so a defensive benefit would need to be extraordinary to close that gap compared to an offensive benefit.&lt;br /&gt;
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&#039;&#039;&#039;Grace of the Battlecaster&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
&lt;br /&gt;
Very subjectively powerful effect depending on how much you hate spell hindrance and would like to get it from 3% to 0%. I probably don&#039;t even have to say anything more; most people read that effect and either instantly fall in love or instantly write it off as pointless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
&lt;br /&gt;
A reasonable placeholder like its common counterpart. These are much better for bolting wizards than paladins; paladins generally only need a 101 endroll, as their spells don&#039;t scale particularly well (if at all in some cases) with higher endrolls.&lt;br /&gt;
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&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
&lt;br /&gt;
Top notch rare Gemstone property that&#039;s universally powerful for every profession. Like I said toward the start of the guide, flares are high variance, but the more of them you can chain together, the more likely it is that one of them will get the job done. Simple, clean power.&lt;br /&gt;
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&#039;&#039;&#039;Lost Arcanum&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 1 additional spell on you is protected from Spell Sever.&lt;br /&gt;
&lt;br /&gt;
Pretty good option, albeit a bit mechanically dull. I wouldn&#039;t exactly recommend it as the endgame for any paladin, but it&#039;s always at least as good as the third best spell that you&#039;d want it in spell sever that you normally can&#039;t have. Very good placeholder.&lt;br /&gt;
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&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
Journeyman Tactician, but twice as powerful. Needless to say, that&#039;s excellent in a vacuum!&lt;br /&gt;
&lt;br /&gt;
However, it&#039;s not in a vacuum. Part of what makes Journeyman Tactician such an easy recommendation is that you can have up to seven commons for your endgame list (or even as many as ten commons if you somehow decided that you were okay with having no rares or legendaries). You can only have up to three rares, so make sure that Master Tactician is among your top three (or at least close) before committing to using it long-term.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a TWC paladin, I think this is a pretty slam dunk pick because it does boost both weapons. If you&#039;re not a TWC paladin, then it&#039;s still good, but see Relentless just below for an alternative...&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again. The triggered attack can hit or miss as normal.&lt;br /&gt;
&lt;br /&gt;
Another stellar rare and a perfect example of why I was expressing caution about leaping to Master Tactician. 10 AS is great, but 25% retry chance on a missed attack is better on a shield paladin or two-handed paladin. Since they&#039;re attacking half as often as a TWC paladin, a missed attack is twice as punishing.&lt;br /&gt;
&lt;br /&gt;
Looking at it another way, turning a miss into a hit is infinitely better than turning a hit into a fractionally stronger hit. That won&#039;t always happen, as sometimes the creature will dodge the second try too, but the upside is too great to ignore when it works.&lt;br /&gt;
&lt;br /&gt;
All that said, Relentless isn&#039;t in a vacuum any more than Master Tactician is. If you regularly hunt with a warrior using Carn&#039;s Cry or a cleric casting Censure, for example, then you&#039;re already not missing much against immobilized creatures. Even if you hunt solo, there&#039;s also the question of how drastically your own Aura of the Arkati reduces enemy EBP depending on your  lore training. Consider everything in its context!&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
I&#039;m only mentioning this to say that, no, unfortunately, it doesn&#039;t trigger from infused spells. If it did, I&#039;d call this no contest the best rare property for paladins. It also doesn&#039;t trigger from AoE spells like Judgment. If it did &#039;&#039;that&#039;&#039;, I&#039;d call it no contest the best rare property for particularly magic-heavy paladins.&lt;br /&gt;
&lt;br /&gt;
Still, caveats aside, Serendipitous Hex remains extremely powerful for paladins &#039;&#039;if&#039;&#039; they actually cast single-target spells like Web or Repentance on their own without spell infusion. That&#039;s an enormous if, though. If you&#039;re among the ones who do, then here&#039;s a strong contender for your endgame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You instantly regain all of your spirit. Cooldown: 60/40/20 mins.&lt;br /&gt;
&lt;br /&gt;
If you cast Divine Word even decently often or if you just plain hate long recovery time after death (especially looking at you low spirit recovery elves and dark elves!), I really like Spirit Wellspring as a toolkit option.&lt;br /&gt;
&lt;br /&gt;
I can&#039;t recommend it for your endgame combat setup, but just having this around to equip when needed is cool and you don&#039;t even have to upgrade it to get most of its value, nor do you have to luck into finding a Spirit Wellspring with a good common. Just having this rare already makes the Gemstone perfectly useable!&lt;br /&gt;
&lt;br /&gt;
(Note that you can&#039;t unequip a Gemstone while it&#039;s still on cooldown, so upgrading can still be worth it just to reduce that cooldown and allow swapping back to your other combat-oriented Gemstones more quickly.)&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
It&#039;s definitely not flashy, but small race paladins or anyone who regularly uses Armor Support as their armor specialization of choice might like this. For everyone else, I&#039;d personally consider it a good placeholder, at absolute least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Easily the most powerful legendary property for paladins of just about any kind. It&#039;s a 10% double attack chance on every attack! Do I even have to say more?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get Mirror Image at all costs. However, if you happen to find a different legendary that&#039;s also solid for paladins and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If Serendipitous Hex already sounded good to you, here&#039;s the far superior version of it! The same caveats do apply, though: no triggers from infused spells or AoE spells. If this is strong for you, it&#039;ll be incredible for you. It&#039;s just that there are many paladins for whom it&#039;s basically pointless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Extraordinary general purpose power for any solo hunter (of any profession) or a group hunting paladin who casts Defense of the Faithful to draw all attacks toward them, maximizing the flare value. Randomly killing enemy creatures by standing in the same general vicinity is pretty good!&lt;br /&gt;
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====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here&#039;s my ideal layout for a traditional unarmed combat monk in descending order of priority.&lt;br /&gt;
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Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Polearm or Two-Handed Weapon Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Relentless (rare 1 of 3)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Chameleon Shroud (rare 2 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 3 of 3, but Defensive Duelist, Grace of the Battlecaster, and Master Tactician are similarly powerful for two-handed weapons; would definitely take Infusion for polearms due to Radial Sweep, however)&lt;br /&gt;
# Ephemera&#039;s Extension (common 3 of 7)&lt;br /&gt;
# Taste of Brutality (common 4 of 7)&lt;br /&gt;
# Journeyman Tactician (common 5 of 7)&lt;br /&gt;
# Burning Blood (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Shield Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Relentless (rare 2 of 3)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Blood Boil (rare 3 of 3)&lt;br /&gt;
# Taste of Brutality (common 3 of 7)&lt;br /&gt;
# Journeyman Tactician (common 4 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension (common 5 of 7)&lt;br /&gt;
# Journeyman Tactician (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Two Weapon Combat Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Blood Boil (rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Master Tactician (rare 3 of 3, but Grace of the Battlecaster and Relentless are similarly powerful)&lt;br /&gt;
# Taste of Brutality (common 3 of 7)&lt;br /&gt;
# Journeyman Tactician (common 4 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension (common 5 of 7)&lt;br /&gt;
# Burning Blood (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Odds and Ends==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: paladins, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s only one topic in this section for now, but it&#039;s a relevant one since paladins have some of the game&#039;s best group spells.&lt;br /&gt;
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===Hunting Partner Tactics and Synergy===&lt;br /&gt;
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Who do paladins team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
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* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer. Between that and paladins&#039; Aura of the Arkati, virtually everything will roll over to the duo&#039;s overwhelming offense. Warriors also get immense benefit from paladins&#039; Arm of the Arkati and potentially any of the three paladin auras, depending on what the warrior is doing. Conversely, paladins will enjoy an AS boost from Seanette&#039;s Shout or Coup de Grace.&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and Zealot can make their ambushes that much more potent. It&#039;s not overwhelming synergy, but it exists.&lt;br /&gt;
* &#039;&#039;&#039;Monks&#039;&#039;&#039; offer [[Mind Over Body (1213)|Mind Over Body]] stamina reduction or a [[Focus Barrier (1216)|Focus Barrier]] DS boost, either of which paladins put to great use. In turn, the Fervor aura or Judgment knockdown really power up monks.&lt;br /&gt;
* &#039;&#039;&#039;A paladin duo&#039;&#039;&#039; doesn&#039;t have any major synergy, as most duos of the same profession don&#039;t, but using two auras will at least be a notable power boost almost no matter which two auras or on which two builds. Even in the worst case where one paladin isn&#039;t using a shield and the other is using Divine Shield, they do still both get benefits!&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. On the paladin&#039;s end, melee rangers should love Zealot and Arm of the Arkati from their partner, along with armored casting or armored fluidity. Archer rangers, however, get very little from paladins other than perhaps Fervor.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; pair extremely well with paladins since Song of Tonis is the game&#039;s best group buff and has extreme synergy with Arm of the Arkati and Zealot or Fervor. Faster attacks that are also more powerful is all the right stuff.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that paladins can follow up on. Fervor is particularly useful to caster wizards out of the three auras while warmages absolutely revel in Zealot elevating their AS to more conventional levels.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing, but paladins appreciate them even more than most and the feeling is mutual. Paladins can use [[Defense of the Faithful (1608)|Defense of the Faithful&#039;s Beacon of Courage effect]] to keep the empath safe and tank all the hits, which the empath can then heal off. Non-shield paladins will appreciate the healing even more because they take more hits, but should be ready to send mana to the empath to make up for it. Warpaths will really love Zealot or Fervor among the auras.&lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer, [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), and [[Benediction (307)|Benediction]] as a group AS buff, so paladins get strong offensive and defensive boosts from the cleric. However, caster clerics get basically nothing from the paladin besides Fervor. War clerics love Zealot and Arm of the Arkati, though!&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; casting [[Major Elemental Wave (435)|Major Elemental Wave]] or [[Implosion (720)|Implosion]] after a paladin&#039;s Judgment is a pretty strong combo, albeit not amazing. The two professions otherwise don&#039;t add too much to each other as partners, but Fervor is at least something.&lt;br /&gt;
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Nearly regardless of team composition, your paladin training the &#039;&#039;&#039;Side by Side&#039;&#039;&#039; combat maneuver (which also requires two ranks of Combat Movement) can be helpful to groups. If there are at least two shield users, the &#039;&#039;&#039;Phalanx&#039;&#039;&#039; shield maneuver also helps. I mentioned &#039;&#039;&#039;Defense of the Faithful&#039;s Beacon of Courage effect&#039;&#039;&#039; for empaths because it&#039;s at its best by far there, but nothing stops paladins from acting as the tank for other professions too.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Paladin]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Of_Power_and_Perspicacity:_A_Paladin_Guide&amp;diff=253062</id>
		<title>Leafiara (prime)/Mechanical Musings/Of Power and Perspicacity: A Paladin Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Of_Power_and_Perspicacity:_A_Paladin_Guide&amp;diff=253062"/>
		<updated>2026-02-06T23:47:05Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: Sidebar on ghezyte plus further discussion of debuffs regarding Animalistic Spirit and Phytomorphic scripts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = Of Power and Perspicacity: A Paladin Guide&lt;br /&gt;
|topic = Combat, Paladins, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2025-08-23&lt;br /&gt;
|updated = 2026-02-06&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
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Last updated February 6, 2026.&lt;br /&gt;
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Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
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==Introduction: How to Use This Guide==&lt;br /&gt;
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This guide is for paladins from 0 exp to 77,777,777! I&#039;ll go over their strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
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&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, but sorted with collapsible sections for easier navigation. If you want to read it all, though, I do try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
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Speaking of experience, what&#039;s mine? I capped my [[Two Weapon Combat]] paladin Cotelle, who&#039;s now over 10x cap, long before the melee combat modernizations of 2020 and 2021. After those major changes, I went on to make my second paladin Astrilyn, a [[Shield Use|shield]] user, and have raised her to 3x cap.&lt;br /&gt;
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Onward to the guide!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Paladin or Why Not Play a Paladin?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a paladin at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Flares For All===&lt;br /&gt;
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Paladins are the most [[:Category:Flares|flare-iffic]] profession! Via their [[Fervor (1618)|Fervor]], [[Battle Standard (1620)|Battle Standard]], and [[Holy Weapon (1625)|Holy Weapon]] spells, they can generate up to four flares per attack even with no investment in upgrades from other professions or pay events. (Not all paladins use Fervor, however, but more on that later.)&lt;br /&gt;
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In case you don&#039;t know what flares are, they&#039;re random bursts of damage ranging from minor to deadly. Flares are a classic low ceiling, high floor mechanic. Their best case is turning a light tap of an attack into instant death, their worst case is dealing a couple damage points that have no impact, and their middling case is piling on a little extra damage. The more flares you have, the more likely it is to land significant ones through sheer volume of random rolls.&lt;br /&gt;
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The news gets even better, though! A conventional flare triggers roughly 20% of the time and has a range of rank 1 to 7 [[Plasma_critical_table|criticals]]. However, Fervor flares can exceed that rate with even minor investment in [[Spiritual Lore, Religion|Religion]] lore--and can have incredible rates with heavy investment. Battle Standard flares also have a paladin-only perk with a 20% chance of bumping their critical range from 1-7 to 5-9, the latter of which is always significant. 20% of the time, Battle Standard flares work all the time!&lt;br /&gt;
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===Immediate Power===&lt;br /&gt;
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As you might expect after all the flare talk, paladin weapons are good to go out of the box with nothing spent on gear--but I haven&#039;t even fully explained why! Besides flares, another perk of Holy Weapon is that it makes your weapon holy. (Crazy, I know!) That means it can hit [[undead]] penalty-free even without a [[Bless (304)|blessing]] or [[Sanctify (330)|sanctification]], the latter of which is typically one of the two most expensive player services.&lt;br /&gt;
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The even bigger perk of Holy Weapon is the gamechanger called spell infusion. Paladins can put a spell into their weapon so that it fires off before their swing with no additional RT! This flexible ability can try to brute force through with a damaging spell like [[Repentance (1615)|Repentance]], set up for a kill shot with a disabler like [[Web (118)|Web]], or kick off with a general purpose debuff like [[Aura of the Arkati (1614)|Aura of the Arkati]], tailoring to your playstyle.&lt;br /&gt;
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If you forego Fervor, paladins can also cast the [[Zealot (1617)|Zealot]] aura for an immense [[Attack Strength]] (AS) boost to jump ahead of most of the pack on sheer power.&lt;br /&gt;
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On top of all this, [[Arm of the Arkati (1605)|Arm of the Arkati]] (not to be confused with Aura of the Arkati) adds extra [[damage factor]] (DF) to melee attacks, which is roughly a percentage boost for lethality.&lt;br /&gt;
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In short, if you want to crush creatures offensively, paladins are for you. They can wreak havoc on the battlefield with no investment and wreak even more havoc &#039;&#039;with&#039;&#039; investment.&lt;br /&gt;
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===Semi-Custom Messaging===&lt;br /&gt;
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Paladins are encouraged to [[Verb:CONVERT|convert]] to an Arkati or lesser spirit, which has mechanical benefits we&#039;ll review later in this guide, but for now I&#039;ll highlight the fluff benefits. Many paladin spells have different messaging depending on which Arkati or lesser spirit they follow, which is the kind of character-defining cool factor that many players would and do pay a bunch for.&lt;br /&gt;
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Have a look through the wiki&#039;s messaging sections of [[Repentance (1615)|Repentance]], [[Battle Standard (1620)|Battle Standard]], [[Judgment (1630)|Judgment]], [[Raise Dead (318)|Raise Dead]] (which is a cleric spell, but paladins&#039; [[Divine Word (1640)|Divine Word]] has identical messaging), and [[Divine Incarnation (1650)|Divine Incarnation]] to find the right fit for your character as you imagine them!&lt;br /&gt;
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===Tanking for Days===&lt;br /&gt;
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Paladins are quite tough for enemies to kill since they have plate armor to reduce crits, [[redux]] to reduce crits even more, [[Divine Intervention (1635)|Divine Intervention]] to immediately free themselves from most disablers, a chance from Battle Standard to reduce crits still further, and potentially very high block rates if they use shields and [[Divine Shield (1609)|Divine Shield]]. Using Divine Shield means eschewing Fervor and Zealot, so not all paladins do--not even all shield paladins. Shields do retain a DS advantage even without Divine Shield. Regardless, if you really can&#039;t stand dying, look into paladins!&lt;br /&gt;
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===Flexibility===&lt;br /&gt;
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As you might have picked up, the aura spells--Divine Shield, Zealot, and Fervor--are mutually exclusive effects tailored to wildly different playstyles. We&#039;ll explore that more later, but flexibility doesn&#039;t stop with auras. Paladins&#039; lore training can go in a wide variety of directions to further establish your own style. (We&#039;ll explore &#039;&#039;that&#039;&#039; too in the same section with auras!) Divine Incarnation has different modes with different purposes. Many individual weapon types or even multiple weapon types at once are entirely viable options.&lt;br /&gt;
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Paladins can kill creatures very well with physical AS-based attacks, physical SMR attacks, or magical SMR attacks, so they have the tools for any combat situation. Paladins using Fervor can also do at least an acceptable job of killing with magical CS-based attacks later in the game if you truly want a dash of everything.&lt;br /&gt;
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===Downsides===&lt;br /&gt;
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Despite what I just said about flexibility, that&#039;s primarily in the context of melee weapons. Shields, [[Two Weapon Combat]], [[Polearm Weapons|polearms]] of one-handed or two-handed varieties, and even [[Two-Handed Weapons]] or hybrid weapons are approaches that paladin players take (some more than others) at a high level--and then, even within their weapon selections, lores and auras further diversify.&lt;br /&gt;
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However, other options aren&#039;t nearly so well supported.&lt;br /&gt;
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Trying to kill creatures strictly with magic is a vaguely plausible path at midgame levels and beyond because Fervor can power up an evoked Repentance to the level of a kill spell. However, it&#039;s still nowhere near the power of rangers or bards, the other two semis.&lt;br /&gt;
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Unarmed combat (UC) is a path of a lot more resistance than melee weapons. The good news is that paladins&#039; myriad flares go well with UC&#039;s fast baseline attacks and you can bond to a held UC weapon like a cestus (but not handwear). However, plate armor impedes the MM stat (UC&#039;s most important combat number) and paladins don&#039;t have the tools to make UC&#039;s core attacks really shine like monks&#039; and warriors&#039; combat maneuvers and feats, nor rogues&#039; and rangers&#039; stealth.&lt;br /&gt;
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Archery is a path of vastly more resistance than even unarmed combat, almost to the point of being off the table. You can&#039;t bond to a ranged weapon, so you&#039;d miss out on infused spells and the holy property. The Fervor aura is at least acceptable with archery, but Divine Shield does almost nothing for it and Zealot does literally nothing for it. Paladins can&#039;t train 2x Ambush and none of their AS boosters except Dauntless improve ranged AS, giving them a lower AS cap than other squares or semis. Topping it all off, the archery path is expensive on training points. Strictly speaking, you can do just about anything in GS if you&#039;re dead set on it, but I&#039;d recommend against the archer paladin unless your game knowledge is of the caliber that you probably don&#039;t need this guide in the first place. [[Ranger]]s, [[rogue]]s, [[bard]]s, [[warrior]]s, [[wizard]]s, and arguably even [[monk]]s have toolkits more suited to archery.&lt;br /&gt;
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Thrown weapons, AKA hurling, are something I almost hesitate to even bring up, but have to because you might occasionally see a long-running community joke about whether Zealot will ever be updated to work with hurling. (The answer is probably no.)&lt;br /&gt;
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&#039;&#039;Technically,&#039;&#039; paladins can hurl their bonded weapon and it&#039;ll return to them in a few seconds. The problem with this idea is layered, though. None of the [[Thrown Weapons|thrown weapon bases]] are any good against plate armor, so you&#039;d either have to avoid enemies in plate or hurl something like a war hammer, handaxe, or spear instead. Even if you did go with the latter plan, Thrown Weapons is the skill to train for hurling AS, but (respectively) Blunt/Edged/Polearm Weapons are the skill to train for &#039;&#039;DS&#039;&#039; while the weapon is in your hand and Brawling is the skill to train for DS during the time when the weapon is &#039;&#039;out&#039;&#039; of your hand. That degree of training isn&#039;t feasible until far post-cap. You could skip the Brawling part and just take the DS hit for a short period of time, but even training two weapon skills means a lot of sacrifices pre-cap.&lt;br /&gt;
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Making matters worse, the payoff doesn&#039;t even exist mechanically; it&#039;s more about the cool factor, but it holds you back. Hurling is basically like basic attack single melee strikes except that the creatures have much lower DS against it. However, weapon techniques, combat maneuvers, shield maneuvers, and one of the paladin feats offer a plethora of reduced RT attacks that work out to be as strong or stronger than hurling without such heavy training requirements. In short, I strongly recommend against trying out some Mjolnir paladin concept.&lt;br /&gt;
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===A Note on Old-School Clerics===&lt;br /&gt;
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In the event that you&#039;re a returning player from GemStone III days when paladins didn&#039;t exist and you were running a cleric whose playstyle was binding creatures and swinging your weapon, people will commonly tell you to play a paladin as the new version of old melee clerics. Thematically, maybe that&#039;s reasonable advice. Mechanically, it&#039;s off-base. Paladins have divine messaging that&#039;s in line with clerics, but the paladin gameplay experience resembles the GSIII cleric experience in almost no respect. Modern &#039;&#039;rangers&#039;&#039; are the ones who have the strongest binding spell in the game and can best approximate the gameplay experience of old clerics. It&#039;s a question of whether you prioritize flavor or gameplay. (Alternatively, clerics do still have the second, third, and fourth strongest binding spells in the game, so you &#039;&#039;could&#039;&#039; play a cleric and train weapons anyway. It&#039;s not a particularly supported path, but some players do it regardless because that&#039;s their vision for their character.)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your paladin? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-creation&amp;quot;&amp;gt;&lt;br /&gt;
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If making a paladin sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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Most [[race]]s excel in at least one area applicable to paladin playstyles, though some are better than others. Unlike with [[Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide|my monk guide]], I can&#039;t give an exact ranking for paladin races because it heavily depends on what the paladin is trying to do. Instead, let&#039;s go through races I might recommend, races I&#039;d recommend against, and why. They&#039;re listed in &#039;&#039;&#039;alphabetical order&#039;&#039;&#039; except where two races are so similar that I think they&#039;re worth mentioning together.&lt;br /&gt;
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====Great Paladin Races====&lt;br /&gt;
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&#039;&#039;&#039;[[Aelotoi]] and [[Half-Elf|half-elves]]&#039;&#039;&#039;:&lt;br /&gt;
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These are two of many races tied for third place in combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means fast assault techniques. Aelotoi and half-elves make very good all-arounder paladins who have no significant disadvantages in battle, allowing them to use any aura and any weapon or weapons well. Whether shields, two weapons, or big weapons, every combat option works just great!&lt;br /&gt;
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Of these two races, aelotoi gain exp slightly faster via their [[Logic]] bonus while half-elves have noticeably better carrying capacity, hit very slightly harder, and have slightly better baseline silver prices from [[Influence]] bonus. However, aelotoi in Ta&#039;Illistim or Cysaegir will make a bit more silver than half-elves living there due to race bonuses. Half-elves make more than aelotoi anywhere else, but the difference is most pronounced in Wehnimer&#039;s Landing or Solhaven.&lt;br /&gt;
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Half-elf paladins are much more commonly played than aelotoi paladins, of whom I&#039;ve only ever known two. That&#039;s probably because the two races&#039; combat abilities as paladins are near identical, but half-elves have about a 22% carrying capacity advantage, which has always been significant and has (as of this writing) only become more so after various game-wide loot changes in 2026.&lt;br /&gt;
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&#039;&#039;&#039;[[Dark Elf|Dark elves]] and [[Sylvankind|sylvans]]&#039;&#039;&#039;:&lt;br /&gt;
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These are the other third place Agidex races who can go in any direction with auras or weapons and have no major disadvantages. (No disadvantages might be more arguable with dark elves; see below on spirit). Since their Agidex is skewed in favor of Dexterity, they hit slightly harder than the Agility-skewed aelotoi or half-elves, but are slightly worse at avoiding attacks and have slightly worse DS. If you&#039;re set on using edged weapons, then being as Dexterity-heavy as these two makes [[Slashing Strikes]] flares noticeably better. (Blunt weapons have more consistent power than edged weapons for any race.)&lt;br /&gt;
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Dark elves have about 7.4% better carrying capacity than sylvans and their Wisdom bonus improves paladins&#039; [[Casting Strength]]-based (CS-based) spells, which can be particularly good at lower levels, but will remain at least moderately helpful even late in life. Dark elven paladins are much more commonly played than sylvan paladins, probably for these reasons.&lt;br /&gt;
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Sylvans get slightly better silver prices than dark elves as a baseline due to Influence. Location doesn&#039;t offer dark elves any real help in catching up here either; dark elves get their best silver in Wehnimer&#039;s Landing and Cysaegir while sylvans get their best silver in Icemule and Ta&#039;Illistim, so both have quick access to race bonuses in or nearby the most major cities.&lt;br /&gt;
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Dark elf paladins do take several more minutes to recover full spirit after death or after resurrecting other characters with [[Divine Word (1640)|Divine Word]] than sylvans--or aelotoi or half-elves, for that matter. (Most other races recover more quickly than any of those.) I generally won&#039;t mention spirit recovery as a major upside or downside for races because A) most of them recover in decently similar time, B) paladins of any kind are difficult to kill, C) not all paladins resurrect others much, if at all, and D) paladins in Voln can somewhat compensate for a spirit disadvantage with fast spirit recovery symbols. Still, downtime for spirit recovery is an intangible, subjective pain that seriously annoys some players of elves or dark elves. If you&#039;re the sort who can&#039;t stand downtime, but would otherwise be looking into a dark elf for mechanical reasons, then aelotoi, half-elves, or sylvans might be the pick for you as fairly similar races who recover spirit a few minutes more quickly.&lt;br /&gt;
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&#039;&#039;&#039;[[Dwarf|Dwarves]]&#039;&#039;&#039;:&lt;br /&gt;
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Dwarves have a good Strength bonus and very good Constitution bonus, making for great carrying capacity and a sturdy paladin who can stay out hunting and hoarding loot for quite a while. Dwarves also have a huge +30 elemental TD bonus, which in theory shores up a paladin weakness, though that&#039;s somewhat offset by a -10 Aura bonus that makes it +20 in practice. Either way, the elemental TD doesn&#039;t come into play as often as one might hope since few creatures across the entire game cast CS-based elemental spells, but it does make a major difference if you happen to hunt those specific creatures.&lt;br /&gt;
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Various contact-based shield maneuvers like [[Shield Bash]], [[Shield Charge]], or [[Shield Trample]] (as opposed to non-contact-based shield maneuvers like [[Shield Throw]]) also account for the &amp;quot;size&amp;quot; of the race. In this game, size doesn&#039;t refer to height, but more like mass or maybe even muscle density. However you want to think of it, dwarves have above average size, so many of their shield maneuvers hit slightly harder than other races besides half-krolvin, humans, and giants.&lt;br /&gt;
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On the less bright side, dwarves have a worse baseline selling price than any other race (and could only compensate with race bonuses by living in the isolated Zul Logoth or Teras Isle) and are the second worst Agidex race. Unless they make heavy use of enhancives to bring their Agidex more up to par, dwarf paladins are most likely better off using a shield than two weapons or two-handed weapons. (If you&#039;re set on using two weapons or two-handed weapons, then I recommend heavily leaning into single strikes like [[Chastise]] or [[Spin Attack]]. Once the dwarf&#039;s Agidex has grown enough, those single strikes will be the same speed as faster races regardless of weapon size or number.) Blunt weapons&#039; [[Concussive Blows]] flares will hit particularly hard from dwarves&#039; Strength bonus.&lt;br /&gt;
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Lastly, dwarves are tied with forest gnomes and halflings as the fastest at recovering spirit. This is the opposite extreme end of elves and dark elves, where a dwarf (or forest gnome or halfling) is ready to resume hunting at full strength after a death or Divine Word unlink 10-15 minutes more quickly.&lt;br /&gt;
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&#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;:&lt;br /&gt;
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Elves are tied for second place at Agidex and are another great paladin race that can work with any aura or melee weapon type. They have slightly worse carrying capacity than the third place Agidex races except for aelotoi (but the differences are marginal, not major), but their weapon-based offense is even more rapid fire and their defenses against AS and SMR attacks are better. Elves do, however, recover spirit as slowly as dark elves. If you have great disdain for extensive recovery time after resurrecting or being resurrected, consider the third place Agidex races as an alternative.&lt;br /&gt;
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Elves have slightly less size than dark elves or half-elves, so using contact shield maneuvers is slightly weaker than it could be. It&#039;s not a major difference, but still worth noting; shields don&#039;t play to elves&#039; natural strengths in other respects either, as their great Agidex is quite excessive for a single one-handed weapon. Again, though, the differences aren&#039;t major enough that they should put you off the idea if you&#039;re set on a shield-wielding elf paladin.&lt;br /&gt;
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Elves have a better &#039;&#039;baseline&#039;&#039; selling price than all other non-erithian races due to high Influence. However, since they only get race bonuses in Ta&#039;Vaalor and Ta&#039;Illistim, elves living anywhere else will still make less silver than races who can take advantage of a race bonus in those places.&lt;br /&gt;
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&#039;&#039;&#039;[[Giantman|Giants]]&#039;&#039;&#039;:&lt;br /&gt;
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Giants have near endless carrying capacity, allowing them to go adventuring and slaying for loot as long as they want, virtually never needing to end hunts early because of encumbrance. Giants are also the biggest race along with half-krolvin, making their contact-based shield maneuvers hit as hard as anyone&#039;s going to get.&lt;br /&gt;
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However, giants are the worst Agidex race. For that reason, as counterintuitive as it might seem, wielding a big two-handed weapon with a giant isn&#039;t necessarily the way to go for high damage output. Unless you go extremely hard on enhancives (even more than dwarves), assault techniques with a two-handed weapon will be significantly slower than one-handed weapons, essentially canceling out the damage advantage of having a two-handed weapon in the first place. Still, there&#039;s an obvious appeal to the concept of a huge character with a huge weapon or even two weapons. If you&#039;re set on that character concept, then just like I said with dwarves, lean into reduced-RT single attacks like [[Chastise]] or [[Spin Attack]]. Concussive Blows flares via blunt weapons hit harder from giants than anyone else, adding extra appeal to a Two Weapon Combat build.&lt;br /&gt;
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Giants have good Influence for baseline silver gains. Their race bonuses are in Wehnimer&#039;s Landing and the isolated Teras Isle.&lt;br /&gt;
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&#039;&#039;&#039;[[Half-Krolvin]]&#039;&#039;&#039;:&lt;br /&gt;
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Half-krolvin are a very robust paladin race with high Strength, the second best carrying capacity, and even a small Agility bonus. Any melee weapons, including two weapons, make perfect sense in their hands and they&#039;re good at all things combat. Concussive Blows excels on a blunt weapon build. Without enhancives or Ascension, the half-krolvin natural max of 55 Agidex actually falls within the same 53-67 Agidex RT reduction range as the aelotoi/dark elf/half-elf/sylvan natural max of 65. However, those other four can much more easily reach the 68-82 range with enhancives or Ascension than half-krolvin.&lt;br /&gt;
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The main downside of half-krolvin that makes many players not even consider playing them is a big Logic penalty that, for most characters, results in around 4-6% less exp absorbed per minute. However, that doesn&#039;t affect instant exp absorption, so it&#039;s not necessarily as bad as it sounds if you run a lot of bounties.&lt;br /&gt;
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Half-krolvin also have an Influence penalty and their race bonuses are in Icemule and the isolated River&#039;s Rest.&lt;br /&gt;
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&#039;&#039;&#039;[[Halfling]]s&#039;&#039;&#039;:&lt;br /&gt;
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The fastest Agidex race. I have to give the caveat that halflings have incredible encumbrance issues that are only slightly mitigated by armor support and/or full plate. That mitigation might have been enough before game-wide loot changes in January 2026, but if you don&#039;t like the idea of either regularly buying encumbrance reduction or returning to town to unload every time you find a box, this is not the way to go.&lt;br /&gt;
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That said, along with having the best Agidex, halflings have an enormous +40 elemental TD bonus (offset to +35 by a negative Aura bonus). The caveat I mentioned with dwarves does still apply: it&#039;s very rarely helpful, but when it is, it&#039;s extremely so. Halflings also recover spirit faster than any other race besides dwarves and forest gnomes.&lt;br /&gt;
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Aside from encumbrance, halflings&#039; Strength penalty also hurts a bit; they can potentially use the Zealot aura to overcome the AS penalty of low Strength, but that would mean giving up the flare potential of the Fervor aura that their Agidex would naturally go so well with. I&#039;d generally default to Fervor and just live with the AS penalty.&lt;br /&gt;
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Big weapons or especially two weapons play much more into halflings&#039; talents than shields do. Halflings swing just as quickly either way, so they might as well use the harder hitting options. Since halflings are the second smallest race, their contact shield maneuvers also won&#039;t hit as hard as even an average-sized race, never mind a dwarf, giant, or half-krolvin. Shields aren&#039;t off the table for halflings, however; Shield Throw is arguably the best shield maneuver and it&#039;s non-contact, so a halfling shield paladin can simply lean on that more heavily.&lt;br /&gt;
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As for a two weapon build, Slashing Strikes flares with edged weapons bleed creatures more with a halfling than any other race; conversely, Concussive Blows flares with blunt weapons do less damage from a halfling than any other race besides burghal gnomes. Still, Slashing Strikes and Concussive Blows &#039;&#039;are&#039;&#039; flares, so the fact remains that blunt weapons outshine edged weapons for baseline, consistent damage. Slashing Strike is just flashier and might be more subjectively fun depending on player preference!&lt;br /&gt;
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Halflings have an Influence penalty, but since they&#039;re fortunate to get race bonuses in the two most populated towns, Wehnimer&#039;s Landing and Icemule Trace, many halflings will get richer from selling their goods than most other races anyway.&lt;br /&gt;
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====Not So Great Paladin Races====&lt;br /&gt;
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You can play the following paladin races and you can even succeed with them. Mechanically, however, there are many incentives not to make a paladin of these races and that&#039;s what I&#039;m here to explain.&lt;br /&gt;
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&#039;&#039;&#039;[[Burghal Gnome]]s&#039;&#039;&#039;:&lt;br /&gt;
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A second place Agidex race alongside elves. Despite that, I can&#039;t possibly recommend a burghal gnome paladin. They have all the disadvantages of halflings&#039; size and Strength penalty--in fact, they&#039;re even more hindered by encumbrance--while lacking the upsides of better Agidex and superior elemental TD. They&#039;re also smaller than halflings for the purposes of contact maneuvers. They don&#039;t recover spirit as quickly as halflings. They have an Influence penalty and their race bonuses are in Ta&#039;Illistim and Zul Logoth.&lt;br /&gt;
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On the bright side, they do gain exp slightly faster than every other race because of their Logic bonus.&lt;br /&gt;
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If you want a high speed paladin who can get into the 68-82 Agidex tier even without enhancives or Ascension, then I recommend an elf over a burghal gnome. If you&#039;re absolutely set on a small race, I still recommend a halfling or dwarf over a burghal gnome depending on whether the speed or the height is what you&#039;re after. All this said, the paladin toolkit is inherently very strong and so is high Agidex, so if you&#039;re certain you want to play a burghal gnome paladin, they&#039;ll do very well, just not as well as elves, halflings, or dwarves would. Using two weapons or a big weapon leans into a burghal gnome&#039;s strengths more than a shield due to their size. However, like with halflings, Shield Throw is a big assist to the shield build.&lt;br /&gt;
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&#039;&#039;&#039;[[Erithian]]s&#039;&#039;&#039;:&lt;br /&gt;
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Erithians bring nothing to the table that a paladin is interested in. They&#039;re tied for third slowest race, yet, unlike other slow races, they have a Strength penalty instead of a bonus. They also don&#039;t have a Wisdom bonus for spells. They&#039;re average size for the purpose of contact maneuvers. They&#039;re at the slower end of recovering spirit. Mechanically speaking, there&#039;s simply nothing to see here. They have no major strengths and no major weaknesses, but that has no merit when there are races who have major strengths and &#039;&#039;still&#039;&#039; have no major weaknesses (from a mechanical paladin-specific perspective).&lt;br /&gt;
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In short, erithians are generalists who are neither fast nor strong, but the game world heavily favors specialists who &#039;&#039;are&#039;&#039; either fast or strong.&lt;br /&gt;
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Erithians do have a high +10 Influence bonus just like elves. However, they also only get race bonuses in Ta&#039;Illistim and Cysaegir, which means you could just play an elf to get the same silver in the same geographical area while being far better in combat. I&#039;d at least acknowledge a silver niche if erithians got race bonuses in the Landing, Icemule, or Solhaven, but they don&#039;t.&lt;br /&gt;
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&#039;&#039;&#039;[[Human]]s&#039;&#039;&#039;:&lt;br /&gt;
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Among my not-recommended list, human paladins are the only race that I do see people playing as paladins. I assume it&#039;s primarily for RP reasons, which is fine and is something I&#039;ve done too (albeit with my ranger instead of my paladins). However, if any given player told me they were considering a human paladin and asked for advice purely rooted in &#039;&#039;mechanics&#039;&#039;, I&#039;d point them toward dwarf, giant, half-elf, or half-krolvin every time. If someone is drawn toward a human paladin because of:&lt;br /&gt;
* Good carrying capacity: Go giant or half-krolvin, who have better carrying capacity.&lt;br /&gt;
* Strength and Logic bonus on the same race: Go dwarf for identical Logic and better Strength.&lt;br /&gt;
* Jack of all trades with no major strengths or weaknesses: Go half-elf for a major strength, namely Agidex, and still no major weaknesses.&lt;br /&gt;
* Above average size for contact maneuvers: Go dwarf, giant, or half-krolvin for as good or better size.&lt;br /&gt;
* Race bonuses for selling in River&#039;s Rest: Okay, sure, yes. From a mechanical perspective, one reason to be a human paladin is for making more silver in River&#039;s Rest (RR) than all other paladins. (The only other race bonus in RR is for half-krolvins, who have an Influence penalty.) Unfortunately for humans, though, RR hunting isn&#039;t fleshed out past the early level 60s.&lt;br /&gt;
* Race bonuses for selling in Solhaven: Go half-elf for the same Solhaven bonus plus greater Influence.&lt;br /&gt;
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All of these are positives, of course, but there&#039;s no individual area where humans excel other than making silver in RR. You&#039;d need to combine several of these niches to form a very specific case; for example, a character who&#039;s dedicated to Solhaven, focused on silver, rarely uses assaults, runs a shield build, and really doesn&#039;t like running back to the locksmith pool to unload seems like a great case for a human paladin.&lt;br /&gt;
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Overall, humans are generalists like erithians. They &#039;&#039;are&#039;&#039; significantly better than erithians since they have greater carrying capacity and recover spirit more quickly, but I simply can&#039;t (mechanically) recommend a race that has no distinct, major, geographically universal advantages.&lt;br /&gt;
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====A Fine Paladin Race====&lt;br /&gt;
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This one is straddling a line where it&#039;s not troubled enough to classify with burghal gnomes, erithians, or humans, but certainly not good enough that I&#039;d ever recommend it to someone who didn&#039;t know what they wanted.&lt;br /&gt;
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&#039;&#039;&#039;[[Forest Gnome]]s&#039;&#039;&#039;:&lt;br /&gt;
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Forest gnomes recover spirit as quickly as dwarves and halflings, putting them in the fastest recovery tier. They have much worse Dexterity than halflings, so they&#039;re slower while also not hitting as hard due to less weighting. However, forest gnomes do have better carrying capacity than halflings both as a race and because of a smaller Strength penalty, they have a Wisdom bonus for better casting than halflings, and are slightly bigger size than halflings for the purpose of contact maneuvers. Forest gnomes have an Influence penalty just like halflings, but they get race bonuses in the Landing and Cysaegir, which are within distance of almost all major cities.&lt;br /&gt;
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Overall, I&#039;d give halflings the edge due to their Dexterity advantage mattering more often than forest gnomes&#039; Wisdom and Strength advantage. Forest gnomes&#039; roughly 5% carrying capacity advantage used to be a little more important before January 2026 game changes, but not as much anymore since encumbrance happens in bigger bursts rather than building up incrementally. Speaking of encumbrance, aelotoi, dark elves, half-elves, and sylvans are all in the same Agidex tier as forest gnomes while having anywhere from ~42% (aelotoi) to ~72.7% better carrying capacity.&lt;br /&gt;
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I assume all of these reasons are why I&#039;ve never seen anyone playing a forest gnome paladin. Still, if someone wants to do that for RP reasons or just to be a trailblazer, I don&#039;t think forest gnome paladins are in a dire situation like erithians. Forest gnomes have their niches and, as the section title implies, I think they&#039;re a perfectly fine paladin choice. Just know that you have to be willing to deal with encumbrance one way or another, as explained in the halfling section.&lt;br /&gt;
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===Stats: Power or Growth===&lt;br /&gt;
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Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want.&lt;br /&gt;
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But what &#039;&#039;do&#039;&#039; you want? That&#039;s not a simple question. Broadly speaking, there are two camps on stat placement:&lt;br /&gt;
# Set your stats for power. (Strong start, poor finish.)&lt;br /&gt;
# Set your stats for growth. (Poor start, strong finish.)&lt;br /&gt;
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Let&#039;s elaborate!&lt;br /&gt;
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&#039;&#039;&#039;Setting your stats for power&#039;&#039;&#039; involves putting the initial value of key stats like Strength, Dexterity, Agility, and Wisdom at 70+ so that you&#039;ll immediately be strong in the early game.&lt;br /&gt;
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However, since stats max at 100 and these vital paladin stats quickly grow through leveling, your power head start will be gone toward the midgame (level 63.5) and yet the stats that you tanked to be bad at the start will remain bad because they grow slowly. The only way to change that is with a fixstats potion, which costs 1,000,000 bounty points or can sometimes be bought from players for 14-16 million silver.&lt;br /&gt;
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If you&#039;re the type of player who spends very little time in game, I generally recommend setting stats for power. You might as well enjoy your playtime while you have it.&lt;br /&gt;
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&#039;&#039;&#039;Setting your stats for growth&#039;&#039;&#039; is basically placing the initial values so that as many stats as possible will max out at exactly level 100, resulting in the highest overall stat total.&lt;br /&gt;
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However, this means that your fastest growing stats--which are basically all the good ones--need to be set low early. You&#039;ll feel like a jack of all trades, which can make levels 20-40 feel underwhelming. Depending on race, it&#039;s a very noticeable lack in at least one out of AS (Strength), RT (Agidex), or CS (Wisdom). RT is definitely the most  problematic of those and can severely interfere with the efficacy of a non-shield build before the midgame or so. (Shield builds can skirt by on a race&#039;s natural Agidex bonuses being sufficient.)&lt;br /&gt;
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If you&#039;re running a shield build &#039;&#039;and&#039;&#039; you&#039;re the type of player who grinds hard and gets exp very quickly, I&#039;d generally recommend setting stats for growth. You&#039;ll get past the rough patches soon enough and you might as well have those rough patches be in the early game when creatures are easier anyway. Still, biting the bullet for a fixstat later in life is a completely viable option even for this type of player.&lt;br /&gt;
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===Placing Your Stats===&lt;br /&gt;
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From level 0-19, set stats for power regardless of your plans for setting for power or growth at level 20+. In other words, set Strength, Dexterity, Agility, and Wisdom high so you&#039;re at your best in combat and set Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
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Before the level 20 stats-and-skills confirmation, if you&#039;re setting for power, play around with [https://web.archive.org/web/20200920112944/https://gs4chart.cfapps.io/ this stat calculator] until you find the balance between short-term and long-term power that you&#039;re looking for.&lt;br /&gt;
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If you&#039;re setting for growth, then below are my recommendations for each race. These are also the stats you&#039;d use if you were doing a fixstat in the late game.&lt;br /&gt;
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Three options are shown: tanking Discipline, Intuition, or Influence. If you&#039;ve been consulting with other players before reading this guide, you might only hear about tanking Intuition or Influence, which are very instinctive tank stats due to inertia from being the the go-tos for decades. However, tanking Discipline is usually my recommendation due to game changes in 2025 and 2026 incentivizing it, which I&#039;ll explain a little further below.&lt;br /&gt;
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My methodology was as follows:&lt;br /&gt;
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* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline, Intuition, or Influence if possible. If not possible, then take a small number out of the &#039;&#039;other&#039;&#039; two stats. (The left column below shows which stats won&#039;t be 100 at cap and what they &#039;&#039;will&#039;&#039; be at cap.)&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are still spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
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&#039;&#039;&#039;The Level 20 Stat Placement Table!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Wisdom to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for paladins are Strength and Wisdom. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (85 DIS)||49||68||68||68||20||82||88||78||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (75 INT)||49||68||68||68||59||82||89||38||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (76 INF)||49||68||68||68||59||82||89||78||62||37&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (79 DIS)||62||62||68||68||25||85||82||73||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (76 INT)||62||62||68||68||70||85||83||27||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (76 INF)||62||62||68||68||70||85||83||73||62||27&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (82 DIS)||49||68||62||62||29||82||88||82||65||73&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (75 INT)||49||68||62||62||68||82||88||46||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (79 INF)||49||68||62||62||68||82||88||82||64||35&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (98 DIS, 91 INT, 95 INF)||30||49||78||82||53||82||88||70||58||70&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (87 INT, 95 INF)||30||49||78||82||58||82||88||64||59||70&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (91 INT, 92 INF)||30||49||78||82||58||82||88||70||58||65&lt;br /&gt;
|-&lt;br /&gt;
||Elf (79 DIS)||49||73||62||68||35||73||88||82||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Elf (74 INT)||49||73||62||68||73||73||88||44||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Elf (91 INT, 96 INF)||49||73||62||68||73||73||88||69||64||41&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (89 DIS, 91 INT)||58||62||73||73||25||82||86||69||64||68&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (71 INT)||58||62||73||73||58||82||86||38||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (91 INT, 84 INF)||58||62||73||73||58||82||86||69||64||35&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (85 DIS, 98 INF)||59||59||70||68||20||82||88||82||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (72 INT)||59||59||70||68||59||82||88||40||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (77 INF)||59||59||70||68||59||82||88||82||64||29&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (90 DIS, 93 INT, 98 INF)||30||58||77||77||43||82||88||70||65||70&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (83 INT, 98 INF)||30||58||77||77||62||82||88||54||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (93 INT, 87 INF)||30||58||77||77||62||82||88||70||64||52&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (84 DIS)||39||62||70||70||35||82||88||82||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (77 INT)||39||62||70||70||68||82||88||49||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (83 INF)||39||62||70||70||68||82||88||82||62||37&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (89 DIS)||33||49||70||70||41||85||91||82||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (84 INT)||33||49||70||70||62||85||91||61||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (85 INF)||33||49||70||70||62||85||92||82||62||55&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (84 DIS)||62||49||62||62||35||82||91||82||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (77 INT)||62||49||62||62||68||82||91||49||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (81 INF)||62||49||62||62||68||82||92||82||62||39&lt;br /&gt;
|-&lt;br /&gt;
||Human (90 DIS, 93 INT, 98 INF)||39||59||73||73||43||82||88||70||63||70&lt;br /&gt;
|-&lt;br /&gt;
||Human (81 INT, 98 INF)||39||59||73||73||62||82||88||50||64||70&lt;br /&gt;
|-&lt;br /&gt;
||Human (93 INT, 87 INF)||39||59||73||73||62||82||88||70||62||52&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (77 DIS)||59||68||62||62||29||77||88||82||65||68&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (73 INT)||59||68||62||62||73||77||88||41||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (81 INF)||59||68||62||62||73||77||88||82||62||27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And in case you&#039;re wondering what relevant things each stat does for paladins, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 AS for every 1 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Adds crit weighting.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +0.6225 DS in offensive stance for every 1 bonus, assuming you&#039;re in full plate. If you&#039;re also using a tower shield, then make that +0.33615 DS.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). Increased resistance to enemy warcries. Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 TD against mental spells for every 1 bonus. +1 exp pool size for every 1 base stat (not bonus).&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.155625 DS in offensive stance for every 1 bonus, assuming you&#039;re in full plate. If you&#039;re also using a tower shield, then make that +0.03890625 DS.&lt;br /&gt;
* [[Wisdom]]: +1 CS for every 1 bonus. +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only. Slightly improves Battle Standard creation bonus.&lt;br /&gt;
* [[Influence]]: Increased success for SSR attacks. +1% silver from selling to NPC shops for every 12 bonus. Slightly improves Battle Standard creation bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So which stat should you tank out of Discipline, Intuition, and Influence? Answering that requires detail, talk about history for context, and math.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; paladins&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition actually provide more training points than a hybrid stat like Discipline. That&#039;s a fairly minor advantage in the long run, though.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but the only one of those systems that&#039;s definitely used by paladins is experience. Warcry defense and SSR bonus are at least &#039;&#039;potentially&#039;&#039; relevant, but many paladins will rarely, if ever, interact with either.&lt;br /&gt;
&lt;br /&gt;
Experience was and in some cases still is a primary reason that few players of any profession tanked Discipline. Instant Mind Clearers from [[Login_Rewards|login rewards]] can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the [[Wisdom of the Ages]] perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between these factors and the [[Ascension]] system introduced in 2020 (though that&#039;s more aimed at capped characters), it&#039;s far easier than ever before to reach the magical 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
One aspect of Discipline that has become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. Even though it&#039;s still very rare for now and even though full plate mitigates spell damage fairly well, the trend line of more mental CS spells probably makes this the best argument for not tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
I would still personally tank Discipline if I were setting stats today instead of years ago, but don&#039;t feel strongly enough about the difference to use a fixstats on it. So how about the alternatives of tanking Intuition or Influence? Most players will tell you to tank Influence, but I actually disagree.&lt;br /&gt;
&lt;br /&gt;
Professions that aren&#039;t monks need either 34+ natural Influence bonus, enhancives for Influence or Trading, Ascension for Influence or Trading, or access to [[Glamour (1205)|Glamour]] scrolls to get maximum silver value from selling items to NPC shops. Some people seem to believe this is meaningless because the difference between tanking Influence and not tanking it is &amp;quot;only&amp;quot; 1% more silver. However, the difference between tanking Intuition and not tanking it is less than 1 DS for a shield build, exactly 1 DS for a non-shield build, and avoiding enemy maneuvers about 1% more often. This is a lopsided benefit that heavily favors Influence. &lt;br /&gt;
&lt;br /&gt;
More silver means more ability to improve your offense via gear and profession services. Since players attack creatures more often than creatures attack them--and, even more pointedly, players &#039;&#039;hit&#039;&#039; creatures more often than creatures hit them--improving offense is already statistically better than improving defense. Besides that, Intuition&#039;s best perk is defending against maneuvers, but the nominal 1% benefit is actually a tiny fraction of that because it&#039;s dependent on 1) how often creature RNG decides to use maneuvers instead of other attacks and 2) how often the 1% better defense would have made a tangible difference even when the creature does use a maneuver. (In a future update, I&#039;ll delve into this math in more detail in the Odds and Ends section or maybe even an entire separate guide.)&lt;br /&gt;
&lt;br /&gt;
That&#039;s the math, though. If your subjective experience is still to value defense as highly as or more highly than offense because you can&#039;t stand getting hit, the great news on top of all of this is that you don&#039;t have to use your extra silver from Influence on offense in the first place; you could also use it to improve your &#039;&#039;defense&#039;&#039; via gear and profession services! It&#039;s simply much more flexible to tank Intuition than to tank Influence.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Which society is right for your paladin?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things, only two of which even might apply to paladins:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist) &#039;&#039;&#039;if&#039;&#039;&#039; you can get away with consuming tons of spirit to do it (but paladins can&#039;t get away with that; it&#039;s more for CS-based casters))&lt;br /&gt;
* Offering slightly more AS and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 AS against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
More AS and DS are fine, but paladins have among the best offensive prowess and defensive prowess in the game already. If you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two society options being a poor fit based on their lore. You actually wind up having worse mana recovery in CoL since losing spirit is such bad news for almost everything paladins do (AS, DS, maneuver offense, and maneuver defense). You could somewhat get around it by buying a ton of Aura enhancives, but that gets very expensive for a pretty tame payoff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. If you intend to play your paladin by very frequently mixing might and magic, this is a solid option for reasons I&#039;ll explain shortly. However, if you want to play a paladin very similarly to a warrior, then I recommend loading up on stamina regen enhancives or this might not be the society for you. Weapon techniques, combat maneuvers, and the Chastise feat all compete with Sunfist for your stamina usage, so it helps a great deal that more magical paladins can ease the stamina burden by casting more spells and using the Excoriate feat. (More on feats later!)&lt;br /&gt;
&lt;br /&gt;
Sunfist features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and, most importantly for paladins, a sigil to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes. Paladins frequently rely on being able to use their spells in combat, but rank 2 wounds on any two body parts out of arms, hands, or eyes will stop them without a way to ignore wounds.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth mentioning that paladins&#039; innate [[Devout Guardian]] and [[Devout Resolve]] boons, which we&#039;ll cover later, can also ignore wounds. However, those boons require getting hit, only have a 20% chance to activate, and only offer a 30-second window even when they do activate. Sunfist offering the ability to ignore on demand is extremely convenient and helpful!&lt;br /&gt;
&lt;br /&gt;
Sunfist also offers a strong utility sigil that [[Sigil of Mending|minimizes the RT of healing herbs]], which can be very useful for builds that take a lot of punishment and prefer healing on the go over running back to town for empaths.&lt;br /&gt;
&lt;br /&gt;
On the less positive side, several of Sunfist&#039;s AS- or DS-boosting abilities have short durations (60 seconds) and cost enough stamina that paladins (even magical ones) are unlikely to use them often, if ever. If they only use the cheapest AS and DS sigils, the total benefit lags behind other societies. That said, paladins are already offensively and defensively very strong, so this isn&#039;t a huge deal.&lt;br /&gt;
&lt;br /&gt;
Finally, Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Overall, Sunfist is something of a one-trick pony for paladins unless you&#039;re interested in warcamps, but that one trick of ignoring wounds has such immense value that it catapults the society high on the paladin list for battle purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most professions, but does that hold up for paladins?&lt;br /&gt;
&lt;br /&gt;
Like all professions, paladins get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits--just in case your paladin wasn&#039;t feeling invulnerable enough already!&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly more AS than Sunfist (unless you&#039;re wildly burning stamina on Sunfist&#039;s Major Bane) and three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than thirteen levels higher. (Thirteen because paladins&#039; [[Dauntless (1606)|Dauntless]] spell adds another three levels of protection.)&lt;br /&gt;
&lt;br /&gt;
Perhaps the primary paladin combat benefit from Voln is [[Symbol of Supremacy|increased CS against the undead]]; no other society can increase CS in any context. Spells like [[Aura of the Arkati (1614)|Aura of the Arkati]] and [[Judgment (1630)|Judgment]] only need a 101 endroll to achieve almost all of the intended impact, so some extra buffer to make sure your spells land is very helpful.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers paladins the most utility of the societies and its Liabo pantheon-oriented lore can lend itself to Liabo or neutral paladins. I&#039;d still have to argue that Sunfist is mechanically stronger in combat, but Symbol of Supremacy is a notable Voln perk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Choosing an Arkati or Lesser Spirit===&lt;br /&gt;
&lt;br /&gt;
[[Conversion]] is usually a big part of paladins&#039; character concept for RP reasons, mechanical reasons, or both. I already touched on the RP aspects in the Semi-Custom Messaging section, so if that&#039;s important to you, then review the spells listed on the wiki. Repentance, Fervor, Judgment, and Divine Incarnation are the ones you&#039;re likely to see most often.&lt;br /&gt;
&lt;br /&gt;
If the mechanics are also (or exclusively) important to you, we&#039;ll review those now! The paladin spells [[Repentance (1615)|Repentance]], [[Fervor (1618)|Fervor]], [[Battle Standard (1620)|Battle Standard]], and [[Judgment (1630)|Judgment]] use [[Holy_critical|holy critical]] damage types, which vary depending on exactly which Arkati or lesser spirit is your paladin&#039;s patron.&lt;br /&gt;
&lt;br /&gt;
Like with races, the power differences are minor enough that I usually wouldn&#039;t recommend fixating on having the absolute best damage type. The only one that&#039;s truly a cut above the rest is lightning, though that does come with its own drawbacks. In case you do want to optimize around niche scenarios or just figure out the best use for the flare you&#039;ve already chosen for roleplay reasons, let&#039;s analyze the available options. These are arranged into three overarching types:&lt;br /&gt;
&lt;br /&gt;
* Type 1: knockdown-oriented flares with minimal killing power&lt;br /&gt;
* Type 2: conventional flares that do roughly as well as expected&lt;br /&gt;
* Type 3: flares that excel in specific scenarios&lt;br /&gt;
&lt;br /&gt;
====Flare Type 1: Grapple and Unbalance====&lt;br /&gt;
&lt;br /&gt;
* Grapple (Ivas)&lt;br /&gt;
* Unbalance (Arachne)&lt;br /&gt;
&lt;br /&gt;
These two types have below average damage and basically non-existent deadliness, but are unique among the available options in that they almost always knock the creature down. Repentance and Judgment already (respectively) always or usually put the creature on its knees as part of the base effect of the spell, so a full knockdown from the specific damage type is only barely an upgrade in that case. However, knockdowns can be more helpful with Fervor or tier 3 and up Battle Standards &#039;&#039;if&#039;&#039; you&#039;re not leading off by knocking the creature down in the first place (whether via Repentance, Judgment, Bull Rush, Shield Trample, or other means).&lt;br /&gt;
&lt;br /&gt;
====Flare Type 2: Almost Everything Else====&lt;br /&gt;
&lt;br /&gt;
All flares in this category except maybe steam have roughly equal power against a typical creature in a typical hunting ground, but some have other unique considerations if you run into &#039;&#039;atypical&#039;&#039; creatures or hunting grounds.&lt;br /&gt;
&lt;br /&gt;
* Steam (Jastev)&lt;br /&gt;
&lt;br /&gt;
Steam deals average damage, but has very slightly below average deadliness. No creatures in the game that I know of are immune to steam, but it wouldn&#039;t surprise me if some fiery creature somewhere is. Steam doesn&#039;t trigger environmental hazards anywhere.&lt;br /&gt;
&lt;br /&gt;
* Acid (Aeia, Lumnis, Marlu)&lt;br /&gt;
* Cold (Gosaena)&lt;br /&gt;
* Disintegration (Ghezresh)&lt;br /&gt;
&lt;br /&gt;
These three types dish out average damage and average deadliness and don&#039;t trigger environmental hazards anywhere, but a tiny handful of creatures across the entire game are immune to them. Cold is the most affected by immunities, numerically; I wouldn&#039;t recommend raising a Gosaena paladin in Icemule with its myriad ice-themed creatures, but anywhere else is perfectly fine. The [[Silver-scaled cold wyrm|wyrm]] boss in the endgame is notably immune to acid.&lt;br /&gt;
&lt;br /&gt;
* Fire (Eorgina, Laethe, Oleani, Phoen, Ronan, Voaris, Voln)&lt;br /&gt;
&lt;br /&gt;
Fire is another type with average damage and deadliness that a tiny handful of creatures are immune to. It interacts with [[Web (118)|Web]] in a way that can be good or bad: if a webbed creature gets hit with fire, the web burns up and they take an extra round of fire damage in the process. In the best case (AKA a good RNG roll), that means doubling up on fire damage to deal a significant blow. In the worst case, that means prematurely freeing the creature from the web for some minor extra damage.&lt;br /&gt;
&lt;br /&gt;
Some players seem to really hate freeing the creature, which I definitely understand at lower levels, but I don&#039;t think it&#039;s as much of a drawback at cap as others believe. Most capped creatures get out of webs near instantly anyway, so I&#039;d rather pile on extra damage for an extra shot at a crit kill.&lt;br /&gt;
 &lt;br /&gt;
Fire doesn&#039;t trigger environmental hazards anywhere that I know of except for a level 82-89 hunting ground, the Bowels. However, it&#039;s not an argument against fire because plasma &#039;&#039;also&#039;&#039; triggers those same hazards and Holy Weapon grants plasma flares, so paladins will face gas explosions in that hunting ground anyway.&lt;br /&gt;
&lt;br /&gt;
* Random (Zelia)&lt;br /&gt;
&lt;br /&gt;
Random flares have all the upsides and all the downsides of other damage types, except they&#039;re unpredictable. Fun option!&lt;br /&gt;
&lt;br /&gt;
* Crush (Kai, Kuon, Sheru)&lt;br /&gt;
* Disruption (Eonak, Tilamaire)&lt;br /&gt;
* Impact (Niima)&lt;br /&gt;
* Plasma (Lorminstra)&lt;br /&gt;
* Slash (Amasalen, Andelas, Fash&#039;lo&#039;nae, Mularos, The Huntress, V&#039;tull)&lt;br /&gt;
* Vacuum (Jaston, Tonis)&lt;br /&gt;
&lt;br /&gt;
These six types all dish out average damage and average deadliness while having no downsides. To my knowledge, no creatures in the game are immune to any of these damage types. None of them trigger environmental hazards anywhere either except for plasma in the Bowels, but I already mentioned above why I don&#039;t consider that an argument against it for convert status.&lt;br /&gt;
&lt;br /&gt;
====Flare Type 3: Puncture and Lightning====&lt;br /&gt;
&lt;br /&gt;
* Puncture (Cholen, Imaera, Leya, Luukos)&lt;br /&gt;
&lt;br /&gt;
There&#039;s a case for this to be in type 2, as puncture actually deals slightly below average &#039;&#039;damage&#039;&#039;--but it has far above average &#039;&#039;deadliness&#039;&#039; anyway because of its ability to kill creatures that have eyes at very low crit ranks. Nothing&#039;s immune to it that I know of, nor does it trigger environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Against corporeal creatures that have eyes and can be crit killed, puncture is markedly more lethal than any previously listed damage type. However, against noncorporeal creatures, creatures without eyes, or creatures that can&#039;t be crit killed, all previous damage types other than grapple and unbalance can edge out puncture.&lt;br /&gt;
&lt;br /&gt;
On balance, puncture is a contender for the strongest holy critical type because the numerous cases where it far outshines almost all other damage types outweigh the comparatively few cases where it&#039;s slightly weaker than others.&lt;br /&gt;
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* Electrical (Charl, Koar)&lt;br /&gt;
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Electrical, AKA lightning, is the other contender for strongest holy critical type. It deals average damage, but has far above average deadliness due to its unique ability to hit a creature&#039;s nervous system, which can kill at low crit rank thresholds. Nothing is immune that I&#039;m aware of, though maybe some of the lightning creatures are and I don&#039;t know about it.&lt;br /&gt;
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The downside is that we finally have the one case where environmental hazards matter most, as watery rooms scattered throughout a few hunting grounds in the game will backfire and electrocute the user too. Some of these hunting grounds are so low level that you won&#039;t even be casting Repentance before leveling out of them, like the Solhaven bog or Solhaven death dirges. However, other hunting grounds like Old Ta&#039;Faendryl, parts of the Ruined Temple, or parts of Sailor&#039;s Grief are for capped or (with Sailor&#039;s Grief) even far post-capped characters.&lt;br /&gt;
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If you want the most raw power that&#039;s applicable to the largest number of creatures, electrical is probably it. You&#039;ll just need to be aware of specific watery rooms not to hunt in.&lt;br /&gt;
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===Selecting a Weapon Type===&lt;br /&gt;
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These are presented in alphabetical order.&lt;br /&gt;
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====Brawling====&lt;br /&gt;
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Very few paladins brawl, but it is an option!&lt;br /&gt;
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At face value, the main mechanical reason to go this route is to synergize UC&#039;s relatively quick 2, 3, or 4-second attacks with paladins&#039; abundance of flares. It makes a kind of sense, though that&#039;s basically the entirety of the allure.&lt;br /&gt;
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The main trouble with this idea is that UC only maintains a speed advantage for so long. Between weapon techniques, feats, combat maneuvers, and shield maneuvers, paladins have numerous options that are all as fast as or faster than UC, but which work better with other aspects of the toolkit like Arm of the Arkati. Paladins only need sufficient levels and stamina to make frequent use of those techniques, feats, and maneuvers and then they&#039;ll be able to leave brawling paladins in the dust.&lt;br /&gt;
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Another possible disadvantage is a higher cost of gear upgrades than any other path &#039;&#039;if&#039;&#039; the paladin also wants to make use of a shield since then you have a whopping four pieces of gear to work on: shield, brawling weapon, footwear, and armor. Shields also penalize MM, UC&#039;s most important combat number. On the bright side, a brawler with a shield does at least have the big upside of far stronger AoE abilities via Shield Throw.&lt;br /&gt;
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If you want to try a brawling paladin for any reason, I won&#039;t call it great, but it&#039;s certainly viable. Nairdin&#039;s a famous paladin who did it for most of his life. Just don&#039;t expect it to work similarly to nor as effectively as how a brawling warrior or monk would if you&#039;re used to those.&lt;br /&gt;
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====Shields and One-Handed Weapons====&lt;br /&gt;
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Perhaps the most common paladin path players take is that of the shield, AKA the &amp;quot;sword and board&amp;quot; route. (By convention, it&#039;s often called that even if they use a blunt weapon or an edged weapon that isn&#039;t a sword.)&lt;br /&gt;
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This path can make for a borderline indestructible character if their training and playstyle are built around it. The Divine Shield aura is obviously at its best with shields as the name implies, aiding with that indestructibility via high block chance. It also periodically allows 1-second single-target offensive shield maneuvers. In addition, shield paladins have access to two physical AoE abilities they can rotate between on when the other is on cooldown--Shield Throw and their AoE weapon technique--while other builds would need to train two weapon types to do that. For a paladin who regularly or even exclusively fights swarms, the ability to use AoEs more frequently significantly elevates the offensive power level of shields on a DPS basis once they have the stamina to support it.&lt;br /&gt;
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As for downsides, the natural overarching point is that a defensive build doesn&#039;t have the power of an offensive build except, sometimes, in that swarm-specific scenario. (More on this in the Caveats section.) Abilities like Chastise and Spin Attack can be the same speed with two weapons or a single big weapon as with a single small weapon. Attacks like Flurry and Pummel reach near-identical (and potentially even exactly identical) speed thresholds with two weapons as with a single weapon despite firing off twice as many attacks. Finally, a two-handed weapon or two-handed polearm build also costs less in gear upgrades than a shield build since it only has two pieces of gear instead of three.&lt;br /&gt;
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Excoriate (covered in more detail later) is detached from weapon attributes like damage factor and weighting, making it exactly as powerful for all paladin builds. Relatively speaking, that elevates the average attack power for a shield paladin more than it does for other paladins (who also still like Excoriate). Divine Incarnation Smite is also detached from weapon attributes, but has a limited number of charges per hunt and gets a great deal of its power from Religion lore training, which shield paladins won&#039;t necessarily have much of since they have stronger incentives than other builds to focus on Blessings.&lt;br /&gt;
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====Shields and Polearms====&lt;br /&gt;
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This is similar to the shield and one-handed weapon build, but with two major differences that warrant its own section.&lt;br /&gt;
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The very good news is that Radial Sweep, the polearm reaction technique and the only reaction among all weapon types that does AoE damage, can trigger from blocking with a shield. Paladin block rate can get quite high with Divine Shield, so this specific paladin build is second only to warriors at how often it can fire off Radial Sweeps. It&#039;s arguably better overall than a shield and polearm warrior because the paladin gets the benefit of double plasma flares from Holy Weapon. Radial Sweep does have a 15-second cooldown because of its power, so it&#039;s not fully spammable, but it&#039;s definitely a great hit when you can get in.&lt;br /&gt;
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The very bad news is that the shield and polearm path costs 6 more PTPs and 3 more MTPs per level than training a shield and a one-handed weapon, which will probably require sacrifices elsewhere of power, utility, or both. It&#039;s a perfectly fine path, but make sure you know what you&#039;re getting into by using a character planner or experimenting on the test server.&lt;br /&gt;
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====Two-Handed Polearms or Two-Handed Weapons====&lt;br /&gt;
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Another paladin option is to pick up any huge two-handed weapon from a [[maul]] to a [[lance]] to a [[claidhmore]] and go to town!&lt;br /&gt;
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As mentioned previously, certain weapon-based abilities like Chastise or Spin Attack pack far more of a punch with a big weapon than a single small weapon while not being any slower (at least once you get the Agidex), so you&#039;ll certainly feel the power. Another selling point is that using a two-handed weapon is the cheapest path for gear upgrades since you only have two pieces of gear (armor and weapon). Furthermore, THWs (specifically those, not two-handed polearms) are the cheapest path in terms of training points other than a shield paladin who&#039;s not maxing Shield Use. (More on this in the caveats and rabbit holes section.)&lt;br /&gt;
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On the less bright side, shields are obviously far safer defensively. Big weapons also aren&#039;t stronger than two small weapons. That&#039;s partially just the math of it when comparing like to like, such as a 4-second swing vs. a 4-second swing, but it tilts further in favor of two small weapons when considering specifics like flares or the fact that, unlike Chastise or Spin Attack, Guardant Thrusts and Thrash (respectively the polearm and two-handed weapon assaults) &#039;&#039;are&#039;&#039; slower than Flurry and Pummel (the edged and blunt weapon assaults).&lt;br /&gt;
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====Two Weapon Combat====&lt;br /&gt;
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The final paladin option we&#039;ll go over in detail here is using two weapons for overwhelming attacks!&lt;br /&gt;
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This is the most offensively powerful path even just on the baseline strength of two weapons, but gets even better with any combination of Battle Standard flares, Fervor flares, or the Zealot AS buff, which are all roughly twice as powerful with two weapons as with one. Anything weapon-based--Chastise, Spin Attack, assaults, AoE techniques--is at its most powerful for the two weapon paladin.&lt;br /&gt;
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For downsides, once again, the most obvious is that shields are far safer defensively. Training point-wise, this path ranges from exactly the same cost as a two-handed weapon build to slightly more expensive than a shield and a two-handed polearm, depending on a player&#039;s tolerance for offhand misses. (Before cap, I wouldn&#039;t recommend either of those extremes of 1x or 2x TWC training; more on that in the Caveats section.) In terms of gear upgrades, a two-handed weapon or two-handed polearm build is also cheaper than this route.&lt;br /&gt;
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====Caveats and Rabbit Holes====&lt;br /&gt;
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You might still be undecided on your weapon path or just wondering about some of the more vague wording, so here are additional notes for digging deeper:&lt;br /&gt;
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* When talking about the advantage of having Shield Throw &#039;&#039;and&#039;&#039; an AoE weapon technique, I initially wrote &amp;quot;double up on AoEs&amp;quot; instead of &amp;quot;use AoEs more frequently,&amp;quot; but it&#039;s not quite that simple. In the first place, it depends on how often a character would use two AoEs instead of one even if they &#039;&#039;could&#039;&#039; do so, which wouldn&#039;t be every time. For example, if they&#039;re in a room of three creatures and the first AoE kills two of them, then the ability to use another one is irrelevant. Beyond that, all paladins have [[Glorious Momentum]] from level 40 on (more on this later), which allows even a paladin who only knows one physical AoE to sometimes ignore cooldowns and use it twice in a row anyway.&lt;br /&gt;
* For similar reasons, I mentioned two weapons being &amp;quot;roughly&amp;quot; twice as powerful as a single one-handed weapon because it&#039;s not as simple as saying that it&#039;s exactly twice as powerful. In any instance where the first strike happens to kill a creature, the fact that the second weapon &#039;&#039;would have&#039;&#039; been available as a followup is irrelevant.&lt;br /&gt;
* If you&#039;ve also been getting advice from others before reading this guide, you might have heard that shields are the cheapest path for training points. I actually had written that in here out of reflex because it was true for decades: when paladins had a 2x Shield Use cap, training a one-handed weapon along with it cost 24 PTPs per level (after the almost always inevitable PTP to MTP conversion that paladins get to). Now, however, paladins have a 3x Shield Use cap, so it works out to 29 PTPs. Meanwhile, maxing a two-handed weapon works out to 24 PTPs. Still, like I implied, someone could stop at 2x Shield Use if they wanted, taking the shield option down to 21 PTPs per level so it can be the cheapest again.&lt;br /&gt;
* Alternatively, someone might say that the shield path is cheaper because the non-shield paths have to train Dodging. This is a questionable line of reasoning, though. For one thing, some shield paladins do train Dodging, in which case they don&#039;t get to hold that over the heads of other builds. Even if they don&#039;t train Dodging, though, the training points saved from not doing so would end up spent somewhere else. As an example, let&#039;s say that they put it to use getting 1.5x Combat Maneuvers because they wanted more AS to make up for using a lighter weapon. That extra 0.5x CM costs more than 1x Dodging would. In short, you have to analyze the &#039;&#039;entire&#039;&#039; training point cost of either path to get the full picture of which is truly cheaper for your specific plan.&lt;br /&gt;
* Speaking of training point costs, the Two Weapon Combat range runs from 24 PTPs at 1x TWC (counting training the weapon skill too) to 42 PTPs at 2x TWC. 1x TWC has an 80% offhand hit rate against like-level creatures; 2x TWC has a 100% hit rate against anything up to five levels above. 1.5x TWC, which would be 33 PTPs, has a 100% hit rate against like-level and, assuming it works fairly uniformly, drops 4% for every level above you. My TWC paladin didn&#039;t even go past 1.2x before cap, which is 27.6 PTPs and an 88% hit rate against like-level. If I remember correctly, she didn&#039;t even go past 1.4x (a 96% offhand hit rate) until several times cap. How much TWC you &amp;quot;need&amp;quot; depends how comfortable you are with offhand misses. Some people fixate on them and can&#039;t tolerate a single miss; I take the stance that if I have an 88% hit rate against like-level, then I&#039;m hitting about 188% as hard as a single weapon from a shield build, which is perfectly good with me. If you&#039;re interested in TWC, figure out your tolerance threshold for either missing with the offhand or having fewer training points to spend on diversifying, then go from there.&lt;br /&gt;
* Another perspective I&#039;ve occasionally heard from players is that shield paladins are a natural default option. I don&#039;t agree or even particularly understand this perspective since they usually articulate it based around the idea that, because paladins have a shield-specific aura and are one of the three professions who have shield maneuvers, it would somehow be a waste to not use those parts of the toolkit. However, I don&#039;t hear anyone claim that shield warriors or shield rogues, the &#039;&#039;other&#039;&#039; two professions with shield maneuvers, are a natural default option. Play what you want! You&#039;ll be making tradeoffs no matter what you do.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Training Plan: Skills==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your paladin&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
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===Core Skills===&lt;br /&gt;
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These are skills you consistently train with little to no deviation. This section and the following refer to pre-cap training.&lt;br /&gt;
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* &#039;&#039;&#039;Your chosen weapon type&#039;&#039;&#039;: Max every level. If using shields, minimum two times per level for those too. If using Two Weapon Combat, I&#039;d say at least once per level for the TWC skill, then push toward your tolerance threshold in the 1.2x to 1.5x range by the midgame after you&#039;ve hit your early breakpoints and have more flexibility with training points.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: At least once per level. You can push further whenever you want to learn specific maneuvers. If you&#039;re playing a shield paladin, this might need to be pushed a bit more heavily to compensate for the relative weakness of a single one-handed weapon.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least once per level. Twice per level later in life if or when you really want more stamina. There&#039;s also a good case for rushing the first 15-20 ranks for an early burst of 4-7 health per rank, depending on race, along with having a little more buffer on stamina.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: Once per level. If you&#039;re playing a non-shield paladin, this might need to get pushed further toward the mid-game, if not sooner, to compensate for slightly worse DS. (Note: Some shield paladin players advocate no ranks of Dodging before cap. I don&#039;t agree, but more on that later.)&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Once per level. There&#039;s a decent case for pushing the first 20-40 ranks slightly ahead of schedule for an early burst of 90-140 mana.&lt;br /&gt;
* &#039;&#039;&#039;Spell research&#039;&#039;&#039;: Once per level. Some typical paths include A) taking [[Paladin Base]] to 35 ([[Divine Intervention (1635)|Divine Intervention]], 40 ([[Divine Word (1640)|Divine Word]], or 50 ([[Divine Incarnation (1650)|Divine Incarnation]] ranks before touching [[Minor Spiritual]], B) training 1, 3, or 7 ranks of Minor Spiritual after any of those Paladin Base marks, C) never stopping Paladin Base once per level and just slipping in Minor Spiritual ranks here and there as you can, or D) skimping on other skills and/or spells to get 20 Minor Spiritual for [[Lesser Shroud (120)|Lesser Shroud]] ahead of schedule because it&#039;s the only defensive buff in Minor Spiritual that you can&#039;t have other characters cast on you.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Shields and Dodging Are Not Mutually Exclusive!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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As I mentioned in the Shield Paladin path section, they can be borderline indestructible if they build for that. One way to &#039;&#039;not&#039;&#039; build for that is to be one of the paladin players who train 0 ranks of Dodging because you&#039;ve read (or heard from somebody else who read) that shields decrease the amount of DS you get from training Dodging. That&#039;s true, but let&#039;s assess this further.&lt;br /&gt;
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First, even for a tower shield full plate paladin, Dodging gives 0.33615 DS per rank in offensive stance. That&#039;s admittedly much less than the 0.6225 DS that a non-shield paladin would get, but it&#039;s still substantial! More importantly, though, Dodging is also a crucial part of defense against SMR attacks, which are one of the few means that creatures have to simply kill paladins despite all their redux, crit reduction, and plate armor. SMR attacks don&#039;t become particularly prominent until level 60 or so, so I do understand the idea of not training Dodging with a shield paladin in the early game, but by the midgame and on you&#039;re going to need either Dodging or some other buffer against SMR attacks, like 2x Perception or 2x Physical Fitness, to avoid getting destroyed.&lt;br /&gt;
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Even in the early game, though, I still think a shield paladin should begin on Dodging after they&#039;re done with reaching some of the early thresholds like 70/110 Armor Use (90/130 with spells) that will keep points tight early on. Consider the alternative: by saving training points via ignoring Dodging, a paladin could work on spells beyond 1x, Combat Maneuvers beyond 1x, or lores.&lt;br /&gt;
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...but wait. Pushing spells above 1x is mostly for improving offense. Pushing Combat Maneuvers is mostly for improving offense. Training lores offers minor benefits to defense and enormous benefits to offense. Why be a shield paladin, the defense-oriented build, then ignore a cheap defensive skill like 1x Dodging in favor of training expensive offense-boosting skills like spells at 2x cost, CM at 2x cost, and lores? (Respectively ~6.18, ~2.364, and ~3.636 times as expensive as 1x Dodging.) Unless you&#039;re taking advantage of full outside spellups, which has its own sidebar a little further below, there&#039;s still great value to Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Combat Maneuvers and Two-Handed Weapons or Two Weapon Combat Are Not Mutually Exclusive!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I&#039;ve never encountered a paladin who believes otherwise, but &#039;&#039;just in case,&#039;&#039; the same advice from above for shield builds applies in reverse to non-shield builds. If you&#039;ve embarked on the path of an offense-oriented paladin, don&#039;t stop at 0.5x Combat Maneuvers so you can snap up a few extra Dodging ranks. Stopping at 1x Combat Maneuvers, sure, that makes sense, but the game offers the low-hanging fruit of 1x costs with the expectation that you&#039;ll take advantage of them. You admittedly might not even need the AS from Combat Maneuvers on a Zealot paladin, but the maneuver points and boost to SMR offense are keys to a sufficiently wide toolkit of options for successful offense.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Breakpoint Skills===&lt;br /&gt;
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Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
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* &#039;&#039;&#039;[[Armor Use]]&#039;&#039;&#039;: 70 and 110 are your major breakpoints. In conjunction with your [[Defense of the Faithful (1608)|Defense of the Faithful]] spell taking the totals to 90 and 130, these breakpoints respectively allow for metal breastplate and full plate. Metal breastplate is worth aiming for as quickly as you feel reasonably comfortable with because it has a very strong damage factor advantage over even chain hauberk. Full plate can be delayed into the 40s or even 50s if you want, though many players choose to hurry along the 110 mark too since it&#039;s the final armor goal from a mechanical standpoint.&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, good breakpoints are 10, 24, and 50 for hitting extra targets with your weapon techniques. For shield paladins only, 30 is also a threshold that unlocks the ability to learn Shield Strike Mastery.&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]]&#039;&#039;&#039;: Before cap, good breakpoints are 10, 24, 25, and &#039;&#039;maybe&#039;&#039; 50 (it&#039;s possibly excessive). 10, 24, and 50 are all for hitting extra targets with your AoE spells. 25 adds an extra daily use of [[Verb:MANA#Mana_Spellup|MANA SPELLUP]] and allows you to [[Multicast]] a buff spell two times at once. 50 adds another daily use of MANA SPELLUP. (50 also technically allows you to multicast three times at once, but that&#039;s only helpful for casting Minor Spiritual spells on other characters; two self-cast spells already maxes out buff duration.)&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Lore, Religion|Religion]] and/or [[Spiritual Lore, Summoning|Summoning]] lore&#039;&#039;&#039;: 25 ranks of Religion will max out [[Judgment (1630)|Judgment]]&#039;s chance of forcing the enemy to kneel at 85%, which can be pretty strong if you push Paladin Base hard and can reliably land that spell. Alternatively, if you don&#039;t push Paladin Base hard and could use a boost to your magical offense, each of the first 25 ranks of Summoning will push enemy TD down by 1 against the spell infused in your [[Holy Weapon (1625)|bonded weapon]]. If you want to run [[Web (118)|Web]] as your infused spell, you&#039;ll need 27 ranks of Summoning to be able to do that. Strictly speaking, nothing stops you from taking 25 ranks of Religion &#039;&#039;and&#039;&#039; 25-27 ranks of Summoning pre-cap, but I generally wouldn&#039;t recommend it due to too great an opportunity cost of training points not spent elsewhere.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;A Spellup Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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This is for those of you who take regular advantage of full spellups by any means--alts, Dreavenings, friends, MHOs, the invoker, or any other way. The DS benefits of a full outside spellup will leave you virtually indestructible against enemy AS attacks until the level 40s, if not later. (Almost definitely later on a shield build unless you&#039;re slacking on Shield Use &#039;&#039;and&#039;&#039; Dodging.) Since armor is primarily (not entirely) for mitigating AS-based hits, this playstyle lends itself to not pushing Armor Use as heavily as others. It can also skimp on various other defensive skills, which is why some players gravitate toward getting outside spells as long as they can.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Niche Skills===&lt;br /&gt;
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Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
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* &#039;&#039;&#039;[[Arcane Symbols]] and [[Magic Item Use]]&#039;&#039;&#039;: These are the most cost-effective means to improve your ability to create and upgrade Battle Standards, the paladin profession service. Of the two, Magic Item Use is more broadly useful due to extending the duration of [[small statue]] drops and the fact that rangers are capable of teaming up with other professions like clerics, sorcerers, and wizards to create magic items on demand. That said, Arcane Symbols allows reading scrolls you loot, which can be valuable for identifying which ones are worth selling to the pawnshop and which are worth trying to sell to other players.&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and eating herbs faster. Paladins are tied with clerics for training this skill more inexpensively than anyone besides empaths, so it&#039;s certainly worth considering. Voln paladins should especially look into this, but even Sunfist paladins, who can already eat herbs at the fastest speed, might enjoy not having to spend mana and stamina to do it.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Free extra silvers!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s twice as expensive as First Aid. Speeds up foraging bounties. Slightly reduces duration of stuns, which is potentially helpful; paladins can just [[Divine Intervention (1635)|BESEECH]] out of stuns, but 35 mana per unstun does add up quickly. I like Survival, but I certainly understand why others leave it for the late game.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
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Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
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Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
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What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Post-Cap Skills===&lt;br /&gt;
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Eventually you can train everything if you play long enough, but here are some considerations for if or when you reach post-cap.&lt;br /&gt;
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&#039;&#039;&#039;Spiritual Lores&#039;&#039;&#039; to their collective 202 cap:&lt;br /&gt;
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As is common with lores for most professions, they&#039;re a very expensive skill with high opportunity cost that leaves many players ignoring them pre-cap outside of low-hanging fruit early thresholds. In paladins&#039; case, that would be the 25 Religion and 25 Summoning benchmarks I mentioned before. Lores offer myriad offensive and defensive benefits, but they&#039;re less powerful for the exp than maxing Multi-Opponent Combat and Combat Maneuvers on the offensive side or Dodging and Physical Fitness on the defensive side. However, lores &#039;&#039;are&#039;&#039; more powerful for the exp than Ascension benefits, so post-cap is the time to prioritize lores and work out your plan. I&#039;ll touch on this more in lores&#039; own dedicated section.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Use]]&#039;&#039;&#039; to 300:&lt;br /&gt;
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The DS benefits of overtraining armor are fairly minimal, even in full plate. The improved maneuver defense is only slightly more substantial. Maxing out three armor specializations is another niche benefit, as you can certainly run into situations where the ability to switch between (say) Armored Casting, Armored Blessings, and Armor Support might be helpful. Individually, each of these three perks to finishing Armor Use--DS, maneuver defense, and flexibility--is pretty minimal, but, taken together, they do build a cumulative case.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Use]] if not normally using a shield or [[Two Weapon Combat]] if normally using a shield&#039;&#039;&#039;:&lt;br /&gt;
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There&#039;s something to be said for the flexibility of having two different playstyles at your disposal. Two Weapon Combat paladins have overwhelming offensive power, but what if the enemy &#039;&#039;also&#039;&#039; has overwhelming offensive power and taking just a couple of hits can spell doom? I&#039;m admittedly mostly thinking of bosses like the [[Silver-scaled cold wyrm|wyrm]] with her 900+ AS mstrikes rather than ordinary hunting, but even so, blocking some of her shots with a shield might be the difference between victory and defeat.&lt;br /&gt;
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On the flip side, shield paladins have far superior defensive prowess, but they don&#039;t always &#039;&#039;need&#039;&#039; more defensive prowess. For example, some creatures have fairly low AS and can&#039;t significantly damage a paladin with physical attacks anyway, while other creatures are casters against whom DS and blocking will never come into play. In cases like that, the greater offensive power of Two Weapon Combat would serve the paladin better.&lt;br /&gt;
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&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery isn&#039;t the worst option for diversifying your offense. AS-based ranged attacks don&#039;t bring much to the table for paladins, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time and pairs well with paladins&#039; myriad flares. I wouldn&#039;t do it, but it&#039;s out there as a thought.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Paladins can retain 25% redux--a great threshold--by stopping their spell training at 195 total ranks or fewer. Retaining 33.33% redux requires stopping around 149 or fewer.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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As an alternative to diversifying your offense or armor specializations, you could also simply move on to Ascension. For that, see the Ascension section toward the end of this guide.&lt;br /&gt;
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==Training Plan: Exclusive Choices==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush can knock down a room of creatures and inflict the Vulnerable status, which makes followup unaimed attacks more likely to hit body parts that will significantly damage the creature. Bull Rush does fairly minimal damage on its own, but is a very solid crowd control combat maneuver, especially before a paladin gets enough CS for Judgment to fill a similar role reliably.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Raises TD by 2 per rank. I actually max this in the late game because paladins have just enough spiritual TD that the small boost from Combat Focus can be the difference between getting hit by an enemy spiritual spell or avoiding it. However, even just two or three ranks would usually accomplish the same thing for much fewer combat maneuver points. Definitely don&#039;t bother with this until endgame or near it, though.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Movement]]&#039;&#039;&#039;:&lt;br /&gt;
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A negligible DS boost that&#039;s virtually worthless &#039;&#039;unless&#039;&#039; you want the Side by Side maneuver because you&#039;ll be group hunting regularly, in which case you need two ranks as a prerequisite.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Toughness]]&#039;&#039;&#039;:&lt;br /&gt;
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The first rank gives +15 max health for 6 combat maneuver points, which is a reasonable pickup for the endgame if nothing else seems worthwhile. It&#039;s not a priority, though. Even halflings and gnomes shouldn&#039;t really need it earlier in life since [[Vigor (1616)|Vigor]] already increases max health. As for the second and third ranks, the juice isn&#039;t worth the squeeze. Players who are willing and able to afford Bloodstone Jewelry can also just use that for vastly more max health than Combat Toughness offers.&lt;br /&gt;
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&#039;&#039;&#039;[[Disarm Weapon]]&#039;&#039;&#039;:&lt;br /&gt;
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A 2-second setup maneuver that attempts to get rid of the enemy&#039;s weapon. Paladins don&#039;t need to train this to defend against it since Holy Weapon already quickly returns disarmed weapons to their hand, nor do they necessarily fear enemy creatures&#039; AS-based attacks badly enough to warrant spending time getting rid of their weapon. That said, it&#039;s still a pretty strong debuff of sorts against specifically two-handed weapons (including polearms) because it&#039;ll knock out a huge chunk of a creature&#039;s DS in the process. Worth considering, but not a staple.&lt;br /&gt;
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&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
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Now here&#039;s a staple! Feint is the premier combat maneuver for lowering enemies&#039; stance so you can obliterate them afterward. Highly recommended if you&#039;re a Divine Shield or Fervor paladin, but still recommended even on a Zealot paladin. Even paladin AS can&#039;t power through &#039;&#039;every&#039;&#039; turtled creature, barring the extreme top ends of gear, enhancives, or Ascension experience.&lt;br /&gt;
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&#039;&#039;&#039;[[Precision]]&#039;&#039;&#039;:&lt;br /&gt;
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Worth a look if you&#039;re using a weapon that can deal slash damage, which is slightly tougher to land lethal blows with than crush or puncture damage. Even just the first rank for 4 points will cut out most slash-based damage. (Just remember to actually use CMAN PRECISION with your weapon in hand to set the damage type you want! Simply learning the maneuver without configuring it won&#039;t do anything!)&lt;br /&gt;
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&#039;&#039;&#039;[[Side by Side]]&#039;&#039;&#039;:&lt;br /&gt;
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Good straightforward AS and DS boost, but for group hunters only.&lt;br /&gt;
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&#039;&#039;&#039;[[Spike Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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You&#039;ll need this as a prerequisite if you want Shield Spike Focus on a shield paladin, but otherwise it&#039;s frivolous at best. Armor spikes from offensive maneuvers aren&#039;t terribly significant.&lt;br /&gt;
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&#039;&#039;&#039;[[Spin Attack]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily a top tier paladin maneuver not despite the overlap with Chastise, but because of it.&lt;br /&gt;
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Spin Attack is an unaimed attack that swings 2 seconds faster than your normal attacks (that&#039;s cutting attack speed in half for most weapon types!) while also having a minor AS boost for that one attack and a boost to Dodging for 10 seconds afterward. It even still fires off infused spells from Holy Weapon in the process.&lt;br /&gt;
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The swing speed benefit is the same whether you&#039;ve learned 1 rank or 5 ranks of Spin Attack, making the first 2 CM points an incredible value. (More ranks increase the AS and Dodging boosts.) Get it to have in your toolbox for times when both Chastise and your weapon type&#039;s assault technique are on cooldown.&lt;br /&gt;
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&#039;&#039;&#039;[[Sunder Shield]]&#039;&#039;&#039;:&lt;br /&gt;
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A flat 2-second setup maneuver that can get effectively rid of enemy shields. When it&#039;s good, it&#039;s really good for the same reasons that Disarm Weapon is. There are, however, far fewer creatures that use shields than creatures that use weapons. Worth considering, but not a staple.&lt;br /&gt;
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&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
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Actually quite good if you&#039;re using blunt weapons because it pairs well with Concussive Blows, adding another 2d16 of damage to those flares on top of the AS boost that higher Strength represents in the first place. That said, Surge of Strength really comes across as a &amp;quot;max it or skip it&amp;quot; type of combat maneuver, which means it might have to be saved for the endgame since the whole package costs 30 total CM points. Rank 5 has 75% uptime as a 90-second effect with a 120-second cooldown, but lower ranks have 150, 180, 240, and 300-second cooldowns.&lt;br /&gt;
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If you&#039;re not using blunt weapons, I&#039;d still consider this for races who aren&#039;t dwarves, giants, or half-krolvin. Paladins have a pretty good selection of combat maneuver options, but not amazing to the level of warriors or rogues, so you might (or might not) find that you can spare points for your final build.&lt;br /&gt;
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&#039;&#039;&#039;[[Tainted Bond]]&#039;&#039;&#039;:&lt;br /&gt;
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Tainted Bond makes an Ensorcell AS boost linger for two attacks instead of one. If you have a T5 Ensorcell, you should almost definitely get this, but if you don&#039;t, don&#039;t. It&#039;s also not worth rushing to a T5 Ensorcell and rocketing the gear difficulty of your weapon up just for Tainted Bond.&lt;br /&gt;
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&#039;&#039;&#039;[[True Strike]]&#039;&#039;&#039;:&lt;br /&gt;
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True Strike is an unaimed attack that swings 1 second faster than your normal attacks while penalizing the enemy&#039;s EBP against it and having a higher floor on your d100 roll by changing it to anywhere from 20+d80 (minimum 21 roll from rank 1 True Strike) to 60+d40 (minimum 61 roll from rank 5 True Strike).&lt;br /&gt;
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Spin Attack is generally better than True Strike in a vacuum because it&#039;s faster, but True Strike offers something that&#039;s more unique from Chastise than Spin Attack is. True Strike is a solid toolkit option to consider if you regularly face particularly EBP-heavy creatures. Even just one or two ranks will really cut into how well they can avoid your attack.&lt;br /&gt;
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&#039;&#039;&#039;[[Weapon Specialization]]&#039;&#039;&#039;:&lt;br /&gt;
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A paladin must-have that simply increases AS and SMR power, including that of all the offensive and setup maneuvers listed above.&lt;br /&gt;
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===Shield Maneuvers===&lt;br /&gt;
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This time I &#039;&#039;will&#039;&#039; go over every shield maneuver since almost all of them are at least worth a look.&lt;br /&gt;
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&#039;&#039;&#039;[[Block Specialization]]&#039;&#039;&#039;:&lt;br /&gt;
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Offering 5% block rate per rank, this is a bread and butter must-have passive for dedicated shield paladins. The first rank is a great early buy at a cost of only 4 shield points, but the next two cost 8 and 12, which could be worth delaying for a while so you can diversify your shield maneuver options early in life with other low-hanging fruit options.&lt;br /&gt;
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&#039;&#039;&#039;[[Block the Elements]]&#039;&#039;&#039;:&lt;br /&gt;
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Reduces incoming crits from enemy flares and bolt splashes. The first rank is pretty strong value at 5-10 crit padding for 6 shield points, but the next two ranks are another 12 and 18 points to bump that crit padding up to 10-15 or 15-20. In practice, I don&#039;t find that there are enough creatures who can use flares or hit a paladin with bolts to justify more than a single rank, which is already pretty hefty protection. However, if you simply despise getting hit with all your being and want marginal gains, it&#039;s an option!&lt;br /&gt;
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&#039;&#039;&#039;[[Large Shield Focus]] or [[Tower Shield Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Another bread and butter must-have passive that will improve all of your offensive shield maneuvers and is a necessary prerequisite to train certain options. The final two ranks should be saved for at or near the endgame due to diminishing returns, though. Large shields have a faster Shield Throw and result in very slightly better DS after you have Dodging. Tower shields hit harder with virtually all shield maneuvers and have a few exclusive maneuver options.&lt;br /&gt;
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&#039;&#039;&#039;[[Phalanx]]&#039;&#039;&#039;:&lt;br /&gt;
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Amazing additional block chance if you regularly group hunt with other shield users who also train Phalanx (available to warriors and rogues in addition to paladins), but it does nothing outside group hunts. You&#039;ll know if you want it.&lt;br /&gt;
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&#039;&#039;&#039;[[Prop Up]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires Large Shield Focus or Tower Shield Focus to be rank 3 before you can train this. Prop Up ranks each give you one-third chance to avoid being knocked down for 6, 12, and 18 shield points. Here&#039;s another passive where the first rank offers solid value, but the next two can be pretty difficult to justify until much later in life. Paladins are already very durable even if they do get knocked down, so it doesn&#039;t have to be a priority either.&lt;br /&gt;
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&#039;&#039;&#039;[[Protective Wall]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires Tower Shield Focus to be rank 3 before you can train this. Protective Wall has two ranks and the first rank only benefits party members, halving the DS lost from being stunned, webbed, immobile, unconscious, rooted, or prone. The second rank only benefits you with the same effect. Some players see this as the primary reason to use a tower shield over a large shield; I&#039;d argue that &#039;&#039;almost everything else&#039;&#039; is the reason to use a tower shield, though. If you&#039;re a group hunter, Protective Wall will help your partners, but if you&#039;re going solo, you can already get out of almost all of those status conditions already via Divine Intervention without spending valuable shield points.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Bash]]&#039;&#039;&#039;:&lt;br /&gt;
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Basic offensive shield skill that hits and applies Vulnerable. It&#039;s not amazing, but it&#039;s not bad and you have to train it to learn Shield Strike or make Shield Strike stronger. Whether you use it or just train it as a prerequisite, you&#039;ll have it!&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Charge]]&#039;&#039;&#039;:&lt;br /&gt;
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Far more powerful single-target maneuver than Shield Bash. This attack is 1 second slower, but has potential killing power (rarely, but it can get there) and, in addition to applying Vulnerable, it also staggers (adds RT), adds Weakened Armament (reduces armor protection), and can drop the enemy&#039;s stance. Shield Charge simply works well in a vacuum, so it&#039;s a pretty strong contender for your first offensive shield maneuver.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Forward]]&#039;&#039;&#039;:&lt;br /&gt;
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Passive ability that gives a 30-second Shield Use buff of +10 per rank after using an offensive shield maneuver. In practice, that&#039;s long enough that it basically feels like it&#039;s always active. Like many other passives, the first rank is great value even early, but the latter two can be delayed until after fleshing out your versatility.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Mind]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires that you&#039;ve trained Spell Block. Use 10 stamina to block the next CS-based spell, then the ability is on cooldown. I have a very low opinion of this one in all except the most dangerous Ascension hunting grounds, where it&#039;s only a pretty low opinion. Enemy CS spells aren&#039;t particularly dangerous to paladins anywhere else, you already have Faith Shield for the instances where they &#039;&#039;are&#039;&#039; dangerous, and the Spell Block prerequisite is, itself, also really weak for paladins.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Push]]&#039;&#039;&#039;:&lt;br /&gt;
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Probably the most pointless shield maneuver. This one pushes a creature out of the room, but even if you don&#039;t feel comfortable fighting a particularly dangerous creature, just leave the room yourself. No need to spend stamina and RT on making it go away, never mind the shield points.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Spike Mastery]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires training the Spike Focus combat maneuver. This passive lets your spikes flare reactively if you block an enemy attack while in offensive, advance, or forward stance. Pretty good if you&#039;re a capped character just finding yourself with 20 shield points and 12 combat maneuver points to spare. I wouldn&#039;t go out of my way to make room for Shield Spike Mastery if other combat maneuvers and shield maneuvers seem appealing enough to eat up all your points, though. It&#039;s specific to spike damage; any other flares on your shield can still happen without this.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Strike]]&#039;&#039;&#039;:&lt;br /&gt;
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An absolute must. This requires at least two ranks of Shield Bash. Shield Strike uses what&#039;s called a &amp;quot;minor bash&amp;quot;--a light, weak shield attack--that&#039;s immediately followed up by a strike with your weapon at 2 RT less and 15 stamina more than swinging with your weapon would be. Its strength is derived from training both Shield Strike itself and Shield Bash.&lt;br /&gt;
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In a vacuum, Shield Strike is really good, but like I always say, nothing&#039;s in a vacuum. Weapon technique assaults and Chastise are both even better uses of stamina, making this your third best option at most even in a strictly one-on-one scenario. If you regularly hunt multiple creatures in a room, then weapon technique AoEs and Shield Throw are also better uses of stamina. So, in practice, you might use Shield Strike as its own ability pretty rarely.&lt;br /&gt;
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The actual reason that makes Shield Strike a must-have is the next item on the list...&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Strike Mastery]]]&#039;&#039;&#039;:&lt;br /&gt;
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This passive requires at least three ranks of Shield Strike and 30 ranks of the Multi-Opponent Combat skill. It adds a minor bash right before the first hit of your assault technique, including the potential of any flares and spikes. That&#039;s it and that&#039;s all it needs to be to claim the title of the best shield maneuver once you have the whopping 30 spare points for it. Assault techniques are your best option for completely obliterating a single target and this makes them even better. Simple as that!&lt;br /&gt;
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And, yes, this does count to trigger the Shield Forward buff.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Throw]]&#039;&#039;&#039;:&lt;br /&gt;
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Shield Throw is the deadliest shield maneuver per second of RT and smashes the room for AoE damage. It doesn&#039;t add any other effects like Shield Bash or Shield Charge, but is just for sheer damage. Since it&#039;s SMR-based, leading with Judgment and following up with Shield Throw gets pretty devastating! You&#039;ll certainly want at least one rank of this immediately.&lt;br /&gt;
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Shield Throw is the only offensive shield maneuver that makes any kind of mechanical argument for large shields, since at least it&#039;s 1 second faster than tower shields; however, tower shields do still hit harder, as they do with all the other previously mentioned shield maneuvers.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Trample]]&#039;&#039;&#039;:&lt;br /&gt;
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The slightly more damaging shield version of Bull Rush. It&#039;s no more a killing move than Bull Rush is, but offers the same solid crowd control. Training both of them is redundant. I&#039;d generally recommend going with Shield Trample if you have a particularly good shield (meaning lots of flares). If not, then go with whichever one you feel is facing worse competition for the combat maneuver points or shield points it&#039;s eating up.&lt;br /&gt;
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&#039;&#039;&#039;[[Shielded Brawler]]&#039;&#039;&#039;:&lt;br /&gt;
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If you&#039;re set on using a shield &#039;&#039;and&#039;&#039; brawling, then the better option is a rogue or warrior. Those professions not only have Grapple/Kick/Punch Specialization, but also Small Shield Focus and Light Armor Specialization. That enables them to brawl with a shield while only barely hindering their MM at a -5 penalty.&lt;br /&gt;
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Mechanically speaking, the only thing that gets a brawling paladin to make sense is the sheer number of flares. The whole idea presumes, however, that you&#039;re using a cestus or similar -5 MM held brawling weapon. (The alternative of not using a brawling weapon means not getting any benefit from Holy Weapon, which is basically off the table.) Wearing full plate takes away another -8 MM for a total of -13, though you can eventually get it down to -5 MM at or near cap with 280 Armor Use. A large or tower shield piles on another -19 MM on its own, though maxing Shielded Brawler can take that down to -9. Overall, though, that still stacks up to -22 MM, which very seriously cuts into the the strength of UC&#039;s basic attacks.&lt;br /&gt;
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Some especially mechanically savvy players might be thinking things like &amp;quot;What if I stop at metal breastplate instead of wearing full plate? Then I save myself 3 MM so I can better absorb the hit of -9 MM from my shield.&amp;quot; In that case, though, you&#039;d be a house divided who&#039;s sacrificing defense by wearing worse armor so that you can get defense by using a shield.&lt;br /&gt;
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All of this said, if you&#039;re absolutely set on using a shield &#039;&#039;and&#039;&#039; brawling &#039;&#039;and&#039;&#039; being a paladin, then get Shielded Brawler.&lt;br /&gt;
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&#039;&#039;&#039;[[Spell Block]]&#039;&#039;&#039;:&lt;br /&gt;
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Lets you block bolt spells with an ensorcelled, veil iron, or kroderine shield. You don&#039;t need to block bolt spells because paladins have fantastic DS against them and it&#039;s very likely you&#039;ll never get hit by a bolt spell in your life. That&#039;s if you&#039;re training Dodging, anyway. Even if not, Minor Spiritual spells still give good enough bolt DS to make them unthreatening.&lt;br /&gt;
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&#039;&#039;&#039;[[Steely Resolve]]&#039;&#039;&#039;:&lt;br /&gt;
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The other tower shield-only ability paladins can learn. This one costs 30 stamina to give you a 60-second buff of +15 DS per rank and +15% chance to block attacks per rank. It has a 300-second cooldown. Even though I think tower shields are definitely the mechanical pick for paladins, it&#039;s sure not because of this. The only context where I have any respect for Steely Resolve is in boss battles that are short and high intensity. Anywhere else, you&#039;re already virtually impossible to kill because you&#039;re a shield paladin, so there&#039;s no merit to spending 30 stamina and 24 shield points just for frivolous overkill levels of defense 20% of the time (because it&#039;s a 60-second duration effect with an overlapping 300-second cooldown).&lt;br /&gt;
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===Armor Specializations===&lt;br /&gt;
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Paladins&#039; five armor specializations, three of which are unique to them, offer a variety of combat benefits.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Blessing]]&#039;&#039;&#039;:&lt;br /&gt;
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The description on Armor Blessing is a bit deceptive; it claims to help mitigate wound stacking (such as multiple rank 1 wounds to the same body part turning into a rank 2 wound) from magical sources, but what it really means is sources that aren&#039;t designated in the code as physical attacks. In practice, it applies to a number of things that might seem physical, like various creature-specific maneuvers.&lt;br /&gt;
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That said, how good is this? It can save some time in eating herbs, save some silver for buying them, and most notably sometimes bail you out of a bad situation. In particular, preventing two rank 2 arm, hand, or leg wounds from stacking into a rank 3--a severed limb--is an enormous difference maker. For anything short of that, paladins do have many ways to get themselves out of bad situations with or without Armor Blessing.&lt;br /&gt;
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Still, due to paladin nuances I&#039;ll mention with the alternative armor specializations, I think it&#039;s completely reasonable that some players treat Armor Blessing as a sort of default armor specialization for a solo-oriented paladin. It arguably offers the greatest mechanical benefit.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Spike Mastery]]&#039;&#039;&#039;:&lt;br /&gt;
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Lets your armor spikes fire off reactively when you get hit. This one&#039;s not an armor adjustment like paladins&#039; other options, but simply a passive buff, so it might be worth picking up if you have armor spikes and get hit by enough AS attacks. It&#039;s comparatively slightly less valuable for shield paladins due to their higher attack avoidance rate.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Support]]&#039;&#039;&#039;:&lt;br /&gt;
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A classic. When maxed, it reduces effective encumbrance in plate armor by 35 pounds. (Chain would be 30 pounds, scale 25 pounds, leather 20 pounds, and robes 15 pounds.) Anything with less carrying capacity than a dwarf would get good use from it, but the question isn&#039;t whether Armor Support is good; it&#039;s whether Armor Support is &#039;&#039;better&#039;&#039; than the alternatives. On the smallest races--gnomes and halflings--it probably is. On anything else, that&#039;s a question that only you can answer out as you play and learn your own habits with loot.&lt;br /&gt;
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&#039;&#039;&#039;[[Armored Casting]]&#039;&#039;&#039;:&lt;br /&gt;
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Armored Casting entirely prevents spells from failing via fumbles (1 rolls) or hindrance, but if they &#039;&#039;would&#039;&#039; have failed, they succeed at the cost of coming with hard RT. In cloth, leather, or scale armor, maxed armored casting only gives 3 hard RT, making it a very useful armor adjustment for professions in those armor types. Since spells are 2-3 RT, those armor types can only lose 0-1 total RT in exchange for spells never failing. In chain, it&#039;s 4 hard RT, so armored casting is excellent for them too.&lt;br /&gt;
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In paladins&#039; conventional plate armor, Armored Casting results in 5 hard RT, which makes it more of an open question as to whether using this armor adjustment is a net positive or net negative. A 3-RT spell becoming 5 RT is a win because the alternative of casting the spell twice (a failed attempt, then a successful one) would have been 6 RT. On the other hand, a failed 2-RT spell becoming 5 RT is a loss because casting the spell twice would have only been 4 RT.&lt;br /&gt;
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In other words, whether Armored Casting is useful to adjust your own plate armor depends heavily on which spells you typically cast. Even if you do primarily cast 3-RT spells, there&#039;s an argument that Blessings or Support are still better. All that said, if you&#039;re a social sort, Armored Casting is a stellar aid for any of your friends who cast spells and have hindrance.&lt;br /&gt;
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&#039;&#039;&#039;[[Armored Fluidity]]&#039;&#039;&#039;:&lt;br /&gt;
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This adjustment does nothing for a solo paladin because it doesn&#039;t stack with [[Faith&#039;s Clarity (1612)|Faith&#039;s Clarity]], but how about for other characters?&lt;br /&gt;
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Maxed Armored Fluidity cuts spell hindrance in half. This sounds powerful, is powerful, and was the staple paladin armor adjustment for many years since it&#039;s unique to paladins and they used to not have Armor Support nor Armored Casting. However, as good as Fluidity is in a vacuum, nothing&#039;s in a vacuum and the newer Armored Casting is superior in a wide variety of situations. (Not all!)&lt;br /&gt;
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Let&#039;s consider an example of a ranger in brigandine armor casting Moonbeam or Spike Thorn.&lt;br /&gt;
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* Moonbeam with maxed Armor Fluidity: 3% of the time, Moonbeam needs to be cast twice because the first time failed, requiring 2 casts and 4 soft RT total&lt;br /&gt;
* Moonbeam with maxed Armored Casting: Moonbeam casts never fail, but 6% of the time, they require 3 hard RT instead of 2 soft RT&lt;br /&gt;
* Spike Thorn with maxed Armor Fluidity: 3% of the time, Spike Thorn needs to be cast twice because the first time failed, requiring 2 casts and 6 soft RT total&lt;br /&gt;
* Spike Thorn with maxed Armored Casting: Spike Thorn casts never fail, but 6% of the time, they require 3 hard RT instead of 3 soft RT&lt;br /&gt;
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In short, Armored Casting saves mana on all spells and also saves RT on 3-RT spells. The question is whether the character can survive hard RT and the answer should usually be yes because A) with Armored Casting, the spell actually goes through and hopefully makes an impact, but B) even in the event that spell doesn&#039;t make an impact, like a low roll that misses, the situation will usually have been &#039;&#039;even worse&#039;&#039; in Armored Fluidity because the spell wouldn&#039;t have worked then either, but the character would have been standing around in more total RT.&lt;br /&gt;
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One major exception is bolting, where being caught in hard RT in offensive is potentially dangerous enough to warrant preferring Fluidity over Casting. Some other unusual corner cases can make Fluidity preferable, but they &#039;&#039;are&#039;&#039; corner cases and I have to stretch to find them; for example, getting caught in hard RT via Casting can make it easier for a character to be left behind by their group if the leader isn&#039;t using the GroupMovement flag.&lt;br /&gt;
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Another notable exception is for post-cap characters who have unlocked [[Gemstones]] and acquired a rare Grace of the Battlecaster property. This property, which can reduce hindrance by up to 5%, stacks with Armored Fluidity and makes various 0% hindrance builds possible that otherwise wouldn&#039;t be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Further Character Progression==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats and boons? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
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===Feats and Boons===&lt;br /&gt;
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Paladins gain new abilities called feats and boons at various levels:&lt;br /&gt;
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====Level 15 Paladin Boons: [[Devout Guardian]] and [[Devout Resolve]]====&lt;br /&gt;
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Starting at level 15, paladins who know [[Rejuvenation (1607)]] have a 20% chance to gain the 30-second Devout Guardian effect after taking damage. This allows them to cast Rejuvenation with 0 RT while ignoring most wounds. (They can&#039;t ignore fully severed limbs, for example.) If the paladin does cast Rejuvenation while Devout Guardian is in effect, that triggers Devout Resolve, which creates a new 30-second window in which the paladin ignores most wound penalties for combat purposes.&lt;br /&gt;
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====Level 20 Paladin Feat and Boon: [[Chastise]] and [[Righteous Rebuke]]====&lt;br /&gt;
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Chastise, used with the FEAT CHASTISE command, is a very powerful ability unique to paladins. For only 10 stamina, this unaimed attack with a 15 second cooldown hits a single target 2 seconds faster than your normal swing while having 125% of your normal damage factor and guaranteed Guiding Light flares if you have them from Holy Weapon or Consecrate. Each Chastise also has a 20% chance to trigger Righteous Rebuke, a boon that drops your next spell to 1 cast RT and cuts its mana cost by up to 20 down to a minimum of 0.&lt;br /&gt;
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Furthermore, every sixth Chastise you connect with has 150% of your normal damage factor instead of 125% and fires off your infused spell from Holy Weapon without consuming a charge in addition to all the normal Chastise benefits. (Note: You won&#039;t have spell infusion yet when you very first learn Chastise. You&#039;ll have to reach at least level 25 for that.)&lt;br /&gt;
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Early on, while you only have enough stamina to choose one out of assault techniques or Chastise, assaults are still the better of the two for one-handed weapons, but I&#039;d give Chastise the edge for two-handed weapons and polearms. Damage factor multipliers get even stronger when there are higher damage factors to be multiplied, after all! Damage factor multipliers also get better when there are twice the damage factors to be multiplied, so Chastise is also stronger for a TWC build than a shield build; it&#039;s just that TWC assaults are stronger still.&lt;br /&gt;
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Chastise is incredible value for every paladin and, when it&#039;s not on cooldown, you&#039;ll likely slam creatures with it pretty regularly while stamina lasts. &lt;br /&gt;
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====Level 30 Paladin Feat and Boon: [[Excoriate]] and [[Ardor of the Scourge]]====&lt;br /&gt;
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Excoriate, used with the FEAT EXCORIATE command, is another very powerful ability unique to paladins. Once again it has a 15 second cooldown, but this one&#039;s a single-target plasma damage magical SMR attack with 3 seconds cast RT that also applies -20% plasma resistance for the next plasma damage within 30 seconds. Each Excoriate also has a 20% chance to trigger [[Ardor of the Scourge]], a boon that allows your next assault technique within 30 seconds to ignore its cooldown and incur no additional cooldown while also stacking +10 AS with each round of attacks.&lt;br /&gt;
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Furthermore, every sixth Excoriate you connect with will hit much harder, applies -40% plasma resistance instead of -20%, and hits two targets if there are two or hits the same target twice if there&#039;s only one.&lt;br /&gt;
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Since Excoriate is an SMR-based attack, it gets huge bonuses when enemies are prone, stunned, immobilized, or otherwise disabled. (In practice, every sixth Excoriate is so powerful that even landing at all is usually enough, but it&#039;s important for the other five Excoriates!) Since it&#039;s magical, you can also deal damage with it just as effectively from guarded stance as offensive stance.&lt;br /&gt;
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The most unique thing about Excoriate is that it can trigger flares from your right hand weapon. At the time of this writing, there&#039;s actually no other means in the game to fire off a melee weapon&#039;s flares from guarded stance. (Flares from runestaves or from &#039;&#039;non-weapon&#039;&#039; sources like Fervor or Battle Standard do fire from guarded stance.) Even if you&#039;re only using a basic paladin bonded weapon, that&#039;s still a worthy perk because, of course, paladin bonded flares are plasma and Excoriate just gave the enemy a plasma weakness. If you start stacking script flares, holy fire flares, and potentially other flares, then we&#039;re really talking about a strong benefit that carves out its own lane.&lt;br /&gt;
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Unlike Chastise, Excoriate doesn&#039;t offer any advantage to THWs, polearms, or TWC since it only looks at one weapon and doesn&#039;t use any aspects of that weapon other than its flares.&lt;br /&gt;
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====Level 40 Paladin Boon: [[Glorious Momentum]]====&lt;br /&gt;
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(Also requires 75 ranks of a weapon skill, but by level 40 you should have 84.) The Glorious Momentum boon rewards mixing might and magic while taking on swarms. By casting Pious Trial, Aura of the Arkati, or Judgment--a paladin&#039;s three AoE spells--and hitting three or more creatures, a paladin has a 20% chance to make the paladin&#039;s next assault technique, Shield Trample, or Shield Throw have +25 AS, +15 SMR power, no stamina cost, and no cooldown while ignoring any current cooldowns.&lt;br /&gt;
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===Secret Sauce of Lores===&lt;br /&gt;
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This section reviews the various benefits of the three spiritual lores for Paladin Base spells. We&#039;ll start with a comprehensive overview in bullet point form. For the summation-based lore benefits, I&#039;ll list comparative benchmarks at the nearest thresholds to 50, 100, and 150 ranks to illustrate the quick early gains of each lore as well as the diminishing returns from going hard in just one or two. (I&#039;ve opted not to illustrate the nearest threshold to 200 because, due to the nature of seed summation benefits, most paladins will ultimately train each of the three lores to at least some degree.)&lt;br /&gt;
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====Lore Overview====&lt;br /&gt;
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(If thinking about the math of all these numbers makes your head hurt, feel free to skip to the &amp;quot;In a Nutshell&amp;quot; sections below that summarize each lore.)&lt;br /&gt;
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&#039;&#039;&#039;Blessings&#039;&#039;&#039;&lt;br /&gt;
* More DS and TD from Mantle of Faith (+5 at 0 ranks, +14 at 54 ranks, +18 at 104, +21 at 152, +24 at 209)&lt;br /&gt;
* Extra duration added to Bless or Symbol of Blessing after Consecrate (+50% at 0 ranks, +100% at 10 ranks; doesn&#039;t get any better than that)&lt;br /&gt;
* Extra swings for EVOKE Consecrate plasma flares (flat +1 per rank)&lt;br /&gt;
* Increased odds of Consecrate or Holy Weapon plasma flare triggering twice (assumed to be a 20% base chance at 0 ranks, +32% (52%) at 52 ranks, +48% (68%) at 102 ranks, +60% (80%) at 150 ranks)&lt;br /&gt;
* Longer refresh of food/drink from Consecrate (unknown to what degree)&lt;br /&gt;
* Extra HP and stamina regeneration from Rejuvenation (+15 at 0 ranks, +45 at 55 ranks, +57 at 105 ranks, +66 at 153 ranks)&lt;br /&gt;
* Reduced enemy Force on Force impact with Defense of the Faithful&#039;s Beacon of Courage in effect (ignores 1 foe at 0 ranks, 5 foes at 46 ranks, 9 foes at 108 ranks, 11 foes at 145 ranks)&lt;br /&gt;
* Greater block rate with Divine Shield (+10% at 0 ranks, +18% at 52 ranks, +22% at 102 ranks, +25% at 150 ranks)&lt;br /&gt;
* More Combat Maneuvers ranks from Patron&#039;s Blessing (+10 at 0 ranks, +18 at 52 ranks, +22 at 102 ranks, +25 at 150 ranks)&lt;br /&gt;
* Increased max health from Vigor (there&#039;s a baseline, but it&#039;s dependent on Constitution bonus, so we&#039;ll just look at the lore benefits only: +0 at 0 ranks, +18 at 54 ranks, +20 at 91 ranks, +23 at 154 ranks)&lt;br /&gt;
* Extra damage weighting for Fervor (+10 at 0 ranks, +15 at 50 ranks, +17 at 110 ranks, +18 at 140 ranks)&lt;br /&gt;
* Extra resistance from Divine Incarnation Armor (50% at 0 ranks, 62% at 45 ranks, 70% at 95 ranks, 76% at 143 ranks)&lt;br /&gt;
* Extra daily uses of Divine Incarnation Armor (1 use at 0 ranks, 2 uses at 50 ranks, 3 uses at 125 ranks; doesn&#039;t go higher)&lt;br /&gt;
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&#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
* More DS from Higher Vision (+10 at 0 ranks, +16 at 45 ranks, +20 at 95 ranks, +23 at 143 ranks)&lt;br /&gt;
* Increased DS debuff from Aura of the Arkati (-10% at 0 ranks, -15% at 30 ranks; doesn&#039;t go any lower)&lt;br /&gt;
* Increased EBP debuff from Aura of the Arkati (-5% at 0 ranks, -12% at 49 ranks, -16% at 99 ranks, -19% at 147 ranks)&lt;br /&gt;
* Extra flare chance for Fervor (15% at 0 ranks, 33% at 54 ranks, 41% at 104 ranks, 47% at 152 ranks)&lt;br /&gt;
* More AS from Zealot (+30 at 0 ranks, +40 at 55 ranks, +44 at 105 ranks, +47 at 153 ranks)&lt;br /&gt;
* Extra TD for Faith Shield (+50 at 0 ranks, +68 at 45 ranks, +74 at 68 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra CS for spells infused into Holy Weapon via scrolls (0 baseline with flat +1 per each of the first 50 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Increased kneel chance with Judgment (35% at 0 ranks, 85% at 25 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra raises per day with Divine Word (1 baseline with flat +1 per every 20 ranks up to 140; doesn&#039;t go higher)&lt;br /&gt;
* Added double strike with Divine Incarnation Smite (0% at 0 ranks, 30% at 45 ranks, 70% at 105 ranks, 100% at 150 ranks)&lt;br /&gt;
* Increased stance ignoring with Divine Incarnation Onslaught (50% at 0 ranks, 57% at 56 ranks, 60% at 110 ranks, 62% at 156 ranks)&lt;br /&gt;
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&#039;&#039;&#039;Summoning&#039;&#039;&#039;&lt;br /&gt;
* Extra RT for Pious Trial slow effect (+2 RT at 0 ranks, +3 at 10 ranks, +4 at 25 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra chances to debuff with Templar&#039;s Verdict if an attack made after it misses (3 chances at 0 ranks, 4 chances at 50 ranks, 5 chances at 100 ranks, 6 chances at 150 ranks)&lt;br /&gt;
* Increased crit rank from Consecrate or Holy Weapon second plasma flare (+0 crit ranks at 0 ranks, +1.2 crit ranks at 51 ranks, +2 crit ranks at 105 ranks, +2.6 crit ranks at 156 ranks)&lt;br /&gt;
* Increased damage factor for Arm of the Arkati (10% at 0 ranks, 16% at 45 ranks, 20% at 95 ranks, 23% at 143 ranks)&lt;br /&gt;
* Increased maximum Swift Justice charges for Divine Shield (2 charges at 0 ranks, 3 charges at 40 ranks, 4 charges at 105 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Allows self-cast Aid the Fallen (unlocked at 20 ranks)&lt;br /&gt;
* Added debuff for infused Holy Weapon spells (flat -1 DS per each of the first 25 ranks)&lt;br /&gt;
* Increases maximum spell level possible to infuse in Holy Weapon (+0 at 0 ranks, +9 at 54 ranks, +13 at 104 ranks, +16 at 152 ranks)&lt;br /&gt;
* Extra duration for Divine Incarnation Zeal (30 seconds at 0 ranks, 34 seconds at 46 ranks, 38 seconds at 108 ranks, 40 seconds at 145 ranks)&lt;br /&gt;
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That&#039;s a lot to digest, so let&#039;s break it down in chunks and figure out which benefits matter most!&lt;br /&gt;
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====Blessings in a Nutshell====&lt;br /&gt;
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A clear winner if you&#039;re using the Divine Shield aura, with the extra block rate going a long way to make shield paladins indestructible. That benefit isn&#039;t even entirely defensive in nature, just mostly so, since more shield blocks also means more reactive flares. Another strong Blessings benefit is the double plasma flare for Consecrate or Holy Weapon, though that one does really want to also tag team with Summoning lore to make the second flare hit hard and often instead of just often.&lt;br /&gt;
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The extra DS and TD from Mantle of Faith and the extra stamina recovery for Rejuvenation are also good benefits, but, like I implied earlier, the alternatives for your exp have to be considered. Compared to all but the earliest ranks of Blessings, Dodging and Physical Fitness are much cheaper paths to, respectively, more DS and more stamina. There&#039;s no TD alternative, though, so evaluate the entire package of Blessings. More AS from Patron&#039;s Blessing is in a similar boat; it&#039;s quite good, but not as good as maxing Combat Maneuvers, so there&#039;s an order of operations here. (The Blessings AS benefit also isn&#039;t as good as the Religion AS benefit, but the latter only applies if Zealot is your aura.)&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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Extra max health from Vigor via Blessings ranks is a bit frivolous since you already get extra health from just Constitution and Paladin Base training. The Blessings benefit does ramp up pretty quickly, at least, and you can wrangle a good bit of extra health without even trying. If you plan on getting Bloodstone Jewelry, the value of max health drops further.&lt;br /&gt;
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More Fervor damage weighting isn&#039;t too impressive because it starts at a high baseline of 10 even with no lores, so it basically has diminishing returns from the outset. Divine Incarnation Armor similarly starts at a powerful baseline of 50% before lores. Between redux, plate armor, Divine Intervention, potentially a P5 Battle Standard if you have it, and potentially a shield if you have that, the odds of being able to salvage a situation at (say) 70% resistance that you can&#039;t salvage at 50% resistance are extremely low at best. Similarly, it&#039;s not terribly likely that you&#039;d need to activate the emergency mode multiple times per day.&lt;br /&gt;
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The Consecrate benefits &#039;&#039;other&#039;&#039; than secondary flare rate are basically fluff or QoL that saves tiny amounts of mana.&lt;br /&gt;
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Finally, reduced enemy Force on Force with Beacon of Courage is nearly useless in almost all scenarios since paladins are already naturally going to train Multi-Opponent Combat. 50 ranks of MOC and 0 Blessings would already mean no penalty against five creatures with Beacon of Courage up; 100 ranks of MOC and 0 Blessings would mean no penalty against seven creatures.&lt;br /&gt;
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====Religion in a Nutshell====&lt;br /&gt;
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The low-hanging fruit of 25 Religion ranks for Judgment that I mentioned earlier is vital for paladins who use that spell even slightly often. Aside from that early breakpoint, the big win from training Religion for almost any paladin has to be Aura of the Arkati&#039;s EBP debuff to stop creatures from avoiding your attacks. The debuff starts at a pretty low baseline and scales quite well for how strong the effect is.&lt;br /&gt;
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Double strike Divine Incarnation Smite also has extreme killing power against anything crittable, bordering on a guaranteed one-shot when it does hit twice. It&#039;s not &#039;&#039;quite&#039;&#039; guaranteed, but it&#039;s vastly closer to that than not. Still, there is the obvious disclaimer that a 100 SMC paladin can only use Smite 10 times per 10 minutes. The ramp up for how often you get double strikes is also pretty slow, making it more targeted at a far post-cap paladin than anyone else.&lt;br /&gt;
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Religion ranks are to Fervor what Blessings is to Divine Shield: if you&#039;re set on using Fervor, Religion takes that aura to another level with fast scaling and a powerful effect to boot. Many high Religion paladins use Zealot anyway, however; the scaling Religion AS benefits are much more marginal, but they do start from a high baseline of 30 and work on every attack. As ever, high baselines are a double-edged sword. If you&#039;re into Zealot for the AS, consider all options: maxing Combat Maneuvers is a better path to AS than all but the earliest ranks of Religion, so this is what you&#039;d top off with down the road.&lt;br /&gt;
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Same goes for the Higher Vision DS benefit; it&#039;s reasonable and it&#039;s there, but Dodging is more efficient, so max that first. The Blessings DS benefit via Mantle of Faith is also better than the Religion DS benefit via Higher Vision.&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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Extra uses of Divine Word are cool if you cast it often, but potentially useless to players who never resurrect others. You&#039;ll know if it&#039;s valuable to you or not.&lt;br /&gt;
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More TD with Faith Shield is pretty good when it &#039;&#039;is&#039;&#039; good, but excessive in most cases since the baseline +50 is very high already. Even if you do need extra TD, it&#039;s still a spell with a cooldown. On the bright side, the Religion benefit scales pretty quickly before capping off at just 68 ranks. Divine Incarnation Onslaught is another very high baseline at 50% stance ignoring, which should usually get the job done after an Aura of the Arkati even if you had 0 Religion to benefit either spell.&lt;br /&gt;
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More CS for infusing spells from scrolls into your Holy Weapon is actually very powerful in a vacuum since you can put far stronger spells into your weapon than anything in Paladin Base. However, nothing&#039;s in a vacuum, so I hav a small caveat, a medium caveat, and a big caveat. The small caveat is that Religion needs to tag team with Summoning to make this idea work at all since non-native spells count as higher spell levels than they normally would and you can&#039;t infuse them without a good buffer of Summoning. The medium caveat is that, even with up to a +50 CS boost, you still need high baseline CS of your own (via high spell ranks, heavy quartz orbs, and potentially even Transcend Destiny) to get non-native spells into the range of hitting creatures consistently. The big caveat is that regularly sourcing scrolls with killer spells like Dark Catalyst, Divine Fury, or Wither is a royal pain.&lt;br /&gt;
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====Summoning in a Nutshell====&lt;br /&gt;
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Summoning works wonders for Arm of the Arkati, making every melee hit land harder. This is already a premier paladin spell, but it&#039;s especially potent for non-shield builds as big weapons or two weapons reap more benefit from percentage boosts to their offense. I can&#039;t stress enough that even though Arm of the Arkati isn&#039;t nearly as flashy and in your face as Zealot or Fervor, the sheer invisible math of it makes it arguably the most powerful of the three effects. It&#039;s not an aura itself either, so it can stack with one of the auras.&lt;br /&gt;
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As for other Summoning benefits that scale into the endgame, higher crit ranks for the second Holy Weapon or Consecrate plasma flares really raises the power floor on those. However, this benefit does want to operate alongside Blessings lore to increase the odds of a double flare happening in the first place.&lt;br /&gt;
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The first 25-27 ranks of Summoning are also crucial for spell infusion, both in the sense of debuffing creatures (25 ranks) and the sense of being able to infuse Repentance (9 ranks) or Web (27 ranks).&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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More Swift Justice charges for Divine Shield are a decent benefit, but that aura heavily favors Blessings lore overall, so the Summoning benefit is probably only worth thinking about as part of a bigger picture where you&#039;re taking Summoning primarily for other reasons. Even then, while the 40 breakpoint isn&#039;t a big ask, the next breakpoint being at 105 &#039;&#039;is&#039;&#039; a huge commitment.&lt;br /&gt;
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Pious Trial doubles its slow effect at just 25 Summoning, but I don&#039;t encounter many paladins who cast this spell with any regularity. It&#039;s pretty strong, but paladins are loaded with options ranging from very strong to extremely strong, so it can fall by the wayside.&lt;br /&gt;
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Self-cast Aid the Fallen at 20 ranks used to be more useful, but Battle Standard can now do a similar thing with no lore required.&lt;br /&gt;
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Templar&#039;s Verdict extra debuff chances are another hard case of the high baseline blues where you&#039;ll virtually never benefit from having more than the 3 you&#039;d get even with no training.&lt;br /&gt;
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Having a longer window of time for Divine Incarnation Zeal to fire off flares doesn&#039;t seem to have any value since the total number of flares is limited by divine energy, not time.&lt;br /&gt;
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====So What Do I Do?====&lt;br /&gt;
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Whatever you want. Paladin players see viability in virtually any split of lores.&lt;br /&gt;
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===Gear Upgrades: Armor===&lt;br /&gt;
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Even though fancy gear is more a luxury than a necessity for paladins, you might as well upgrade your paladin&#039;s gear eventually if you enjoy them! But how and in what way? This is going to go quickly because I generally think that armor scripts or materials aren&#039;t worth it unless you have a lot of money burning a hole in your pocket. I&#039;ll cover both scripts and materials, but do note that if you want both, it&#039;s 50k more expensive than buying each individually would have been and you generally have to start with the material. (Transmuting an armor from one material to another is only offered for limited periods of time in rotating selections, so you can&#039;t count on its availability. Adding scripts to existing armor is always there at Duskruin.)&lt;br /&gt;
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&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
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* [[Adamantine]]: Has a chance to disarm or break weapons that connect with it, though its minimum weight is 50% heavier than standard armor materials. Its base cost is 40k bloodscrip, so it&#039;s for long-term projects that begin with fairly heavy spending. Non-shield paladins would get better use out of it than shield paladins due to taking more hits. Adamantine can&#039;t be worn until at least level 65.&lt;br /&gt;
* [[Obskruul]]: Has impact flares and a 5 AvD advantage. Not bad as a long-term project since the 5 AvD is the equivalent of an extra 5 enchant that would be otherwise impossible. It&#039;s worth noting that the base cost is 25k bloodscrip, so unless you go to a minimum of a +35 enchant normally, getting the extra 5 AvD via obskruul is a less efficient path than simply enchanting.&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, though shield paladins might potentially get more use out of zelnorn due to taking fewer hits. (On the other hand, rusalkan &#039;&#039;shields&#039;&#039; are much more powerful than the armor, so see those below.) Some contact-based combat maneuvers like Bull Rush can also trigger this.&lt;br /&gt;
* [[Somnis]]: Can put enemies to sleep after they hit you. Great stuff! But is it 100k bloodscrip great? I&#039;d be hard pressed to say so, but I acknowledge that it&#039;s a powerful effect.&lt;br /&gt;
* [[Zelnorn]]: Uses half of what &#039;&#039;would&#039;&#039; be the DS from its enchant as AS instead. If you want to have the highest AS possible, here&#039;s the armor for you! Its base cost is 50k bloodscrip, so, like other materials, it best serves as a long-term project that begins with fairly heavy spending. The big downside is that zelnorn doesn&#039;t allow flares in the ability slot (AKA category B). Zelnorn can&#039;t be worn until at least level 60.&lt;br /&gt;
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&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
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* [[Animalistic Spirit Armor]]: Much more aimed at warriors and open rogues than paladins. The reactive flares are non-damaging knockdowns, which paladins are already good at via Judgment, Shield Trample, or Bull Rush. Revenge Flares have some value, but aren&#039;t at their best on paladins, who have low evade rates. Stamina regen is decent, but expensive compared to buying stamina regen enhancives. Extra DS is fine, but extraneous. This is a fine package, but nothing overwhelmingly must-have.&lt;br /&gt;
* [[Ethereal armor]]: Again, extra DS and a flare chance for crit padding are pretty extraneous to a paladin. If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it.&lt;br /&gt;
* [[Forest Armor]]: Random boosts of 3-5 AS and CS for random durations. Not terrible and this is, if nothing else, one of the cheapest armor scripts around. Worth considering.&lt;br /&gt;
* [[Ithzir Armor]]: Cool abilities involving healing and emergency escape, but not 500k bloodscrip cool.&lt;br /&gt;
* [[Mana-Infused Armor]]: Mana, damage padding, crit padding, AS and CS, and an emergency button to drive creatures out of the room. The AS and CS buff is three minutes of guaranteed +25 AS and +15 CS, which is great. However, it&#039;s 476k bloodscrip to get to that point (and 676k total to also have the emergency button).&lt;br /&gt;
* [[Parasite Armor]]: Health recovery is redundant on paladins due to Rejuvenation. It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip.&lt;br /&gt;
* [[Sprite Armor]]: Extra DS and maneuver defense are extraneous. However, the Sprite Armor wiki page doesn&#039;t adequately cover what &#039;&#039;does&#039;&#039; make this worth considering at its full unlock (and only at its full unlock): it can store up to 900 mana, which you can infuse into it at random amounts by touching the armor (on a five-minute cooldown). You extract the mana at 90% efficiency, which means it&#039;s a mana battery of 810 mana on demand. This would already be pretty cool, but what kicks it up another level is that whatever random amount the game takes when you infuse mana, the armor stores four times that much. Putting this all together: if you touch the armor and the game takes 50 mana from you, it puts 200 mana into the armor, which you can then get back out of the armor as 180 mana. It&#039;s more or less as close to infinite mana as you&#039;re going to get, hindered only by the fact that it takes random amounts of mana and there&#039;s a cooldown. Is all of that worth 115k bloodscrip? You decide.&lt;br /&gt;
* [[Valence Armor]]: Now we&#039;re talking because we&#039;ve come to the first armor script that has damaging reactive flares, which are great since paladins take a lot of hits--and even better for non-shield paladins (or shield paladins not using Divine Shield). Of course, since they &#039;&#039;know&#039;&#039; damaging reactive flares are great, the base armor is 25k bloodscrip, which might feel steep for people without giant stashes of money. If you absolutely must have non-vanilla armor of some sort, I think this is a fine default that&#039;s better than any of the other script options and most or all of the material options, but I do have an alternative suggestion below.&lt;br /&gt;
* [[Voln armor]]: Extra DS, sheer fear protection, crit padding, and an emergency escape button. Nothing a paladin badly needs.&lt;br /&gt;
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&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
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If you absolutely must have non-vanilla armor of some sort, then I think Valence Armor is a fine default script while adamantine or zelnorn are fine default materials depending on whether you favor defense (adamantine) or offense (zelnorn).&lt;br /&gt;
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However, my actual answer to the armor question is simply:&lt;br /&gt;
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* Go to playershops and spend 1-3 million silver on full plate that has flares, then get it upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
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Think about it. You could pay 25k bloodscrip for Valence Armor to have disintegrate flares or 25k bloodscrip for obskruul to have impact flares, just as an example, or you could just buy flares in a playershop for the equivalent of 1-3 million silver. The pay event counterparts don&#039;t exceed the playershop item unless you spend &#039;&#039;even more&#039;&#039; than those base 25k bloodscrip costs to start piling on ability slot flares (Valence Armor) or scripts (obskruul).&lt;br /&gt;
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As always, everything is subject to your budget range. If you want to immediately come in and spend big, that option is there too.&lt;br /&gt;
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===Gear Upgrades: Shields===&lt;br /&gt;
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&#039;&#039;&#039;No script, flourish, or material, but simply cast Consecrate on a vanilla shield&#039;&#039;&#039;:&lt;br /&gt;
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This is where I think you should begin if you&#039;re uncertain or dipping your toe in the water. For 50,000 silver or less, you can get a basic shield at the game&#039;s baseline expectation of +20 enchantment. Even a vanilla shield becomes potent enough in a paladin&#039;s hands due to Consecrate as long as you remember to refresh its plasma flares when they run out.&lt;br /&gt;
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There&#039;s nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later! Just don&#039;t sink silver into too far upgrading such a vanilla shield with Enchant, Ensorcell, or Sanctify; you&#039;re likely to want a better baseline eventually and the silvers spent on those services can be used more effectively elsewhere.&lt;br /&gt;
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&#039;&#039;&#039;Start with a special material&#039;&#039;&#039;:&lt;br /&gt;
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* [[Adamantine]]: Has a chance to disarm or break weapons that connect with it, though its minimum weight is 50% heavier than standard shield materials. Its base cost is 40k bloodscrip, so it&#039;s for long-term projects that begin with fairly heavy spending. Adamantine can&#039;t be used until at least level 65.&lt;br /&gt;
* [[Kroderine]]: Some professions consider kroderine a neat budget way to get triple dispel flares for 30k bloodscrip instead of the 90k it would normally cost. That said, this isn&#039;t what paladins are looking for. Kroderine comes at a +22 enchant and is impossible to further Enchant, Ensorcell, Bless, or Sanctify. You also can&#039;t cast Consecrate on it for double plasma flares and it&#039;s debatable whether triple dispel flares are better than that or, even if so, how much so. Most importantly, though, holding a kroderine shield cuts your maximum mana in half. It&#039;s just too big a price to pay for too little benefit.&lt;br /&gt;
* [[Low steel]]: A high-end expensive option at 300k bloodscrip that inflicts a damage over time (DoT) psychic flare that deals damage and inflicts RT. Any enemy that gets hit by this flare is basically dead--not literally so, but I mean that it&#039;ll be so stalled out in RT that you&#039;ll essentially have won. The cost is steep, but the power is immense. Of course, there&#039;s the lingering question of how much more powerful low steel psychic flares are than the double plasma flares you get for free as a paladin. I wouldn&#039;t blink if someone said ten times more powerful, but it is, of course, difficult to beat free on sheer value!&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. The shield version of this is a lot better than the armor version since offensive shield maneuvers are much more powerful overall than contact maneuvers that use armor, making it easier to fit into your routine without going out of your way. Low steel might be even more powerful still, but unlike with low steel, you can stack the rusalkan flares &#039;&#039;and&#039;&#039; your own double plasma flares from Consecrate. It&#039;s a close call.&lt;br /&gt;
* [[Zelnorn]]: Uses half of what &#039;&#039;would&#039;&#039; be the DS from its enchant as AS instead. If you want to have the highest AS possible, here&#039;s the shield for you! Its base cost is 50k bloodscrip, so, like other materials, it best serves as a long-term project that begins with fairly heavy spending. The big downside is that zelnorn doesn&#039;t allow flares in the ability slot (AKA category B)--and that&#039;s a far bigger downside than its armor counterpart since flares really help shields at least try to keep up in the offense department. Zelnorn can&#039;t be used until at least level 60.&lt;br /&gt;
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Whether you&#039;ll be using materials or not, let&#039;s move on and look at the script options!&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Shield]] script&#039;&#039;&#039;:&lt;br /&gt;
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While Animalistic Spirit&#039;s weapon counterparts are extremely popular even without upgrades, off-the-shelf Animalistic Spirit shields face a few unique challenges due to their default grapple damage. Almost all of the offensive shield maneuvers worth using already knock down creatures, which renders grapple frivolous. That means you need to pay extra to either change the damage type or buy the Revenge Flares unlock, which allows blocking in forward, advance, or offensive stance to fire off grapple flares and knock enemies down passively. Wild Backlash is also a good unlock for paladins, who benefit from both sides of the DS and TD debuff, but the power of Wild Backlash is tied to the unlock tier of Animalistic Fury. The problem with that is that there&#039;s almost difference in the power of the Animalistic Fury flares themselves &#039;&#039;unless&#039;&#039; you change the damage type.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy Shield]] script&#039;&#039;&#039;:&lt;br /&gt;
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The good news is that Energy Shields come in lightning flare variety off the shelf and don&#039;t need an unlock to fire off flares when blocking. (You can choose fire, ice, or impact instead if you want.) The bad news is that both their OTS versions and their unlocks are far more expensive than Animalistic Spirit or Phytomorphic Shields without a corresponding power increase. I love Energy &#039;&#039;Weapons&#039;&#039; and highly recommend them, which we&#039;ll get to below, but can&#039;t do the same for their shield version.&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic_Weapon-Shield|Phytomorphic Shield]] script:&#039;&#039;&#039;&lt;br /&gt;
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Slam dunk shield script. These have default disintegrate flares and unlock paths to simultaneously debuff enemy DS and buff your AS (or debuff TD and buff your CS if you prefer as a toggleable choice), add Disoriented status that makes it more difficult for enemy creatures to cast spells, or both. Since shield maneuvers are frequently setups for a followup weapon attack, these debuffs and status-inducing effects are just what the doctor ordered.&lt;br /&gt;
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Whether you&#039;re looking to spend exactly 10k bloodscrip and no more or for a long-term project, this is &#039;&#039;the&#039;&#039; shield script right now.&lt;br /&gt;
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===Gear Upgrades: Weapons===&lt;br /&gt;
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I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]] with more information on scripts, specifically, but I&#039;ll use this section to cover some personal favorites, flourishes, materials, and paladin-specific considerations for scripts!&lt;br /&gt;
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&#039;&#039;&#039;No script or flourish, but simply bond to a vanilla weapon&#039;&#039;&#039;:&lt;br /&gt;
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Start here. You won&#039;t have trouble finding any weapon base on the cheap and your baseline vanilla weapon will be even better than your baseline vanilla shield due to Holy Weapon and Arm of the Arkati. Again, nothing wrong with starting small; the higher exp of my two paladins actually used two plain eonake war hammers from level 10 to 100 and even for a while beyond before finally upgrading. (I do have to acknowledge that capped hunting in 2017 was a very different thing than capped hunting in 2022 and on.)&lt;br /&gt;
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Just don&#039;t sink silver into too many upgrades on a vanilla weapon with Enchant, Ensorcell, Sanctify, or weighting; get a better baseline to build on eventually. If you really want some middle ground between a starter vanilla weapon and a long-term project piece, then I recommend checking the market and asking around, as people frequently sell vanilla-ish weapons with tons of player services on them at massive discounts when they themselves have outgrown those items and upgrade to bigger and better things. You can then turn around and sell it later when it&#039;s your time to move forward.&lt;br /&gt;
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&#039;&#039;&#039;Create or buy a perfect forged weapon&#039;&#039;&#039;:&lt;br /&gt;
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[[Forging]] your own weapon can eventually create what&#039;s known a perfect weapon, which has 6% better damage factor and +3 AvD compared to vanilla weapons of the same base. This is a time-consuming endeavor that can take weeks or potentially months, but many players find it rewarding to create a weapon that&#039;s truly their own with their crafting mark on it. Paladins are also [[Forging#Profession_Modifiers|among the best at forging]]! That doesn&#039;t mean that they&#039;ll produce a perfect weapon faster than other professions after becoming masters, but rather that they&#039;re likely to become masters slightly faster than other professions. Alternatively, you can potentially buy a perfect forged weapon from someone else, especially if you use fairly common weapon bases.&lt;br /&gt;
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This is a vanilla-ish path that doesn&#039;t look flashy or do anything fancy like scripts, but has comparable power to the un-upgraded version of most scripts and leaves room for expansion to add scripts or flourishes later. The lower exp of my two paladins has been using a perfect forged white ora broadsword from somewhere around the low level 30s to 3x cap. Meanwhile, the higher exp paladin upgraded from her vanilla eonake war hammers to a perfect eonake war hammer and a perfect zorchar war hammer.&lt;br /&gt;
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&#039;&#039;&#039;Start with a special material&#039;&#039;&#039;:&lt;br /&gt;
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Various ores are available at pay events to create weapons from. Let&#039;s briefly review those:&lt;br /&gt;
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* [[Adamantine]]: A much better armor or shield material than weapon material since the weapon version can only disarm or shatter an enemy&#039;s weapon when you parry. Possibly reasonable in the hands of a Parry Mastery warrior for 40k bloodscrip, but paladins don&#039;t have anywhere near their level of parrying ability.&lt;br /&gt;
* [[High steel]]: Extraplanar bane material with 8 crit weighting and anti-Ithzir fade mechanics. There was a time when almost all capped creatures were extraplanar, but that time has been erased with Ascension hunting grounds--at least for now. Even back then, players largely didn&#039;t consider it worth the 150k bloodscrip.&lt;br /&gt;
* [[Kroderine]]: You can&#039;t bond to it with Holy Weapon, making it an automatic non-starter for paladins even disregarding its other disadvantages like being impossible to Enchant, Ensorcell, Bless, or Sanctify. Other professions sometimes regard kroderine weapons as a neat budget way to get triple dispel flares for 30k bloodscrip, but paladins simply have better options in their own toolkit.&lt;br /&gt;
* [[Low steel]]: A high-end expensive option at 300k bloodscrip that inflicts a damage over time (DoT) psychic flare that deals damage and inflicts RT. Any enemy that gets hit by this flare is basically dead--not literally so, but I mean that it&#039;ll be so stalled out in RT that you&#039;ll essentially have won. The cost is steep, but the power is immense. Again, though, you could just be using your own double plasma flares for free, so there&#039;s a question of how much power you need and at what price.&lt;br /&gt;
* [[Pure coraesine]]: I&#039;ve never heard of anyone even attempting to use this with a paladin, which makes sense because I don&#039;t see why they would. Even assuming you can bond to pure coraesine with Holy Weapon, which I&#039;m not certain you can since it&#039;s not blessable, you wouldn&#039;t get your double plasma flares since it has innate air flares that are weaker. It also takes up the script slot. If that&#039;s not enough, it&#039;s also 400k bloodscrip, which means you could have been getting low steel instead with bloodscrip to spare!&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. The weapon version of this is even better than the shield version, which is already a lot better than the armor version, since weapon attacks are the bulk of your offense. Low steel might be even more powerful still, but unlike with low steel, you can stack the rusalkan flares &#039;&#039;and&#039;&#039; your own double plasma flares from Consecrate. It&#039;s a close call.&lt;br /&gt;
* [[Vethinye|Starsong, AKA vethinye]]: A 100k raikhen base cost material that flares disruption. Like rusalkan, the flares are in the material slot, which means you still get your plasma flares! Starsong can be upgraded up to twice for 150k raikhen per upgrade, which can make it flare disruption up to one extra time per upgrade. Fully upgraded, it flares disruption 1 to 3 times; if there&#039;s only one creature against the room, all three flares would hit the same creature, but if there&#039;s more than one, then additional flares would hit other creatures. I&#039;d say the highest value bang for your buck here is the basic 100k flare, but it&#039;s still behind the value proposition of scripts... which in turn are behind the value proposition of perfect forged weapons, which in turn are behind the value proposition of basic weapons. Free is infinitely cheaper than non-free, but non-free isn&#039;t infinitely stronger than free. Ultimately, everything has to be evaluated through the lens of what you want from your endgame weapon and how much you&#039;re willing to spend to get it. If scripts seem expensive to you, starsong probably isn&#039;t the way. If they seem reasonable to you, then consider starting here. If scripts seem &#039;&#039;cheap&#039;&#039; to you, then perhaps look at the more expensive materials like low steel or xazkruvrixis just below...&lt;br /&gt;
* [[Xazkruvrixis]]: The most expensive option at 500k bloodscrip, but this is even more imposing than low steel because its flares simply cause instadeath. That&#039;s it! It takes up the flare slot, so you won&#039;t get your own double plasma flares, but this is obviously better; the question is whether it&#039;s 500k bloodscrip better, which is your call.&lt;br /&gt;
* [[Zelnorn]]: An excellent material for armor and shields, but a terrible material for weapons because it works in reverse: it trades half of the &#039;&#039;AS&#039;&#039; of its enchant for extra &#039;&#039;DS.&#039;&#039; An easy skip that&#039;s not worth 50k bloodscrip.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;[[Ghezyte]] Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
At the time of this writing, there&#039;s no way to start with ghezyte as a base, so it&#039;s not listed above, but I&#039;ll touch on it because I&#039;ve been asked about it in the context of Duskruin transmutation for 100k bloodscrip (when that&#039;s available, which isn&#039;t always). This is purely from a mechanical perspective without regard to RP.&lt;br /&gt;
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In theory, having a DS and TD debuff flare seems good for a profession that uses both AS and CS attacks. It&#039;s also material-based, so you can retain your own bonding flares. In practice, the paladin-specific trouble is that the ghezyte debuff goes into effect &#039;&#039;after&#039;&#039; the AS attack has landed--and you&#039;re a paladin, which at minimum means that an infused spell has &#039;&#039;also&#039;&#039; already landed before the debuff. If you&#039;re using a shield, even more hits have landed: the shield itself, the possibility of shield spikes, the possibility of shield flares, and the possibility of shield script flares if you have those.&lt;br /&gt;
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So the question with ghezyte is how often a creature will survive your first two attack commands (which could be up to four hits via a shield or TWC build plus in the realm of 7-9 flares) if you don&#039;t have the debuff, but won&#039;t survive them if you &#039;&#039;do&#039;&#039; have the debuff. The answer is hopefully not often. Even if it is often, though, you&#039;ll get much more bang for your buck exhausting other avenues like scripts or even the cheaper flourishes than ghezyte.&lt;br /&gt;
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I hinted at this with starsong, but compare those options. Let&#039;s say you&#039;re a shield user. A ghezyte transmute costs 100k bloodscrip. Alternatively, you could spend 102.5k bloodscrip to buy a Phytomorphic Shield for 10k, add max Deciduous Decay unlocks for 75k, add spikes for 7.5k, and buy an OTS Phytomorphic Weapon or Energy Weapon for 10k. This is more or less the most direct price comparison available and it blows ghezyte out of the water. You have three extra flares (counting spikes) and you still have a DS debuff, but, crucially, that debuff comes from the shield, which hits &#039;&#039;before&#039;&#039; the AS attack. The shield also adds an AS buff, which &#039;&#039;also&#039;&#039;  comes into play in time for the AS attack. Then, even in the event that your infused spell kills the creature before the AS attack ever lands, the AS buff isn&#039;t wasted because it carries over to the next creature.&lt;br /&gt;
&lt;br /&gt;
In short: if budget is remotely a consideration, ghezyte is probably not the way, but if budget is no issue, look to the more powerful materials like low steel, rusalkan, or xazkruvrixis.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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Whether you&#039;ll be using forging, materials, neither, or both, let&#039;s move on and look at the script options!&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
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Incredible variety of flavor messaging makes this script very popular among all professions! The default grapple damage type isn&#039;t particularly deadly on its own, but does frequently knock creatures down, which makes for excellent followups. If you find that you tend to lead off battles with [[Repentance (1615)|Repentance]] or [[Judgment (1630)|Judgment]] (or, for that matter, [[Web (118)]]), then the grapple type will be redundant and you might be better served elsewhere; however, if you tend to lead with [[Aura of the Arkati (1614)]], it can be very useful. You can also convert the damage type of Animalistic Spirit, though that&#039;s an extra expense.&lt;br /&gt;
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Wild Backlash is at its best here because paladins can benefit from both sides of its DS and TD debuff, though I caveat that for the reasons described above about ghezyte. However, it&#039;s a lot cheaper and comes attached to Animalistic Spirit already having a damaging flare, so it&#039;ll feel better. There are a lot of intertwined parts here: the degree of the Wild Backlash debuff depends on upgrading Animalistic Fury, but upgrading Animalistic Fury itself requires changing the damage type to see any appreciable power increase. If you do have the budget to change the damage type, upgrade Animalistic Fury, and unlock Wild Backlash, all of that also comes together to kick Revenge Flares up a notch. I said with Animalistic Spirit &#039;&#039;armor&#039;&#039; that Revenge Flares weren&#039;t at their best, but the armor version is only for evade while the weapon version works with evade and parry--plus the weapon version incorporates the Wild Backlash debuff. Even then, paladins aren&#039;t nearly as good at evading and parrying as warriors, but it&#039;s an option to consider depending on budget.&lt;br /&gt;
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Despite a high ceiling of how much you can spend, the entry point is only 10k bloodscrip and the a la carte unlocking paths make upgrading in the future easy and flexible. Still, I&#039;d say paladins have an even better script option from the same creator, so see Phytomorphic Weapons below.&lt;br /&gt;
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&#039;&#039;&#039;[[Blink_weapon|Blink Weapon]] script&#039;&#039;&#039; (price: 750k bloodscrip):&lt;br /&gt;
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Extremely expensive, but almost certainly the most powerful option for any one-handed paladin weapon and even some of the faster two-handed ones. It adds the chance to shoot even more spells out of your weapon while swinging it; compared to the spell infusion from paladin bonding itself, the upsides are that it can even fire off AoE spells like Judgment and doesn&#039;t require recharging, but the downside is that it&#039;s only a flare chance instead of guaranteed on demand.&lt;br /&gt;
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Most paladin players reading this guide because they need advice probably shouldn&#039;t be thinking about Blink Weapons for years, if ever, but I can&#039;t judge if you have tons of disposable income and want immense power immediately!&lt;br /&gt;
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&#039;&#039;&#039;[[Briar_flare_items|Briar Weapon]] script&#039;&#039;&#039; (price: 350k to 360k bloodscrip for T3 (don&#039;t get T1 or T2, which are basically just more expensive grapple flares)):&lt;br /&gt;
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T3 Briar Weapons have grapple flares with a much higher damage ceiling than ordinary grapple flares (including the ones from Animalistic Spirit), also poison the enemy, and furthermore charge an internal counter for an activated ability that gives two minutes of +25 AS. In practice, they recharge so quickly that they usually amount to always having the AS boost.&lt;br /&gt;
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Paladins already have some of the game&#039;s highest AS, so Briar Weapons can be your path to jaw-dropping overkill AS. In practice, it&#039;s usually not a significant mechanical difference, but more for fulfilling a personal need to have the highest number possible. The cost is also high enough that Briar Weapons are another case where most paladin players reading this guide probably shouldn&#039;t be considering them for a long while, if ever.&lt;br /&gt;
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&#039;&#039;&#039;[[Coraesine_Relic|Coraesine Relic]] script&#039;&#039;&#039; (price: 750k bloodscrip):&lt;br /&gt;
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Another alternative to Blink as the strongest possible paladin option. Coraesine relics can flare to swing up to five extra times, though each extra swing consumes 10 stamina and 10 mana until you run out (at which point it won&#039;t be making extra swings). These extra swings are even more powerful for paladins than almost all other professions because of all the extra flares you can get going!&lt;br /&gt;
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In scenarios like boss battles, this is definitely the most burst damage you&#039;ll find anywhere. In normal hunting that lasts longer than a few minutes, though, those costs of stamina and mana are very real and will need support from enhancives and Ascension. Some people will swear by coraesine relics, but I definitely side with Blink Weapons out of the two 750k options.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
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Energy Weapons are one of the only scripts that can come with lightning flares off the shelf, making them an extremely powerful budget option. (You can choose fire, ice, or impact instead if you prefer.) Their upgrade path also potentially has more raw power than comparable scripts, but less versatility. Energy Weapons have three power modes: standard, drained, and surged. You can ignore drained and surged if you want and just stick to conventional flare power. If you&#039;re willing to try the other two, then you can use the weakest form, drained flares, to store energy to unleash the strongest form, surged flares, on demand when you need them.&lt;br /&gt;
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I highly recommend Energy Weapons if you&#039;re looking for something that delivers sheer power off the shelf without going wild on spending, but aren&#039;t a TWC paladin. (If you are a TWC paladin, see Twin Weapons further below.) Higher unlock tiers remain an option because they do improve the power, but only moderately so. If you&#039;re willing to spend a bit more than the 10k OTS cost, but not tons more, then maybe see Knockout/Skullcrusher or Phytomorphic Weapons below.&lt;br /&gt;
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&#039;&#039;&#039;[[Iasha_white_ora_weapon|Iasha Weapon]] script&#039;&#039;&#039; (price range: doesn&#039;t matter because you shouldn&#039;t buy it):&lt;br /&gt;
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I&#039;m only bringing this up to explain that it&#039;s a trap. It&#039;s cheap and it might look aimed at paladins, but Iasha will cut you off from using your own toolkit&#039;s flares in Consecrate or Holy Weapon, which are free, more powerful, don&#039;t add gear difficulty, don&#039;t take up the script slot, and don&#039;t require that the weapon remain white ora forever.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. If you&#039;re using a blunt weapon, it doesn&#039;t get much more powerful than this without costing a ton by getting into Blink Weapon territory. (Honestly, I&#039;d take Knockout over Briar Weapon on a paladin despite the latter costing three and a half times as much. Briar is at its most efficient for archers, where +25 is a greater percentage boost.)&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than Animalistic Spirit. Some people pick Animalistic Spirit for their handwear or footwear and Knockout for the other.&lt;br /&gt;
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As for Skullcrusher flares, see everything I just said about Knockout, because these are mechanically identical and cost the same, but go into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; a script if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Blessings, Religion, or Summoning&#039;&#039;&#039; (price: 400k bloodscrip):&lt;br /&gt;
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This is another very high end offering that&#039;s at the peak of power, this time in the realm of flourishes. While normal flares have a 20% rate, Lore Flares start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. Blessings Lore Flares deal the always-favored lightning damage and increase AS by 10 for 10 seconds, allowing stacks of up to three without refreshing the duration. Religion Lore Flares deal plasma damage and heavy damage over time (DoT) afterward, but only hit the undead. Summoning Lore Flares deal plasma damage and moderate DoT that&#039;s weaker against the living and stronger against the undead.&lt;br /&gt;
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Paladins like all three of their spiritual lores, so reaching 171 ranks in one of them requires either a hefty tradeoff of other lores or heavy investment via enhancives and Ascension.&lt;br /&gt;
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Blessings is pretty clearly the strongest for paladins. Still, as great as lightning is, it&#039;s not such an enormous margin over plasma that it should necessarily throw you off of Summoning if you were training that for the lore&#039;s core benefits. Religion Lore Flares are a bit difficult to justify unless you&#039;re certain you almost exclusively hunt undead. Both of my paladins favor Religion lore to different degrees because I like the core benefits, but if I were to spend on Lore Flares, then I&#039;d go with Blessings anyway for the versatility of hitting everything.&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic_Weapon-Shield|Phytomorphic Weapons]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit script that you can tailor to your liking by altering its messaging with foraged plants. This comes with a default disintegrate damage type, which, while not amazing like lightning, is perfectly suitable for almost all creatures other than water elementals.&lt;br /&gt;
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Phytomorphic Weapons&#039; unlockables are what really make them shine! Arboreal Agony makes the flares also have a chance to add Disoriented status that makes it more difficult for enemy creatures to cast spells. Stopping creatures from casting spells is one of very few things that the paladin toolkit isn&#039;t inherently good at. Deciduous Decay makes its flares simultaneously debuff enemy DS and buff your AS--or, if you prefer, it can debuff enemy TD and buff your CS. You can toggle which one it does. This is noticeably better than Animalistic Spirit&#039;s Wild Backlash in most cases for two reasons: 1) you can specialize at will for the exact needs of your hunting ground, playstyle, and training, and 2) since it&#039;s half-debuff and half-buff, the buff part can carry over to the next creature after your flare kills your original target.&lt;br /&gt;
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If you&#039;re looking to spend exactly 10k bloodscrip and never any more no matter how long you play, then my recommendation remains with Energy Weapons. However, for anyone else looking into midrange gear with a low entry point and room to grow, the a la carte unlocks and high ceiling earn Phytomorphic Weapons my top recommendation for any non-TWC paladin. (Still high honors for TWC paladins, for but up next is my preferred pick for them!)&lt;br /&gt;
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&#039;&#039;&#039;[[Twin Weapons]] script&#039;&#039;&#039; (price range: 7.5k to 117.5k bloodscrip per weapon (minimum 15k total to start)):&lt;br /&gt;
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With the caveat that Twin Weapons are for Two Weapon Combat only, they&#039;re uncontested as the best bang for your buck. Like Energy Weapons, these offer lightning flares off the shelf, which is already an immediately strong starting point. (You can choose fire, ice, or impact instead if you prefer.) Unlike Energy Weapons, the main hand Twin Weapon has one of the best script perks in the game: the ability to flare an entire second swing of your weapon! (Before you start picturing that these are coraesine relics at 2% the price, not quite. The second swing rate ranges from 1% to 7% depending on the unlock tier. On the bright side, unlike coraesine relics, there&#039;s also no mana or stamina cost.)&lt;br /&gt;
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Twin Weapons also have various other perks of temporarily raising AS, DS, or TWC skill. They also have a pretty flexible upgrade path that allows only upgrading the main hand weapon or the offhand weapon depending on which perks you prefer instead of having to spend equal amounts on both. (The main hand perks are far more powerful because of the double swing.)&lt;br /&gt;
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All of this said, I&#039;m talking about sheer power. That&#039;s where Twin Weapons can&#039;t be bested without spending five to fifty times as much. If you want versatility, you might still prefer Phytomorphic, which is completely reasonable.&lt;br /&gt;
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&#039;&#039;&#039;Miscellaneous alternatives: [[Duskbringer_weapons|Daybringer or Nightbringer]], [[Parasitic_Weapon|Parasitic Weapons]], or [[Sprite_Weapon|Sprite Weapons]] scripts&#039;&#039;&#039;:&lt;br /&gt;
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I&#039;d describe this trio of scripts as wonderfully flavorful options. Mechanically, compared to other options strictly in their off the shelf form with no upgrades, they&#039;re about as strong as Phytomorphic Weapons and stronger than Animalistic Spirit due to better damage types, but less strong than Energy Weapons (and especially Twin Weapons for TWC paladins). Where they fall a bit behind is that their upgrade paths are completely linear, bundling aspects into the cost that you might not necessarily want. Still, if you love the flavor of these scripts, I don&#039;t think you can go wrong with any of them. They&#039;re not the best of the best, but they&#039;re still in the ballpark.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. For example, buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, despite the name, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout or Skullcrusher adds 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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Paladins&#039; own profession service is great for just about every profession and even better for paladins themselves!&lt;br /&gt;
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From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.) These flares randomly deal rank 1-7 crits; however, as a paladin-only benefit, there&#039;s a 20% chance that the flare will instead randomly rank 5-9 crits, which is a giant power boost on average. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Second tier Battle Standards create an aura that fires off attacks at nearby creatures every 10 seconds or so for 3 minutes. I mention them here because they have quite a long cooldown until your standard is upgraded to at least tier 5, at which point it&#039;s a mere 15 minutes--basically once per hunt!&lt;br /&gt;
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Lastly, fifth tier Battle Standards can reduce incoming crits while retaliating with an SMR-based flare and sixth tier Battle Standards offer a once-per-day activated ability to &#039;&#039;always&#039;&#039; reduce incoming crits and flare back for the next 30 seconds.&lt;br /&gt;
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Just looking at the above, I could still make the case that Battle Standards are still better for faster attacking professions and builds like monks, bards, and wizards. However, what cinches the deal for paladins is that, as long as they do the most recent cast on their own Battle Standard, it never runs out of charges. In other words, Battle Standards are a permanent upgrade for paladins themselves, but an upgrade with semi-regular upkeep costs for other professions. That&#039;s an enormous difference with this much power!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Every paladin will want one of these sooner or later. Tier 5 at minimum, but tier 6 if you like that ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith_(1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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Bloodstone Jewelry is another great buy for paladins because they get good benefits out of health since they take lots of hits, great benefits out of mana since they cast lots of spells, and great benefits out of stamina since they use lots of maneuvers! They&#039;re truly the total package for paladins.&lt;br /&gt;
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(Caveat: If the paladin is mostly trying to play like a warrior and rarely uses spells, then I&#039;d recommend just buying stamina regen enhancives instead for much cheaper. So much of what makes Bloodstone Jewelry good for paladins is the assumption that they&#039;ll use all three resources out of health, mana, and stamina.)&lt;br /&gt;
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The extra health damage at the fifth tier is another good selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it affects every attack instead of 20% of attacks. On average, you&#039;ll get the Major Bleed effect after every 8.3 attacks.&lt;br /&gt;
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As for the temporary healing, paladins can also make better use out of that than almost all other professions other than warriors and maybe Kroderine Soul monks. TWC paladins or two-handed paladins will get more value than shield paladins, who take fewer hits, but even the latter will still appreciate a mid-hunt refresh!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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For paladins, Bloodstone Jewelry is the second best of the charging-based services. (Not counting Battle Standard since it won&#039;t &#039;&#039;be&#039;&#039; charging-based for the paladins themselves.) Get it some time after you&#039;re done with Lucky Items. More on those below!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like many of the most recent profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for paladins? Well... &amp;quot;not very&amp;quot; would be my answer. The combat-oriented perks only offer tiny improvements to things that paladins already range from good to incredible in. (By contrast, casters see excellent benefit from things like FOF defense and the myriad bonuses to maneuver defense.) That leaves the utility perks like  Swift Recovery and finding children for bounties, but that&#039;s a bit niche for how much it costs.&lt;br /&gt;
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Poisoncraft is typically a selling point for melee characters, but paladins already have tons of flares even without it. I&#039;m a huge advocate of creating more screen scroll, but, in the spirit of being responsible with your silvers, I can&#039;t seriously argue for Poisoncraft unless you&#039;ve already exhausted all or almost other avenues of flares.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Think about Poisoncraft far down the road when you have so many silvers you don&#039;t know what to do with them. Other than that, I can&#039;t justify it for paladins.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves AS while enchanting armor or shields improves DS. The most straightforward of all services and still one of the best! Paladins already have great offense and defense, but making it even greater certainly can&#039;t hurt when it&#039;s their bread and butter.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your gear up to +30. It gets expensive afterward and paladins have the offense and defense for +35 to arguably be excessive and to &#039;&#039;definitely&#039;&#039; be heavily diminishing returns, but if you have to spend silver on something eventually, further enchanting remains an option.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling weapons adds a flare chance for either an AS boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong, but the flares give AS boosts most of the time, which is merely alright for paladins mechanically.&lt;br /&gt;
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Ensorcell evenly scales up its AS bonus; a fifth tier (T5) Ensorcell increases AS by 25 while a first tier (T1) increases AS by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15. For that reason, I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy; you already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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That said, people subjectively place different values on numbers going up, so some players will want T5 Ensorcell for the AS boost! Paladins also have the option of learning the [[Tainted Bond]] maneuver, which effectively doubles the efficiency of Ensorcell by making sure that, if it triggers on an attacks, it&#039;ll also trigger on the next attack. If you do decide on T5 Ensorcell, just make sure to get most or all of your enchanting and sanctification done first since ensorcelling adds much more gear difficulty than the other two gear services.&lt;br /&gt;
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As for Ensorcelling armor and shields, that improves CvA, which isn&#039;t exactly a major paladin weakness, but also isn&#039;t so much of a strength that there&#039;s no merit to it. I wouldn&#039;t prioritize it at all compared to many other services, but it&#039;s probably worthwhile eventually. Like with weapons, though, try to save Ensorcell for last.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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At least T1 Ensorcell on weapons, but I can&#039;t necessarily criticize T5 either. Just don&#039;t go to T5 Ensorcell before Sanctify (if you intend to do Sanctify) or the latter will get excessively expensive due to Ensorcell&#039;s gear difficulty. As for armor and shields, get T5 for them over a very long time horizon.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible. When maxed out, they have a 20% chance of rolling every combat action that you and every combat action taken against you to take the better of two rolls. In case that&#039;s too abstract to understand, the point is that they improve virtually every offensive and defensive aspect of combat.&lt;br /&gt;
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It&#039;s like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue from at least &#039;&#039;&#039;three perspectives&#039;&#039;&#039; that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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The least exciting perspectives (which is saying something because it&#039;s still extremely exciting!) is to say that, on average over an infinite number of combat actions, they&#039;re 3 better than they would have been. In other words, on average, 3 more AS, 3 more DS, 3 more CS, 3 more TD, 3 more SMR offense, and 3 more SMR offense. It really is a lot of benefit from a single item!&lt;br /&gt;
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The most exciting perspective involves considering best case scenarios like your offensive 1 roll becoming a 100 roll or an enemy&#039;s open roll SMR instadeath attack becoming a normal roll that doesn&#039;t even connect. While these events are comparatively rare, they do happen more often than you might think due to how many combat actions you see in a typical day of hunting.&lt;br /&gt;
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The middling perspective involves looking at probabilities. There&#039;s roughly a 5% chance that an enemy SMR attack will be an open roll. To put that in perspective, it&#039;s more likely that not (a ~51.23% chance) that you&#039;re going to get open rolled within 14 enemy SMR attacks. However, with a maxed out Lucky Item, it&#039;s only more likely than not (a 50.04% chance) that you&#039;re going to get open rolled by the time creatures have thrown &#039;&#039;17&#039;&#039; SMR attacks at you. Looking at it another way, let&#039;s say creatures throw exactly 20 SMR attacks at you. Under normal conditions, there&#039;s a 64.2% chance that at least one of them will have been an open roll; with a maxed Lucky Item, it&#039;s only a ~55.8% chance.&lt;br /&gt;
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Even if you ignore a best case scenario like turning an open roll into an outright miss, it&#039;s still a &#039;&#039;great&#039;&#039; case scenario to turn an open roll into a non-open roll--and that&#039;ll happen a lot!&lt;br /&gt;
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Even better yet, that the benefit of Lucky Items is so abstract and mathematical that many players don&#039;t actually understand it (nor does the game openly show what &#039;&#039;would&#039;&#039; have happened if not for the Lucky Item), so you can almost always get away with paying extremely little for a ludicrously powerful service.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Simply fantastic service for paladins, especially at the prices you&#039;ll probably pay.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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The benefits of +5 bonus to a stat are moderate at best for paladins. Standout options include:&lt;br /&gt;
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* Strength to increase AS and decrease encumbrance (particularly notable for small races)&lt;br /&gt;
* Agility or Dexterity to reach an Agidex threshold (Agility gives more maneuver defense, but Dexterity gives crit weighting)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to increase CS&lt;br /&gt;
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That&#039;s for now. &#039;&#039;&#039;In the future,&#039;&#039;&#039; Mystic Tattoos are going to get a significant buff; at the time of this writing, the current proposal is that you&#039;ll also be able to pick a skill to get +10 bonus to, have flares to double the stat and skill bonus, have a cooldown-based activated ability to double the stat and skil bonus, and ignore enhancive limits. When such time comes, recommended skills include weapon skills, Combat Maneuvers, or lores.&lt;br /&gt;
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For now, Mystic Tattoos are fine for paladins, albeit not a priority.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Pick it up on the cheap when you can and after getting many other services and gear upgrades.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area. There&#039;s a case to be made for getting one or two resistances worked on pre-cap, but I&#039;d usually say that pre-cap creatures aren&#039;t deadly enough on average to make it a priority.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds. Before cap, think about it if you can get it cheaply or know that you&#039;ll be dealing with a specific damage type for a long while.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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On a weapon, the first five tiers of Sanctify add AS against undead while the sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit. The first five tiers also negate undead damage resistance, but that&#039;s generally irrelevant on a paladin weapon because Holy Weapon or being a holy armament already eliminates that; it would only help something like a Two Weapon Combat paladin wielding a non-holy offhand weapon.&lt;br /&gt;
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On a shield or armor, the first five tiers of Sanctify add DS, TD, and sheer fear protection against undead while the sixth tier once again adds a holy fire flare. The sheer fear protection is minimally useful since paladins already have their Dauntless spell, so even without being in Voln nor having Sanctify, they&#039;d need to be hunting undead fourteen or more levels higher to get hit by fear in the first place. That&#039;s not happening outside specific Ascension hunting grounds.&lt;br /&gt;
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For weapons and shields, the sixth tier of Sanctify is amazing because the holy fire flares are extremely powerful if you spend any time at all hunting undead. The question is just whether you&#039;re willing to pay for the subdued value of the first five tiers to get there. 10 AS, 10 DS, and 6 TD aren&#039;t nothing, but like I keep saying, paladins don&#039;t have trouble with sheer AS or DS numbers even without.&lt;br /&gt;
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For armor, the reactive holy fire flares are still good if you get a lot. They&#039;re a bit better on non-shield paladins who take more hits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Paladins get comparatively less benefit from the main tiers than most professions due to already having holy weapons, so, in my opinion, either commit to seeing through the entire holy fire path for the awesome flares at the end of the rainbow or don&#039;t bother sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
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Crit weighting is always a great buy for melee characters, especially up to the 5 CER (50 services) mark. Afterward, scaling costs kick in and it&#039;s twice as much per CER to 10, then three times as much (as the original rate) per CER to 15, four times as much per CER to 20, and ten times as much per CER to 40. That&#039;s all notwithstanding the added gear difficulty; 10 CER is just 100 gear difficulty, but 15 is 225, 20 is 400, and it adds up fast. Many people stop at 10 CER, if that high, for pragmatic reasons.&lt;br /&gt;
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As for paddings, paladins join warriors as are one of the two professions that can get pretty good use out of crit padding and damage padding alike. The benefits of crit padding are obvious in just reducing instadeath one-shots or hard hits that begin death spirals, but damage padding needs more elaboration. With paladins&#039; redux and full plate, they don&#039;t take extremely hard individual hits all that often, but the first 5-6 CER of damage padding can save them from getting plinked to death by enemy mstrikes.&lt;br /&gt;
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5 CER of damage padding is a reasonable stopping point due to scaling costs above there; 6 CER of damage padding is also reasonable because it always reduces exactly 6 damage per hit, but 7 or more CER randomizes between 6 and its maximum range. For example, if you have 7 CER damage padding, the game will reduce 6 damage half the time and 7 damage half the time; if you have 10 CER damage padding, it&#039;ll reduce a hit by 6, 7, 8, 9, or 10 damage each 20% of the time. Some players don&#039;t like the psychology of knowing they&#039;re not always getting full value. You can still do it if you have silver to burn, though!&lt;br /&gt;
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Whatever you decide on weighting and padding, it&#039;s still almost always cheaper to wait for the automated WPS smithy that comes around every couple of months than to pay warriors. It is, however, &#039;&#039;faster&#039;&#039; to pay warriors, so it depends on your patience level.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get weighting and padding and get it pretty, but probably not from warriors unless unless a friend or alt is providing it for free or near-free. Use the much more affordable WPS wagon and get to at least 5 CER on your weapon and armor.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Enchant gear up to +30 quickly&lt;br /&gt;
* Battle Standard up to P3 as soon as you&#039;re capable of doing it&lt;br /&gt;
* Ensorcell weapon to T1 relatively quickly&lt;br /&gt;
* Weighting to 5-10 CER over time, but start early (via WPS wagons, not warriors)&lt;br /&gt;
* Padding to 5-6 CER or even 5-6 CER of each type over time, but start early (via WPS wagons, not warriors)&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Either Sanctify weapons and armor all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Bloodstone Jewelry when you can spare funds and still handle all of the above&lt;br /&gt;
* Battle Standard up to P5 as soon as you&#039;re capable of doing it&lt;br /&gt;
* Mystic Tattoo when you can spare funds and still handle all of the above&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly enchant gear past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell armor over time, if ever&lt;br /&gt;
* Sanctify armor very far post-cap when hunting Ascension grounds&lt;br /&gt;
* Slowly Ensorcell weapons past T1 over time, if ever&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
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Congratulations, you&#039;ve got two or even three caps worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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When you should start heavily devoting a percentage of exp into [[Ascension]] Training Points is a matter of great debate that&#039;s beyond the scope of this guide. &#039;&#039;Within&#039;&#039; the scope of this guide, however, is the question of what you do with them whenever you&#039;ve started.&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So, whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Reduced RT at various Agidex thresholds, increased maneuver defense every two ranks, increased evade chance, and between +0.6225 DS (full plate with no shield) and +0.33615 DS (full plate with tower shield) in offensive per two ranks. Highly recommended for aelotoi, dark elves, forest gnomes, half-elves, sylvans, erithians, or humans since their natural, unenhanced Agidex is a mere 6 bonus away from the next reduced RT threshold. Split gains between Agility and Dexterity for the most efficient path.&lt;br /&gt;
* &#039;&#039;&#039;Blunt/Edged/Polearm/Two-Handed Weapons&#039;&#039;&#039;: +1 AS per rank. Get it if you like numbers going up, but I&#039;d argue that at least the first four ranks of Dexterity and first 10-20 ranks of Stamina Regeneration are actually better for offensive power.&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 AS per two ranks and increased maneuver offense and maneuver defense every rank (but half as much defense increase as Agility, so basically the same rate per two ranks). A solid pickup after sinking 5-50 points each into more important things like your weapon skill, Agidex, and Stamina Regeneration.&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Reduced RT at various Agidex thresholds, increased crit weighting, and increased maneuver defense every two ranks (but half as much increase as Agility). Highly recommended for all paladins this time due to the weighting, but still &#039;&#039;even&#039;&#039; more recommended for the races listed under Agility due to the reduced RT threshold. Split gains between Agility and Dexterity for the most efficient path.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: Increases evade chance and adds between +0.6225 DS (full plate with no shield) and +0.33615 DS (full plate with tower shield) every rank. Note: that&#039;s every one rank, not every two ranks like Agility. Improving Dodging is more one-dimensional than improving Agility, but it&#039;s at least worth considering. It&#039;s probably more worthwhile for a dwarf or giant paladin than most other races since they take a minor hit to DS from their race-based Agility penalties, but even then, I&#039;d personally rather just take Agility for its more multifaceted benefits even though the DS gains are  slower.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: Get it for exp whenever you get bored of the diminishing returns grind of having trained other Common Ascension skills. Aelotoi, dwarves, erithians, forest gnomes, halflings, and humans might want to pick this up sooner than others; Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, so 35 Logic bonus is an especially attractive target as a multiple of both. These races&#039; natural Logic boost brings them to 30 already, so 15 ATPs into Logic gets them to the 35 mark.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction of 2 pounds per rank. Definitely one to at least to consider for sheer QoL if your paladin isn&#039;t a giant, half-krolvin, or dwarf who can carry things for days.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: Another option for increasing DS, this time at 0.433 DS per rank for a tower shield or 0.383 DS per rank for a large shield. The best DS gains you&#039;ll get out of Ascension, though it&#039;s a pretty one-dimensional benefit to most other things&lt;br /&gt;
* &#039;&#039;&#039;Spirit Mana Control&#039;&#039;&#039;: This is here for one reason only: spell infusion with high mana cost spells. Every 2 SMC bonus lets your bonded weapon hold 1 more mana over the baseline of 30. The unenhanced paladin max of 201 SMC bonus holds 130 mana, which is good for 8 charges of Repentance, but putting 13 ATPs into 9 ranks of SMC brings that up to 9 charges, reducing the amount of time you&#039;d have to spend refreshing your bonded spell.&lt;br /&gt;
* &#039;&#039;&#039;Spiritual Lores&#039;&#039;&#039;: I can only give general advice here: look into your spells and figure out if any thresholds are close enough to be quick wins from doing some Ascension training. Definitely max out lores with normal exp before even considering this route in Ascension, though.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: The most universally powerful option. Meeting Agidex thresholds is still more powerful for the races who can do that, but 10-20 ranks of Stamina Regen adds a degree of combat flexibility that will make far more of a difference than the equivalent in AS would.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 AS per two ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks. You also need 31 or more Strength bonus for the CLENCH MUSCLE command to show off your powerful muscles! For most races, I&#039;d put this in the same tier of value for your ATPs as Combat Maneuvers; you&#039;ll want it eventually, but many other things are more important. Gnomes and halflings might want Strength a lot sooner than most, though.&lt;br /&gt;
* &#039;&#039;&#039;Wisdom&#039;&#039;&#039;: Great for helping spells land in Ascension areas, but unnecessary in non-Ascension capped hunting. If you want it, you&#039;ll know you want it.&lt;br /&gt;
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I&#039;ll also give &#039;&#039;&#039;Trading and Influence&#039;&#039;&#039; their own segment since it&#039;s complicated. The following assumes that A) you&#039;ve already maxed Trading in normal exp (if you haven&#039;t, do that instead since it&#039;s much cheaper exp-wise) and B) you took my advice and tanked Discipline or Intuition, not Influence.&lt;br /&gt;
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* Half-elves and giants can put a mere 4 ATPs into 4 ranks of Trading to max out silver gains at 28%.&lt;br /&gt;
* Sylvans and humans can spend 13 ATPs total across 7 ranks of Trading and 4 ranks of Influence to max out at 28%.&lt;br /&gt;
* Aelotoi, burghal gnomes, dark elves, forest gnomes, halflings, and half-krolvin can put a mere 2 ATPs into 2 ranks of Trading to bump up to the next tier of silver gains! ...though the bad news is that that next tier is &#039;&#039;27%&#039;&#039;, not 28%, due to their Influence penalties. Getting them to 28% requires 18 ATPs total across 11 ranks of Trading and 6 ranks of Influence.&lt;br /&gt;
* Dwarves are the worst off here, as they&#039;d need 9 ATPs total across 5 ranks of Trading and 4 ranks of Influence to reach 27%. For 28%, it&#039;s 41 ATPs total across 15 ranks of Trading and 8 ranks of Influence.&lt;br /&gt;
* Elves and erithians reach 28% with no Ascension Trading or Influence. In fact, they can even stop normal exp Trading itself at 201 ranks instead of 202.&lt;br /&gt;
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Now that we&#039;ve covered all the Common Ascension skills, let&#039;s move on to the big Elite Ascension skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is the Goal&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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After you&#039;ve spent 150 ATPs in Common, you can begin spending 10 or more ATPs per rank of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;usually relevant to paladins in green&amp;lt;/font&amp;gt; and &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;possibly&#039;&#039; relevant to paladins in blue&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* Automatic Success of Certain Spells&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* UC - Tier Up Probability&lt;br /&gt;
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Let&#039;s break these benefits down further since they range from minor to major.&lt;br /&gt;
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* Increased CS is a big one. Non-Ascension capped hunting and pre-cap hunting doesn&#039;t assume that paladins are heavily pushing spell training, so creatures are designed to be pretty easily hittable. Ascension creatures live in a very different world, metaphorically speaking, and you&#039;ll want all the CS you can get.&lt;br /&gt;
* Improving EBP is a great defensive benefit. Offensively, it&#039;s a bit less potent since paladins already have Aura of the Arkati to debuff enemy EBP, but this is still good!&lt;br /&gt;
* More FOF defense is helpful since paladins are frontline tanks, but don&#039;t have a natural 2x MOC cap to mitigate as much DS pushdown from swarms as warriors and monks do.&lt;br /&gt;
* Sheer fear resistance isn&#039;t useful to paladins pre-cap because undead need to be at least 14 levels above them to inflict it due to Dauntless--or 17 levels above if they&#039;re Voln paladins. Ascension hunting in the Hinterwilds actually has undead that spawn anywhere from level 103 to 119, though, which means that a non-Voln paladin either needs tier 5 sanctified armor or some Transcend Destiny to avoid sheer fear entirely. Even a Voln paladin still needs tier 2 sanctified armor (or a tier 4 sanctified shield) or Transcend Destiny to avoid it. Other Ascension areas&#039; undead aren&#039;t quite that high level, though, so I&#039;ve only highlighted this Transcend Destiny benefit in blue.&lt;br /&gt;
* Paladins have plenty of SMR-based offense to capitalize on with Transcend Destiny: their combat maneuvers, shield maneuvers, Excoriate, and 1650 Smite.&lt;br /&gt;
* Paladins don&#039;t have plenty of SSR-based offense; in fact, they have none. However, the Voln society does have the extremely powerful Symbol of Sleep, so I highlighted this in blue.&lt;br /&gt;
* TD is another big benefit in the post-cap world of spell sever, where paladins--and everyone else--will get hit by enemy CS spells regularly. Even though paladins can just beseech away most hard hits, it&#039;s better not to get hit if they can help it!&lt;br /&gt;
* Better offhand hit rate for Two Weapon Combat against overleveled creatures is another excellent benefit in the Ascension world. Ordinary 202 max TWC ranks allows guaranteed offhand hits against up to level 105 creatures, but they do get much bigger than that now!&lt;br /&gt;
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Transcend Destiny is a slog after the first few ranks, no doubt, but every rank is a huge payoff. When the time comes, train it and love it!&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
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* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
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The bolt AS is near worthless, but the CS is alright for making some spells land a little more reliably. Other CS-related Gemstone properties are much stronger, though! Fine placeholder property as you look for better ones.&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
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Pretty good reactive AoE flare since many paladins take a lot of hits (though shield paladins take less of them than TWC or two-handed paladins). I wouldn&#039;t necessarily recommend keeping this in the long run, but it&#039;s a solid placeholder. (Please note that a rank 2 critical isn&#039;t the same as a rank 2 wound; almost all rank 2 criticals only deal rank 1 wounds.)&lt;br /&gt;
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&#039;&#039;&#039;Channeler&#039;s Edge&#039;&#039;&#039;&lt;br /&gt;
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 When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
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Now we&#039;re talking real CS-related benefits! This is basically 333% as powerful an effect as Arcane Intensity for the purposes of Templar&#039;s Verdict, Repentance, and Judgment, assuming your spell does land. Arcane Intensity &#039;&#039;is&#039;&#039;, however, infinitely more powerful for the purposes of Aura of the Arkati, which only cares about whether the spell connects at all.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
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 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
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Excellent property if you ever use Wall of Force and even better still if you &#039;&#039;also&#039;&#039; use Faith&#039;s Shield.&lt;br /&gt;
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&#039;&#039;&#039;Focused Storm&#039;&#039;&#039;&lt;br /&gt;
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 You gain a Focused Storm effect for each kill. Stacks up to 3 times. When your warding spells are successful, the endroll is increased by 2/3/4 per Focused Storm effect. Focused Storm falls off after 30 seconds without making a kill.&lt;br /&gt;
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120% as good as even Channeler&#039;s Edge since now the phantom endrolls go to +12 instead of +10. If you&#039;re looking to boost your magical power (which not every paladin is!) because you cast Judgment or Repentance a lot, this is a top tier among Common Gemstone properties.&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Defender&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
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Straightforward defense boosts. I don&#039;t think paladins need much more in the way of defense, but if you want to keep tiptoeing toward invulnerability, this is one option!&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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Straightforward physical offense boost. It&#039;s not going to knock your socks off, but it&#039;s a good, simple staple that virtually every paladin will love.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
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 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
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Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Goes particularly well with Defense of the Faithful&#039;s Beacon of Courage effect in a group setting. Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
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 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
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This might be the highest ceiling Gemstone property of all. You&#039;ll need to stack some additional stamina regen from enhancives or Ascension to make it do truly busted things, but if you do it, the pot of gold at the end of the rainbow is recovering 50-90% of your stamina every minute so you can blast away wildly with Chastise, Spin Attack, and weapon techniques while still feeling like you never run out of stamina.&lt;br /&gt;
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In other words, you can think of Stamina Prism as indirect means to reduce your RT by freeing you to used reduced RT abilities more often. Strike like lightning!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
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Another top tier Common Gemstone property. In fact, it&#039;s probably &#039;&#039;&#039;the&#039;&#039;&#039; top tier Common Gemstone property because it&#039;s great for all paladins universally. No enhancives or Ascension needed like Stamina Prism, no specific build needed like its CS counterpart Focused Storm. Just destroy everything in sight with incredible force by virtue of having Storm of Rage.&lt;br /&gt;
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This property is amazing for every melee build of every profession, but even slightly more for paladins because damage factor buffs stack multiplicatively. Let&#039;s say you have 45 Summoning lore so your Arm of the Arkati spell grants +16% DF, then you get a maxed Storm of the Rage for +15% DF. Your resulting DF isn&#039;t 131%, but rather 100% * 115% * 116%* = 133.4%.&lt;br /&gt;
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&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
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Mini-Storm of Rage, but even mini-Storm of Rage is still amazing. Again, these buffs also stack multiplicatively, so get more of them! As for the downside of attacks hitting you harder, it&#039;s not that big a deal when you&#039;re a paladin protected by plate and redux.&lt;br /&gt;
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&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
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 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
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If you use swords, this is reasonable in tandem with the Slashing Strikes buff from Flurry active. The main problem here, despite being another DF booster, is that paladins don&#039;t have a way to force Major Bleed to happen on demand like some other professions. It&#039;s not exactly excellent here, but still a decent placeholder to use for a while if you find it.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
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I definitely wouldn&#039;t recommend this taking one of your three rare slots as your endgame unless you&#039;re completely set on being as close to invulnerable as possible, but if you happen to get one, it&#039;s a solid placeholder to use for a while.&lt;br /&gt;
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&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
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A very high quality Gemstone property that can pile on tons of damage, especially in boss battle scenarios or against particularly high health creatures. Unlike normal flares, Blood Boil flares can&#039;t outright kill on their own, nor can you land several of them on the same creature. Still, the sheer health damage will frequently exceed more conventional flares unless the creature is already very weakened.&lt;br /&gt;
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&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;&lt;br /&gt;
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 You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
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With no pun intended, this is sneaky good--but you do have to train Ambush to get full value. It doesn&#039;t require Stalking and Hiding training and simply auto-hides you, which is defensively useful, but the real benefit is that you can attack afterward &#039;&#039;from&#039;&#039; hiding with stance pushdown and crit weighting against the foe.&lt;br /&gt;
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However, the &#039;&#039;even more&#039;&#039; real benefit is that the game might do this on its own if you&#039;re using an assault technique or AoE technique. For example, you might get auto-hidden after the first attack of your assault, then the second automated attack of your assault will have the pushdown and weighting.&lt;br /&gt;
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An extremely powerful effect &#039;&#039;if&#039;&#039; you&#039;re willing to spend the exp on Ambush for it.&lt;br /&gt;
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&#039;&#039;&#039;Channeler&#039;s Epiphany&#039;&#039;&#039;&lt;br /&gt;
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 When your warding spells are successful, the endroll is increased by 2/4/6/8/10. Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
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This is the rare version of Channeler&#039;s Edge. On average, it works out to a boost of 12 instead of 10. You &#039;&#039;can&#039;&#039; stack them, so it&#039;s still better than Greater Arcane Intensity (coming up shortly in this list), but I&#039;d only recommend it as a long-term rare if you intend to be a very, very magic-heavy paladin.&lt;br /&gt;
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&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
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 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
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A universal 5% chance to avoid and (to an extent) counter AS attacks is pretty solid stuff. If you&#039;re bent on nigh-invulnerability or if you want to somewhat counteract the DS disadvantages of two-handed paladins or TWC paladins, go for it. For everybody else, players attack much more often than they &#039;&#039;get&#039;&#039; attacked, so a defensive benefit would need to be extraordinary to close that gap compared to an offensive benefit.&lt;br /&gt;
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&#039;&#039;&#039;Grace of the Battlecaster&#039;&#039;&#039;&lt;br /&gt;
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 Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
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Very subjectively powerful effect depending on how much you hate spell hindrance and would like to get it from 3% to 0%. I probably don&#039;t even have to say anything more; most people read that effect and either instantly fall in love or instantly write it off as pointless.&lt;br /&gt;
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&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
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A reasonable placeholder like its common counterpart. These are much better for bolting wizards than paladins; paladins generally only need a 101 endroll, as their spells don&#039;t scale particularly well (if at all in some cases) with higher endrolls.&lt;br /&gt;
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&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
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 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
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Top notch rare Gemstone property that&#039;s universally powerful for every profession. Like I said toward the start of the guide, flares are high variance, but the more of them you can chain together, the more likely it is that one of them will get the job done. Simple, clean power.&lt;br /&gt;
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&#039;&#039;&#039;Lost Arcanum&#039;&#039;&#039;&lt;br /&gt;
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 1 additional spell on you is protected from Spell Sever.&lt;br /&gt;
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Pretty good option, albeit a bit mechanically dull. I wouldn&#039;t exactly recommend it as the endgame for any paladin, but it&#039;s always at least as good as the third best spell that you&#039;d want it in spell sever that you normally can&#039;t have. Very good placeholder.&lt;br /&gt;
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&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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Journeyman Tactician, but twice as powerful. Needless to say, that&#039;s excellent in a vacuum!&lt;br /&gt;
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However, it&#039;s not in a vacuum. Part of what makes Journeyman Tactician such an easy recommendation is that you can have up to seven commons for your endgame list (or even as many as ten commons if you somehow decided that you were okay with having no rares or legendaries). You can only have up to three rares, so make sure that Master Tactician is among your top three (or at least close) before committing to using it long-term.&lt;br /&gt;
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If you&#039;re a TWC paladin, I think this is a pretty slam dunk pick because it does boost both weapons. If you&#039;re not a TWC paladin, then it&#039;s still good, but see Relentless just below for an alternative...&lt;br /&gt;
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&#039;&#039;&#039;Relentless&#039;&#039;&#039;&lt;br /&gt;
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 When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again. The triggered attack can hit or miss as normal.&lt;br /&gt;
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Another stellar rare and a perfect example of why I was expressing caution about leaping to Master Tactician. 10 AS is great, but 25% retry chance on a missed attack is better on a shield paladin or two-handed paladin. Since they&#039;re attacking half as often as a TWC paladin, a missed attack is twice as punishing.&lt;br /&gt;
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Looking at it another way, turning a miss into a hit is infinitely better than turning a hit into a fractionally stronger hit. That won&#039;t always happen, as sometimes the creature will dodge the second try too, but the upside is too great to ignore when it works.&lt;br /&gt;
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All that said, Relentless isn&#039;t in a vacuum any more than Master Tactician is. If you regularly hunt with a warrior using Carn&#039;s Cry or a cleric casting Censure, for example, then you&#039;re already not missing much against immobilized creatures. Even if you hunt solo, there&#039;s also the question of how drastically your own Aura of the Arkati reduces enemy EBP depending on your  lore training. Consider everything in its context!&lt;br /&gt;
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&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
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I&#039;m only mentioning this to say that, no, unfortunately, it doesn&#039;t trigger from infused spells. If it did, I&#039;d call this no contest the best rare property for paladins. It also doesn&#039;t trigger from AoE spells like Judgment. If it did &#039;&#039;that&#039;&#039;, I&#039;d call it no contest the best rare property for particularly magic-heavy paladins.&lt;br /&gt;
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Still, caveats aside, Serendipitous Hex remains extremely powerful for paladins &#039;&#039;if&#039;&#039; they actually cast single-target spells like Web or Repentance on their own without spell infusion. That&#039;s an enormous if, though. If you&#039;re among the ones who do, then here&#039;s a strong contender for your endgame.&lt;br /&gt;
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&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;&lt;br /&gt;
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 You instantly regain all of your spirit. Cooldown: 60/40/20 mins.&lt;br /&gt;
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If you cast Divine Word even decently often or if you just plain hate long recovery time after death (especially looking at you low spirit recovery elves and dark elves!), I really like Spirit Wellspring as a toolkit option.&lt;br /&gt;
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I can&#039;t recommend it for your endgame combat setup, but just having this around to equip when needed is cool and you don&#039;t even have to upgrade it to get most of its value, nor do you have to luck into finding a Spirit Wellspring with a good common. Just having this rare already makes the Gemstone perfectly useable!&lt;br /&gt;
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(Note that you can&#039;t unequip a Gemstone while it&#039;s still on cooldown, so upgrading can still be worth it just to reduce that cooldown and allow swapping back to your other combat-oriented Gemstones more quickly.)&lt;br /&gt;
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&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
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 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
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It&#039;s definitely not flashy, but small race paladins or anyone who regularly uses Armor Support as their armor specialization of choice might like this. For everyone else, I&#039;d personally consider it a good placeholder, at absolute least.&lt;br /&gt;
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&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
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From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
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 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
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Easily the most powerful legendary property for paladins of just about any kind. It&#039;s a 10% double attack chance on every attack! Do I even have to say more?&lt;br /&gt;
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If you&#039;re playing the long game, I say get Mirror Image at all costs. However, if you happen to find a different legendary that&#039;s also solid for paladins and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
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&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
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If Serendipitous Hex already sounded good to you, here&#039;s the far superior version of it! The same caveats do apply, though: no triggers from infused spells or AoE spells. If this is strong for you, it&#039;ll be incredible for you. It&#039;s just that there are many paladins for whom it&#039;s basically pointless.&lt;br /&gt;
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&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
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 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
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Extraordinary general purpose power for any solo hunter (of any profession) or a group hunting paladin who casts Defense of the Faithful to draw all attacks toward them, maximizing the flare value. Randomly killing enemy creatures by standing in the same general vicinity is pretty good!&lt;br /&gt;
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====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
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By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here&#039;s my ideal layout for a traditional unarmed combat monk in descending order of priority.&lt;br /&gt;
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Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Polearm or Two-Handed Weapon Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Relentless (rare 1 of 3)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Chameleon Shroud (rare 2 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 3 of 3, but Defensive Duelist, Grace of the Battlecaster, and Master Tactician are similarly powerful for two-handed weapons; would definitely take Infusion for polearms due to Radial Sweep, however)&lt;br /&gt;
# Ephemera&#039;s Extension (common 3 of 7)&lt;br /&gt;
# Taste of Brutality (common 4 of 7)&lt;br /&gt;
# Journeyman Tactician (common 5 of 7)&lt;br /&gt;
# Burning Blood (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Shield Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Relentless (rare 2 of 3)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Blood Boil (rare 3 of 3)&lt;br /&gt;
# Taste of Brutality (common 3 of 7)&lt;br /&gt;
# Journeyman Tactician (common 4 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension (common 5 of 7)&lt;br /&gt;
# Journeyman Tactician (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Two Weapon Combat Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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# Mirror Image (the legendary)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Blood Boil (rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Master Tactician (rare 3 of 3, but Grace of the Battlecaster and Relentless are similarly powerful)&lt;br /&gt;
# Taste of Brutality (common 3 of 7)&lt;br /&gt;
# Journeyman Tactician (common 4 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension (common 5 of 7)&lt;br /&gt;
# Burning Blood (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Odds and Ends==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: paladins, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s only one topic in this section for now, but it&#039;s a relevant one since paladins have some of the game&#039;s best group spells.&lt;br /&gt;
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===Hunting Partner Tactics and Synergy===&lt;br /&gt;
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Who do paladins team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
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* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer. Between that and paladins&#039; Aura of the Arkati, virtually everything will roll over to the duo&#039;s overwhelming offense. Warriors also get immense benefit from paladins&#039; Arm of the Arkati and potentially any of the three paladin auras, depending on what the warrior is doing. Conversely, paladins will enjoy an AS boost from Seanette&#039;s Shout or Coup de Grace.&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and Zealot can make their ambushes that much more potent. It&#039;s not overwhelming synergy, but it exists.&lt;br /&gt;
* &#039;&#039;&#039;Monks&#039;&#039;&#039; offer [[Mind Over Body (1213)|Mind Over Body]] stamina reduction or a [[Focus Barrier (1216)|Focus Barrier]] DS boost, either of which paladins put to great use. In turn, the Fervor aura or Judgment knockdown really power up monks.&lt;br /&gt;
* &#039;&#039;&#039;A paladin duo&#039;&#039;&#039; doesn&#039;t have any major synergy, as most duos of the same profession don&#039;t, but using two auras will at least be a notable power boost almost no matter which two auras or on which two builds. Even in the worst case where one paladin isn&#039;t using a shield and the other is using Divine Shield, they do still both get benefits!&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. On the paladin&#039;s end, melee rangers should love Zealot and Arm of the Arkati from their partner, along with armored casting or armored fluidity. Archer rangers, however, get very little from paladins other than perhaps Fervor.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; pair extremely well with paladins since Song of Tonis is the game&#039;s best group buff and has extreme synergy with Arm of the Arkati and Zealot or Fervor. Faster attacks that are also more powerful is all the right stuff.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that paladins can follow up on. Fervor is particularly useful to caster wizards out of the three auras while warmages absolutely revel in Zealot elevating their AS to more conventional levels.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing, but paladins appreciate them even more than most and the feeling is mutual. Paladins can use [[Defense of the Faithful (1608)|Defense of the Faithful&#039;s Beacon of Courage effect]] to keep the empath safe and tank all the hits, which the empath can then heal off. Non-shield paladins will appreciate the healing even more because they take more hits, but should be ready to send mana to the empath to make up for it. Warpaths will really love Zealot or Fervor among the auras.&lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer, [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), and [[Benediction (307)|Benediction]] as a group AS buff, so paladins get strong offensive and defensive boosts from the cleric. However, caster clerics get basically nothing from the paladin besides Fervor. War clerics love Zealot and Arm of the Arkati, though!&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; casting [[Major Elemental Wave (435)|Major Elemental Wave]] or [[Implosion (720)|Implosion]] after a paladin&#039;s Judgment is a pretty strong combo, albeit not amazing. The two professions otherwise don&#039;t add too much to each other as partners, but Fervor is at least something.&lt;br /&gt;
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Nearly regardless of team composition, your paladin training the &#039;&#039;&#039;Side by Side&#039;&#039;&#039; combat maneuver (which also requires two ranks of Combat Movement) can be helpful to groups. If there are at least two shield users, the &#039;&#039;&#039;Phalanx&#039;&#039;&#039; shield maneuver also helps. I mentioned &#039;&#039;&#039;Defense of the Faithful&#039;s Beacon of Courage effect&#039;&#039;&#039; for empaths because it&#039;s at its best by far there, but nothing stops paladins from acting as the tank for other professions too.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
[[Category:Paladin]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Of_Power_and_Perspicacity:_A_Paladin_Guide&amp;diff=252438</id>
		<title>Leafiara (prime)/Mechanical Musings/Of Power and Perspicacity: A Paladin Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Of_Power_and_Perspicacity:_A_Paladin_Guide&amp;diff=252438"/>
		<updated>2026-01-28T03:56:50Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
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&lt;div&gt;{{player-guide&lt;br /&gt;
|title = Of Power and Perspicacity: A Paladin Guide&lt;br /&gt;
|topic = Combat, Paladins, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2025-08-23&lt;br /&gt;
|updated = 2026-01-27&lt;br /&gt;
}}&lt;br /&gt;
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By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
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Last updated January 27, 2026.&lt;br /&gt;
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Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
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==Introduction: How to Use This Guide==&lt;br /&gt;
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This guide is for paladins from 0 exp to 77,777,777! I&#039;ll go over their strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
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&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, but sorted with collapsible sections for easier navigation. If you want to read it all, though, I do try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
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Speaking of experience, what&#039;s mine? I capped my [[Two Weapon Combat]] paladin Cotelle, who&#039;s now over 10x cap, long before the melee combat modernizations of 2020 and 2021. After those major changes, I went on to make my second paladin Astrilyn, a [[Shield Use|shield]] user, and have raised her to 3x cap.&lt;br /&gt;
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Onward to the guide!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Paladin or Why Not Play a Paladin?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a paladin at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Flares For All===&lt;br /&gt;
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Paladins are the most [[:Category:Flares|flare-iffic]] profession! Via their [[Fervor (1618)|Fervor]], [[Battle Standard (1620)|Battle Standard]], and [[Holy Weapon (1625)|Holy Weapon]] spells, they can generate up to four flares per attack even with no investment in upgrades from other professions or pay events. (Not all paladins use Fervor, however, but more on that later.)&lt;br /&gt;
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In case you don&#039;t know what flares are, they&#039;re random bursts of damage ranging from minor to deadly. Flares are a classic low ceiling, high floor mechanic. Their best case is turning a light tap of an attack into instant death, their worst case is dealing a couple damage points that have no impact, and their middling case is piling on a little extra damage. The more flares you have, the more likely it is to land significant ones through sheer volume of random rolls.&lt;br /&gt;
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The news gets even better, though! A conventional flare triggers roughly 20% of the time and has a range of rank 1 to 7 [[Plasma_critical_table|criticals]]. However, Fervor flares can exceed that rate with even minor investment in [[Spiritual Lore, Religion|Religion]] lore--and can have incredible rates with heavy investment. Battle Standard flares also have a paladin-only perk with a 20% chance of bumping their critical range from 1-7 to 5-9, the latter of which is always significant. 20% of the time, Battle Standard flares work all the time!&lt;br /&gt;
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===Immediate Power===&lt;br /&gt;
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As you might expect after all the flare talk, paladin weapons are good to go out of the box with nothing spent on gear--but I haven&#039;t even fully explained why! Besides flares, another perk of Holy Weapon is that it makes your weapon holy. (Crazy, I know!) That means it can hit [[undead]] penalty-free even without a [[Bless (304)|blessing]] or [[Sanctify (330)|sanctification]], the latter of which is typically one of the two most expensive player services.&lt;br /&gt;
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The even bigger perk of Holy Weapon is the gamechanger called spell infusion. Paladins can put a spell into their weapon so that it fires off before their swing with no additional RT! This flexible ability can try to brute force through with a damaging spell like [[Repentance (1615)|Repentance]], set up for a kill shot with a disabler like [[Web (118)|Web]], or kick off with a general purpose debuff like [[Aura of the Arkati (1614)|Aura of the Arkati]], tailoring to your playstyle.&lt;br /&gt;
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If you forego Fervor, paladins can also cast the [[Zealot (1617)|Zealot]] aura for an immense [[Attack Strength]] (AS) boost to jump ahead of most of the pack on sheer power.&lt;br /&gt;
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On top of all this, [[Arm of the Arkati (1605)|Arm of the Arkati]] (not to be confused with Aura of the Arkati) adds extra [[damage factor]] (DF) to melee attacks, which is roughly a percentage boost for lethality.&lt;br /&gt;
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In short, if you want to crush creatures offensively, paladins are for you. They can wreak havoc on the battlefield with no investment and wreak even more havoc &#039;&#039;with&#039;&#039; investment.&lt;br /&gt;
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===Semi-Custom Messaging===&lt;br /&gt;
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Paladins are encouraged to [[Verb:CONVERT|convert]] to an Arkati or lesser spirit, which has mechanical benefits we&#039;ll review later in this guide, but for now I&#039;ll highlight the fluff benefits. Many paladin spells have different messaging depending on which Arkati or lesser spirit they follow, which is the kind of character-defining cool factor that many players would and do pay a bunch for.&lt;br /&gt;
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Have a look through the wiki&#039;s messaging sections of [[Repentance (1615)|Repentance]], [[Battle Standard (1620)|Battle Standard]], [[Judgment (1630)|Judgment]], [[Raise Dead (318)|Raise Dead]] (which is a cleric spell, but paladins&#039; [[Divine Word (1640)|Divine Word]] has identical messaging), and [[Divine Incarnation (1650)|Divine Incarnation]] to find the right fit for your character as you imagine them!&lt;br /&gt;
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===Tanking for Days===&lt;br /&gt;
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Paladins are quite tough for enemies to kill since they have plate armor to reduce crits, [[redux]] to reduce crits even more, [[Divine Intervention (1635)|Divine Intervention]] to immediately free themselves from most disablers, a chance from Battle Standard to reduce crits still further, and potentially very high block rates if they use shields and [[Divine Shield (1609)|Divine Shield]]. Using Divine Shield means eschewing Fervor and Zealot, so not all paladins do--not even all shield paladins. Shields do retain a DS advantage even without Divine Shield. Regardless, if you really can&#039;t stand dying, look into paladins!&lt;br /&gt;
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===Flexibility===&lt;br /&gt;
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As you might have picked up, the aura spells--Divine Shield, Zealot, and Fervor--are mutually exclusive effects tailored to wildly different playstyles. We&#039;ll explore that more later, but flexibility doesn&#039;t stop with auras. Paladins&#039; lore training can go in a wide variety of directions to further establish your own style. (We&#039;ll explore &#039;&#039;that&#039;&#039; too in the same section with auras!) Divine Incarnation has different modes with different purposes. Many individual weapon types or even multiple weapon types at once are entirely viable options.&lt;br /&gt;
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Paladins can kill creatures very well with physical AS-based attacks, physical SMR attacks, or magical SMR attacks, so they have the tools for any combat situation. Paladins using Fervor can also do at least an acceptable job of killing with magical CS-based attacks later in the game if you truly want a dash of everything.&lt;br /&gt;
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===Downsides===&lt;br /&gt;
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Despite what I just said about flexibility, that&#039;s primarily in the context of melee weapons. Shields, [[Two Weapon Combat]], [[Polearm Weapons|polearms]] of one-handed or two-handed varieties, and even [[Two-Handed Weapons]] or hybrid weapons are approaches that paladin players take (some more than others) at a high level--and then, even within their weapon selections, lores and auras further diversify.&lt;br /&gt;
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However, other options aren&#039;t nearly so well supported.&lt;br /&gt;
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Trying to kill creatures strictly with magic is a vaguely plausible path at midgame levels and beyond because Fervor can power up an evoked Repentance to the level of a kill spell. However, it&#039;s still nowhere near the power of rangers or bards, the other two semis.&lt;br /&gt;
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Unarmed combat (UC) is a path of a lot more resistance than melee weapons. The good news is that paladins&#039; myriad flares go well with UC&#039;s fast baseline attacks and you can bond to a held UC weapon like a cestus (but not handwear). However, plate armor impedes the MM stat (UC&#039;s most important combat number) and paladins don&#039;t have the tools to make UC&#039;s core attacks really shine like monks&#039; and warriors&#039; combat maneuvers and feats, nor rogues&#039; and rangers&#039; stealth.&lt;br /&gt;
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Archery is a path of vastly more resistance than even unarmed combat, almost to the point of being off the table. You can&#039;t bond to a ranged weapon, so you&#039;d miss out on infused spells and the holy property. The Fervor aura is at least acceptable with archery, but Divine Shield does almost nothing for it and Zealot does literally nothing for it. Paladins can&#039;t train 2x Ambush and none of their AS boosters except Dauntless improve ranged AS, giving them a lower AS cap than other squares or semis. Topping it all off, the archery path is expensive on training points. Strictly speaking, you can do just about anything in GS if you&#039;re dead set on it, but I&#039;d recommend against the archer paladin unless your game knowledge is of the caliber that you probably don&#039;t need this guide in the first place. [[Ranger]]s, [[rogue]]s, [[bard]]s, [[warrior]]s, [[wizard]]s, and arguably even [[monk]]s have toolkits more suited to archery.&lt;br /&gt;
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Thrown weapons, AKA hurling, are something I almost hesitate to even bring up, but have to because you might occasionally see a long-running community joke about whether Zealot will ever be updated to work with hurling. (The answer is probably no.)&lt;br /&gt;
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&#039;&#039;Technically,&#039;&#039; paladins can hurl their bonded weapon and it&#039;ll return to them in a few seconds. The problem with this idea is layered, though. None of the [[Thrown Weapons|thrown weapon bases]] are any good against plate armor, so you&#039;d either have to avoid enemies in plate or hurl something like a war hammer, handaxe, or spear instead. Even if you did go with the latter plan, Thrown Weapons is the skill to train for hurling AS, but (respectively) Blunt/Edged/Polearm Weapons are the skill to train for &#039;&#039;DS&#039;&#039; while the weapon is in your hand and Brawling is the skill to train for DS during the time when the weapon is &#039;&#039;out&#039;&#039; of your hand. That degree of training isn&#039;t feasible until far post-cap. You could skip the Brawling part and just take the DS hit for a short period of time, but even training two weapon skills means a lot of sacrifices pre-cap.&lt;br /&gt;
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Making matters worse, the payoff doesn&#039;t even exist mechanically; it&#039;s more about the cool factor, but it holds you back. Hurling is basically like basic attack single melee strikes except that the creatures have much lower DS against it. However, weapon techniques, combat maneuvers, shield maneuvers, and one of the paladin feats offer a plethora of reduced RT attacks that work out to be as strong or stronger than hurling without such heavy training requirements. In short, I strongly recommend against trying out some Mjolnir paladin concept.&lt;br /&gt;
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===A Note on Old-School Clerics===&lt;br /&gt;
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In the event that you&#039;re a returning player from GemStone III days when paladins didn&#039;t exist and you were running a cleric whose playstyle was binding creatures and swinging your weapon, people will commonly tell you to play a paladin as the new version of old melee clerics. Thematically, maybe that&#039;s reasonable advice. Mechanically, it&#039;s off-base. Paladins have divine messaging that&#039;s in line with clerics, but the paladin gameplay experience resembles the GSIII cleric experience in almost no respect. Modern &#039;&#039;rangers&#039;&#039; are the ones who have the strongest binding spell in the game and can best approximate the gameplay experience of old clerics. It&#039;s a question of whether you prioritize flavor or gameplay. (Alternatively, clerics do still have the second, third, and fourth strongest binding spells in the game, so you &#039;&#039;could&#039;&#039; play a cleric and train weapons anyway. It&#039;s not a particularly supported path, but some players do it regardless because that&#039;s their vision for their character.)&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your paladin? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-creation&amp;quot;&amp;gt;&lt;br /&gt;
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If making a paladin sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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Most [[race]]s excel in at least one area applicable to paladin playstyles, though some are better than others. Unlike with [[Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide|my monk guide]], I can&#039;t give an exact ranking for paladin races because it heavily depends on what the paladin is trying to do. Instead, let&#039;s go through races I might recommend, races I&#039;d recommend against, and why. They&#039;re listed in &#039;&#039;&#039;alphabetical order&#039;&#039;&#039; except where two races are so similar that I think they&#039;re worth mentioning together.&lt;br /&gt;
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====Great Paladin Races====&lt;br /&gt;
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&#039;&#039;&#039;[[Aelotoi]] and [[Half-Elf|half-elves]]&#039;&#039;&#039;:&lt;br /&gt;
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These are two of many races tied for third place in combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means fast assault techniques. Aelotoi and half-elves make very good all-arounder paladins who have no significant disadvantages in battle, allowing them to use any aura and any weapon or weapons well. Whether shields, two weapons, or big weapons, every combat option works just great!&lt;br /&gt;
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Of these two races, aelotoi gain exp slightly faster via their [[Logic]] bonus while half-elves have noticeably better carrying capacity, hit very slightly harder, and have slightly better baseline silver prices from [[Influence]] bonus. However, aelotoi in Ta&#039;Illistim or Cysaegir will make a bit more silver than half-elves living there due to race bonuses. Half-elves make more than aelotoi anywhere else, but the difference is most pronounced in Wehnimer&#039;s Landing or Solhaven.&lt;br /&gt;
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Half-elf paladins are much more commonly played than aelotoi paladins, of whom I&#039;ve only ever known two. That&#039;s probably because the two races&#039; combat abilities as paladins are near identical, but half-elves have about a 22% carrying capacity advantage, which has always been significant and has (as of this writing) only become more so after various game-wide loot changes in 2026.&lt;br /&gt;
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&#039;&#039;&#039;[[Dark Elf|Dark elves]] and [[Sylvankind|sylvans]]&#039;&#039;&#039;:&lt;br /&gt;
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These are the other third place Agidex races who can go in any direction with auras or weapons and have no major disadvantages. (No disadvantages might be more arguable with dark elves; see below on spirit). Since their Agidex is skewed in favor of Dexterity, they hit slightly harder than the Agility-skewed aelotoi or half-elves, but are slightly worse at avoiding attacks and have slightly worse DS. If you&#039;re set on using edged weapons, then being as Dexterity-heavy as these two makes [[Slashing Strikes]] flares noticeably better. (Blunt weapons have more consistent power than edged weapons for any race.)&lt;br /&gt;
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Dark elves have about 7.4% better carrying capacity than sylvans and their Wisdom bonus improves paladins&#039; [[Casting Strength]]-based (CS-based) spells, which can be particularly good at lower levels, but will remain at least moderately helpful even late in life. Dark elven paladins are much more commonly played than sylvan paladins, probably for these reasons.&lt;br /&gt;
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Sylvans get slightly better silver prices than dark elves as a baseline due to Influence. Location doesn&#039;t offer dark elves any real help in catching up here either; dark elves get their best silver in Wehnimer&#039;s Landing and Cysaegir while sylvans get their best silver in Icemule and Ta&#039;Illistim, so both have quick access to race bonuses in or nearby the most major cities.&lt;br /&gt;
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Dark elf paladins do take several more minutes to recover full spirit after death or after resurrecting other characters with [[Divine Word (1640)|Divine Word]] than sylvans--or aelotoi or half-elves, for that matter. (Most other races recover more quickly than any of those.) I generally won&#039;t mention spirit recovery as a major upside or downside for races because A) most of them recover in decently similar time, B) paladins of any kind are difficult to kill, C) not all paladins resurrect others much, if at all, and D) paladins in Voln can somewhat compensate for a spirit disadvantage with fast spirit recovery symbols. Still, downtime for spirit recovery is an intangible, subjective pain that seriously annoys some players of elves or dark elves. If you&#039;re the sort who can&#039;t stand downtime, but would otherwise be looking into a dark elf for mechanical reasons, then aelotoi, half-elves, or sylvans might be the pick for you as fairly similar races who recover spirit a few minutes more quickly.&lt;br /&gt;
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&#039;&#039;&#039;[[Dwarf|Dwarves]]&#039;&#039;&#039;:&lt;br /&gt;
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Dwarves have a good Strength bonus and very good Constitution bonus, making for great carrying capacity and a sturdy paladin who can stay out hunting and hoarding loot for quite a while. Dwarves also have a huge +30 elemental TD bonus, which in theory shores up a paladin weakness, though that&#039;s somewhat offset by a -10 Aura bonus that makes it +20 in practice. Either way, the elemental TD doesn&#039;t come into play as often as one might hope since few creatures across the entire game cast CS-based elemental spells, but it does make a major difference if you happen to hunt those specific creatures.&lt;br /&gt;
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Various contact-based shield maneuvers like [[Shield Bash]], [[Shield Charge]], or [[Shield Trample]] (as opposed to non-contact-based shield maneuvers like [[Shield Throw]]) also account for the &amp;quot;size&amp;quot; of the race. In this game, size doesn&#039;t refer to height, but more like mass or maybe even muscle density. However you want to think of it, dwarves have above average size, so many of their shield maneuvers hit slightly harder than other races besides half-krolvin, humans, and giants.&lt;br /&gt;
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On the less bright side, dwarves have a worse baseline selling price than any other race (and could only compensate with race bonuses by living in the isolated Zul Logoth or Teras Isle) and are the second worst Agidex race. Unless they make heavy use of enhancives to bring their Agidex more up to par, dwarf paladins are most likely better off using a shield than two weapons or two-handed weapons. (If you&#039;re set on using two weapons or two-handed weapons, then I recommend heavily leaning into single strikes like [[Chastise]] or [[Spin Attack]]. Once the dwarf&#039;s Agidex has grown enough, those single strikes will be the same speed as faster races regardless of weapon size or number.) Blunt weapons&#039; [[Concussive Blows]] flares will hit particularly hard from dwarves&#039; Strength bonus.&lt;br /&gt;
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Lastly, dwarves are tied with forest gnomes and halflings as the fastest at recovering spirit. This is the opposite extreme end of elves and dark elves, where a dwarf (or forest gnome or halfling) is ready to resume hunting at full strength after a death or Divine Word unlink 10-15 minutes more quickly.&lt;br /&gt;
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&#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;:&lt;br /&gt;
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Elves are tied for second place at Agidex and are another great paladin race that can work with any aura or melee weapon type. They have slightly worse carrying capacity than the third place Agidex races except for aelotoi (but the differences are marginal, not major), but their weapon-based offense is even more rapid fire and their defenses against AS and SMR attacks are better. Elves do, however, recover spirit as slowly as dark elves. If you have great disdain for extensive recovery time after resurrecting or being resurrected, consider the third place Agidex races as an alternative.&lt;br /&gt;
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Elves have slightly less size than dark elves or half-elves, so using contact shield maneuvers is slightly weaker than it could be. It&#039;s not a major difference, but still worth noting; shields don&#039;t play to elves&#039; natural strengths in other respects either, as their great Agidex is quite excessive for a single one-handed weapon. Again, though, the differences aren&#039;t major enough that they should put you off the idea if you&#039;re set on a shield-wielding elf paladin.&lt;br /&gt;
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Elves have a better &#039;&#039;baseline&#039;&#039; selling price than all other non-erithian races due to high Influence. However, since they only get race bonuses in Ta&#039;Vaalor and Ta&#039;Illistim, elves living anywhere else will still make less silver than races who can take advantage of a race bonus in those places.&lt;br /&gt;
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&#039;&#039;&#039;[[Giantman|Giants]]&#039;&#039;&#039;:&lt;br /&gt;
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Giants have near endless carrying capacity, allowing them to go adventuring and slaying for loot as long as they want, virtually never needing to end hunts early because of encumbrance. Giants are also the biggest race along with half-krolvin, making their contact-based shield maneuvers hit as hard as anyone&#039;s going to get.&lt;br /&gt;
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However, giants are the worst Agidex race. For that reason, as counterintuitive as it might seem, wielding a big two-handed weapon with a giant isn&#039;t necessarily the way to go for high damage output. Unless you go extremely hard on enhancives (even more than dwarves), assault techniques with a two-handed weapon will be significantly slower than one-handed weapons, essentially canceling out the damage advantage of having a two-handed weapon in the first place. Still, there&#039;s an obvious appeal to the concept of a huge character with a huge weapon or even two weapons. If you&#039;re set on that character concept, then just like I said with dwarves, lean into reduced-RT single attacks like [[Chastise]] or [[Spin Attack]]. Concussive Blows flares via blunt weapons hit harder from giants than anyone else, adding extra appeal to a Two Weapon Combat build.&lt;br /&gt;
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Giants have good Influence for baseline silver gains. Their race bonuses are in Wehnimer&#039;s Landing and the isolated Teras Isle.&lt;br /&gt;
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&#039;&#039;&#039;[[Half-Krolvin]]&#039;&#039;&#039;:&lt;br /&gt;
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Half-krolvin are a very robust paladin race with high Strength, the second best carrying capacity, and even a small Agility bonus. Any melee weapons, including two weapons, make perfect sense in their hands and they&#039;re good at all things combat. Concussive Blows excels on a blunt weapon build. Without enhancives or Ascension, the half-krolvin natural max of 55 Agidex actually falls within the same 53-67 Agidex RT reduction range as the aelotoi/dark elf/half-elf/sylvan natural max of 65. However, those other four can much more easily reach the 68-82 range with enhancives or Ascension than half-krolvin.&lt;br /&gt;
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The main downside of half-krolvin that makes many players not even consider playing them is a big Logic penalty that, for most characters, results in around 4-6% less exp absorbed per minute. However, that doesn&#039;t affect instant exp absorption, so it&#039;s not necessarily as bad as it sounds if you run a lot of bounties.&lt;br /&gt;
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Half-krolvin also have an Influence penalty and their race bonuses are in Icemule and the isolated River&#039;s Rest.&lt;br /&gt;
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&#039;&#039;&#039;[[Halfling]]s&#039;&#039;&#039;:&lt;br /&gt;
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The fastest Agidex race. I have to give the caveat that halflings have incredible encumbrance issues that are only slightly mitigated by armor support and/or full plate. That mitigation might have been enough before game-wide loot changes in January 2026, but if you don&#039;t like the idea of either regularly buying encumbrance reduction or returning to town to unload every time you find a box, this is not the way to go.&lt;br /&gt;
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That said, along with having the best Agidex, halflings have an enormous +40 elemental TD bonus (offset to +35 by a negative Aura bonus). The caveat I mentioned with dwarves does still apply: it&#039;s very rarely helpful, but when it is, it&#039;s extremely so. Halflings also recover spirit faster than any other race besides dwarves and forest gnomes.&lt;br /&gt;
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Aside from encumbrance, halflings&#039; Strength penalty also hurts a bit; they can potentially use the Zealot aura to overcome the AS penalty of low Strength, but that would mean giving up the flare potential of the Fervor aura that their Agidex would naturally go so well with. I&#039;d generally default to Fervor and just live with the AS penalty.&lt;br /&gt;
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Big weapons or especially two weapons play much more into halflings&#039; talents than shields do. Halflings swing just as quickly either way, so they might as well use the harder hitting options. Since halflings are the second smallest race, their contact shield maneuvers also won&#039;t hit as hard as even an average-sized race, never mind a dwarf, giant, or half-krolvin. Shields aren&#039;t off the table for halflings, however; Shield Throw is arguably the best shield maneuver and it&#039;s non-contact, so a halfling shield paladin can simply lean on that more heavily.&lt;br /&gt;
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As for a two weapon build, Slashing Strikes flares with edged weapons bleed creatures more with a halfling than any other race; conversely, Concussive Blows flares with blunt weapons do less damage from a halfling than any other race besides burghal gnomes. Still, Slashing Strikes and Concussive Blows &#039;&#039;are&#039;&#039; flares, so the fact remains that blunt weapons outshine edged weapons for baseline, consistent damage. Slashing Strike is just flashier and might be more subjectively fun depending on player preference!&lt;br /&gt;
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Halflings have an Influence penalty, but since they&#039;re fortunate to get race bonuses in the two most populated towns, Wehnimer&#039;s Landing and Icemule Trace, many halflings will get richer from selling their goods than most other races anyway.&lt;br /&gt;
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====Not So Great Paladin Races====&lt;br /&gt;
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You can play the following paladin races and you can even succeed with them. Mechanically, however, there are many incentives not to make a paladin of these races and that&#039;s what I&#039;m here to explain.&lt;br /&gt;
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&#039;&#039;&#039;[[Burghal Gnome]]s&#039;&#039;&#039;:&lt;br /&gt;
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A second place Agidex race alongside elves. Despite that, I can&#039;t possibly recommend a burghal gnome paladin. They have all the disadvantages of halflings&#039; size and Strength penalty--in fact, they&#039;re even more hindered by encumbrance--while lacking the upsides of better Agidex and superior elemental TD. They&#039;re also smaller than halflings for the purposes of contact maneuvers. They don&#039;t recover spirit as quickly as halflings. They have an Influence penalty and their race bonuses are in Ta&#039;Illistim and Zul Logoth.&lt;br /&gt;
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On the bright side, they do gain exp slightly faster than every other race because of their Logic bonus.&lt;br /&gt;
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If you want a high speed paladin who can get into the 68-82 Agidex tier even without enhancives or Ascension, then I recommend an elf over a burghal gnome. If you&#039;re absolutely set on a small race, I still recommend a halfling or dwarf over a burghal gnome depending on whether the speed or the height is what you&#039;re after. All this said, the paladin toolkit is inherently very strong and so is high Agidex, so if you&#039;re certain you want to play a burghal gnome paladin, they&#039;ll do very well, just not as well as elves, halflings, or dwarves would. Using two weapons or a big weapon leans into a burghal gnome&#039;s strengths more than a shield due to their size. However, like with halflings, Shield Throw is a big assist to the shield build.&lt;br /&gt;
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&#039;&#039;&#039;[[Erithian]]s&#039;&#039;&#039;:&lt;br /&gt;
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Erithians bring nothing to the table that a paladin is interested in. They&#039;re tied for third slowest race, yet, unlike other slow races, they have a Strength penalty instead of a bonus. They also don&#039;t have a Wisdom bonus for spells. They&#039;re average size for the purpose of contact maneuvers. They&#039;re at the slower end of recovering spirit. Mechanically speaking, there&#039;s simply nothing to see here. They have no major strengths and no major weaknesses, but that has no merit when there are races who have major strengths and &#039;&#039;still&#039;&#039; have no major weaknesses (from a mechanical paladin-specific perspective).&lt;br /&gt;
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In short, erithians are generalists who are neither fast nor strong, but the game world heavily favors specialists who &#039;&#039;are&#039;&#039; either fast or strong.&lt;br /&gt;
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Erithians do have a high +10 Influence bonus just like elves. However, they also only get race bonuses in Ta&#039;Illistim and Cysaegir, which means you could just play an elf to get the same silver in the same geographical area while being far better in combat. I&#039;d at least acknowledge a silver niche if erithians got race bonuses in the Landing, Icemule, or Solhaven, but they don&#039;t.&lt;br /&gt;
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&#039;&#039;&#039;[[Human]]s&#039;&#039;&#039;:&lt;br /&gt;
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Among my not-recommended list, human paladins are the only race that I do see people playing as paladins. I assume it&#039;s primarily for RP reasons, which is fine and is something I&#039;ve done too (albeit with my ranger instead of my paladins). However, if any given player told me they were considering a human paladin and asked for advice purely rooted in &#039;&#039;mechanics&#039;&#039;, I&#039;d point them toward dwarf, giant, half-elf, or half-krolvin every time. If someone is drawn toward a human paladin because of:&lt;br /&gt;
* Good carrying capacity: Go giant or half-krolvin, who have better carrying capacity.&lt;br /&gt;
* Strength and Logic bonus on the same race: Go dwarf for identical Logic and better Strength.&lt;br /&gt;
* Jack of all trades with no major strengths or weaknesses: Go half-elf for a major strength, namely Agidex, and still no major weaknesses.&lt;br /&gt;
* Above average size for contact maneuvers: Go dwarf, giant, or half-krolvin for as good or better size.&lt;br /&gt;
* Race bonuses for selling in River&#039;s Rest: Okay, sure, yes. From a mechanical perspective, one reason to be a human paladin is for making more silver in River&#039;s Rest (RR) than all other paladins. (The only other race bonus in RR is for half-krolvins, who have an Influence penalty.) Unfortunately for humans, though, RR hunting isn&#039;t fleshed out past the early level 60s.&lt;br /&gt;
* Race bonuses for selling in Solhaven: Go half-elf for the same Solhaven bonus plus greater Influence.&lt;br /&gt;
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All of these are positives, of course, but there&#039;s no individual area where humans excel other than making silver in RR. You&#039;d need to combine several of these niches to form a very specific case; for example, a character who&#039;s dedicated to Solhaven, focused on silver, rarely uses assaults, runs a shield build, and really doesn&#039;t like running back to the locksmith pool to unload seems like a great case for a human paladin.&lt;br /&gt;
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Overall, humans are generalists like erithians. They &#039;&#039;are&#039;&#039; significantly better than erithians since they have greater carrying capacity and recover spirit more quickly, but I simply can&#039;t (mechanically) recommend a race that has no distinct, major, geographically universal advantages.&lt;br /&gt;
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====A Fine Paladin Race====&lt;br /&gt;
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This one is straddling a line where it&#039;s not troubled enough to classify with burghal gnomes, erithians, or humans, but certainly not good enough that I&#039;d ever recommend it to someone who didn&#039;t know what they wanted.&lt;br /&gt;
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&#039;&#039;&#039;[[Forest Gnome]]s&#039;&#039;&#039;:&lt;br /&gt;
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Forest gnomes recover spirit as quickly as dwarves and halflings, putting them in the fastest recovery tier. They have much worse Dexterity than halflings, so they&#039;re slower while also not hitting as hard due to less weighting. However, forest gnomes do have better carrying capacity than halflings both as a race and because of a smaller Strength penalty, they have a Wisdom bonus for better casting than halflings, and are slightly bigger size than halflings for the purpose of contact maneuvers. Forest gnomes have an Influence penalty just like halflings, but they get race bonuses in the Landing and Cysaegir, which are within distance of almost all major cities.&lt;br /&gt;
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Overall, I&#039;d give halflings the edge due to their Dexterity advantage mattering more often than forest gnomes&#039; Wisdom and Strength advantage. Forest gnomes&#039; roughly 5% carrying capacity advantage used to be a little more important before January 2026 game changes, but not as much anymore since encumbrance happens in bigger bursts rather than building up incrementally. Speaking of encumbrance, aelotoi, dark elves, half-elves, and sylvans are all in the same Agidex tier as forest gnomes while having anywhere from ~42% (aelotoi) to ~72.7% better carrying capacity.&lt;br /&gt;
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I assume all of these reasons are why I&#039;ve never seen anyone playing a forest gnome paladin. Still, if someone wants to do that for RP reasons or just to be a trailblazer, I don&#039;t think forest gnome paladins are in a dire situation like erithians. Forest gnomes have their niches and, as the section title implies, I think they&#039;re a perfectly fine paladin choice. Just know that you have to be willing to deal with encumbrance one way or another, as explained in the halfling section.&lt;br /&gt;
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===Stats: Power or Growth===&lt;br /&gt;
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Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want.&lt;br /&gt;
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But what &#039;&#039;do&#039;&#039; you want? That&#039;s not a simple question. Broadly speaking, there are two camps on stat placement:&lt;br /&gt;
# Set your stats for power. (Strong start, poor finish.)&lt;br /&gt;
# Set your stats for growth. (Poor start, strong finish.)&lt;br /&gt;
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Let&#039;s elaborate!&lt;br /&gt;
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&#039;&#039;&#039;Setting your stats for power&#039;&#039;&#039; involves putting the initial value of key stats like Strength, Dexterity, Agility, and Wisdom at 70+ so that you&#039;ll immediately be strong in the early game.&lt;br /&gt;
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However, since stats max at 100 and these vital paladin stats quickly grow through leveling, your power head start will be gone toward the midgame (level 63.5) and yet the stats that you tanked to be bad at the start will remain bad because they grow slowly. The only way to change that is with a fixstats potion, which costs 1,000,000 bounty points or can sometimes be bought from players for 14-16 million silver.&lt;br /&gt;
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If you&#039;re the type of player who spends very little time in game, I generally recommend setting stats for power. You might as well enjoy your playtime while you have it.&lt;br /&gt;
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&#039;&#039;&#039;Setting your stats for growth&#039;&#039;&#039; is basically placing the initial values so that as many stats as possible will max out at exactly level 100, resulting in the highest overall stat total.&lt;br /&gt;
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However, this means that your fastest growing stats--which are basically all the good ones--need to be set low early. You&#039;ll feel like a jack of all trades, which can make levels 20-40 feel underwhelming. Depending on race, it&#039;s a very noticeable lack in at least one out of AS (Strength), RT (Agidex), or CS (Wisdom). RT is definitely the most  problematic of those and can severely interfere with the efficacy of a non-shield build before the midgame or so. (Shield builds can skirt by on a race&#039;s natural Agidex bonuses being sufficient.)&lt;br /&gt;
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If you&#039;re running a shield build &#039;&#039;and&#039;&#039; you&#039;re the type of player who grinds hard and gets exp very quickly, I&#039;d generally recommend setting stats for growth. You&#039;ll get past the rough patches soon enough and you might as well have those rough patches be in the early game when creatures are easier anyway. Still, biting the bullet for a fixstat later in life is a completely viable option even for this type of player.&lt;br /&gt;
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===Placing Your Stats===&lt;br /&gt;
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From level 0-19, set stats for power regardless of your plans for setting for power or growth at level 20+. In other words, set Strength, Dexterity, Agility, and Wisdom high so you&#039;re at your best in combat and set Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
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Before the level 20 stats-and-skills confirmation, if you&#039;re setting for power, play around with [https://web.archive.org/web/20200920112944/https://gs4chart.cfapps.io/ this stat calculator] until you find the balance between short-term and long-term power that you&#039;re looking for.&lt;br /&gt;
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If you&#039;re setting for growth, then below are my recommendations for each race. These are also the stats you&#039;d use if you were doing a fixstat in the late game.&lt;br /&gt;
&lt;br /&gt;
Three options are shown: tanking Discipline, Intuition, or Influence. If you&#039;ve been consulting with other players before reading this guide, you might only hear about tanking Intuition or Influence, which are very instinctive tank stats due to inertia from being the the go-tos for decades. However, tanking Discipline is usually my recommendation due to game changes in 2025 and 2026 incentivizing it, which I&#039;ll explain a little further below.&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline, Intuition, or Influence if possible. If not possible, then take a small number out of the &#039;&#039;other&#039;&#039; two stats. (The left column below shows which stats won&#039;t be 100 at cap and what they &#039;&#039;will&#039;&#039; be at cap.)&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are still spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Level 20 Stat Placement Table!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Wisdom to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for paladins are Strength and Wisdom. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (85 DIS)||49||68||68||68||20||82||88||78||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (75 INT)||49||68||68||68||59||82||89||38||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (76 INF)||49||68||68||68||59||82||89||78||62||37&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (79 DIS)||62||62||68||68||25||85||82||73||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (76 INT)||62||62||68||68||70||85||83||27||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (76 INF)||62||62||68||68||70||85||83||73||62||27&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (82 DIS)||49||68||62||62||29||82||88||82||65||73&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (75 INT)||49||68||62||62||68||82||88||46||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (79 INF)||49||68||62||62||68||82||88||82||64||35&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (98 DIS, 91 INT, 95 INF)||30||49||78||82||53||82||88||70||58||70&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (87 INT, 95 INF)||30||49||78||82||58||82||88||64||59||70&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (91 INT, 92 INF)||30||49||78||82||58||82||88||70||58||65&lt;br /&gt;
|-&lt;br /&gt;
||Elf (79 DIS)||49||73||62||68||35||73||88||82||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Elf (74 INT)||49||73||62||68||73||73||88||44||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Elf (91 INT, 96 INF)||49||73||62||68||73||73||88||69||64||41&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (89 DIS, 91 INT)||58||62||73||73||25||82||86||69||64||68&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (71 INT)||58||62||73||73||58||82||86||38||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (91 INT, 84 INF)||58||62||73||73||58||82||86||69||64||35&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (85 DIS, 98 INF)||59||59||70||68||20||82||88||82||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (72 INT)||59||59||70||68||59||82||88||40||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (77 INF)||59||59||70||68||59||82||88||82||64||29&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (90 DIS, 93 INT, 98 INF)||30||58||77||77||43||82||88||70||65||70&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (83 INT, 98 INF)||30||58||77||77||62||82||88||54||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (93 INT, 87 INF)||30||58||77||77||62||82||88||70||64||52&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (84 DIS)||39||62||70||70||35||82||88||82||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (77 INT)||39||62||70||70||68||82||88||49||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (83 INF)||39||62||70||70||68||82||88||82||62||37&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (89 DIS)||33||49||70||70||41||85||91||82||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (84 INT)||33||49||70||70||62||85||91||61||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (85 INF)||33||49||70||70||62||85||92||82||62||55&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (84 DIS)||62||49||62||62||35||82||91||82||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (77 INT)||62||49||62||62||68||82||91||49||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (81 INF)||62||49||62||62||68||82||92||82||62||39&lt;br /&gt;
|-&lt;br /&gt;
||Human (90 DIS, 93 INT, 98 INF)||39||59||73||73||43||82||88||70||63||70&lt;br /&gt;
|-&lt;br /&gt;
||Human (81 INT, 98 INF)||39||59||73||73||62||82||88||50||64||70&lt;br /&gt;
|-&lt;br /&gt;
||Human (93 INT, 87 INF)||39||59||73||73||62||82||88||70||62||52&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (77 DIS)||59||68||62||62||29||77||88||82||65||68&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (73 INT)||59||68||62||62||73||77||88||41||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (81 INF)||59||68||62||62||73||77||88||82||62||27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And in case you&#039;re wondering what relevant things each stat does for paladins, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 AS for every 1 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Adds crit weighting.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +0.6225 DS in offensive stance for every 1 bonus, assuming you&#039;re in full plate. If you&#039;re also using a tower shield, then make that +0.33615 DS.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). Increased resistance to enemy warcries. Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 TD against mental spells for every 1 bonus. +1 exp pool size for every 1 base stat (not bonus).&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.155625 DS in offensive stance for every 1 bonus, assuming you&#039;re in full plate. If you&#039;re also using a tower shield, then make that +0.03890625 DS.&lt;br /&gt;
* [[Wisdom]]: +1 CS for every 1 bonus. +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only. Slightly improves Battle Standard creation bonus.&lt;br /&gt;
* [[Influence]]: Increased success for SSR attacks. +1% silver from selling to NPC shops for every 12 bonus. Slightly improves Battle Standard creation bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So which stat should you tank out of Discipline, Intuition, and Influence? Answering that requires detail, talk about history for context, and math.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; paladins&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition actually provide more training points than a hybrid stat like Discipline. That&#039;s a fairly minor advantage in the long run, though.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but the only one of those systems that&#039;s definitely used by paladins is experience. Warcry defense and SSR bonus are at least &#039;&#039;potentially&#039;&#039; relevant, but many paladins will rarely, if ever, interact with either.&lt;br /&gt;
&lt;br /&gt;
Experience was and in some cases still is a primary reason that few players of any profession tanked Discipline. Instant Mind Clearers from [[Login_Rewards|login rewards]] can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the [[Wisdom of the Ages]] perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between these factors and the [[Ascension]] system introduced in 2020 (though that&#039;s more aimed at capped characters), it&#039;s far easier than ever before to reach the magical 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
One aspect of Discipline that has become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. Even though it&#039;s still very rare for now and even though full plate mitigates spell damage fairly well, the trend line of more mental CS spells probably makes this the best argument for not tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
I would still personally tank Discipline if I were setting stats today instead of years ago, but don&#039;t feel strongly enough about the difference to use a fixstats on it. So how about the alternatives of tanking Intuition or Influence? Most players will tell you to tank Influence, but I actually disagree.&lt;br /&gt;
&lt;br /&gt;
Professions that aren&#039;t monks need either 34+ natural Influence bonus, enhancives for Influence or Trading, Ascension for Influence or Trading, or access to [[Glamour (1205)|Glamour]] scrolls to get maximum silver value from selling items to NPC shops. Some people seem to believe this is meaningless because the difference between tanking Influence and not tanking it is &amp;quot;only&amp;quot; 1% more silver. However, the difference between tanking Intuition and not tanking it is less than 1 DS for a shield build, exactly 1 DS for a non-shield build, and avoiding enemy maneuvers about 1% more often. This is a lopsided benefit that heavily favors Influence. &lt;br /&gt;
&lt;br /&gt;
More silver means more ability to improve your offense via gear and profession services. Since players attack creatures more often than creatures attack them--and, even more pointedly, players &#039;&#039;hit&#039;&#039; creatures more often than creatures hit them--improving offense is already statistically better than improving defense. Besides that, Intuition&#039;s best perk is defending against maneuvers, but the nominal 1% benefit is actually a tiny fraction of that because it&#039;s dependent on 1) how often creature RNG decides to use maneuvers instead of other attacks and 2) how often the 1% better defense would have made a tangible difference even when the creature does use a maneuver. (In a future update, I&#039;ll delve into this math in more detail in the Odds and Ends section or maybe even an entire separate guide.)&lt;br /&gt;
&lt;br /&gt;
That&#039;s the math, though. If your subjective experience is still to value defense as highly as or more highly than offense because you can&#039;t stand getting hit, the great news on top of all of this is that you don&#039;t have to use your extra silver from Influence on offense in the first place; you could also use it to improve your &#039;&#039;defense&#039;&#039; via gear and profession services! It&#039;s simply much more flexible to tank Intuition than to tank Influence.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Which society is right for your paladin?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things, only two of which even might apply to paladins:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist) &#039;&#039;&#039;if&#039;&#039;&#039; you can get away with consuming tons of spirit to do it (but paladins can&#039;t get away with that; it&#039;s more for CS-based casters))&lt;br /&gt;
* Offering slightly more AS and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 AS against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
More AS and DS are fine, but paladins have among the best offensive prowess and defensive prowess in the game already. If you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two society options being a poor fit based on their lore. You actually wind up having worse mana recovery in CoL since losing spirit is such bad news for almost everything paladins do (AS, DS, maneuver offense, and maneuver defense). You could somewhat get around it by buying a ton of Aura enhancives, but that gets very expensive for a pretty tame payoff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. If you intend to play your paladin by very frequently mixing might and magic, this is a solid option for reasons I&#039;ll explain shortly. However, if you want to play a paladin very similarly to a warrior, then I recommend loading up on stamina regen enhancives or this might not be the society for you. Weapon techniques, combat maneuvers, and the Chastise feat all compete with Sunfist for your stamina usage, so it helps a great deal that more magical paladins can ease the stamina burden by casting more spells and using the Excoriate feat. (More on feats later!)&lt;br /&gt;
&lt;br /&gt;
Sunfist features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and, most importantly for paladins, a sigil to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes. Paladins frequently rely on being able to use their spells in combat, but rank 2 wounds on any two body parts out of arms, hands, or eyes will stop them without a way to ignore wounds.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth mentioning that paladins&#039; innate [[Devout Guardian]] and [[Devout Resolve]] boons, which we&#039;ll cover later, can also ignore wounds. However, those boons require getting hit, only have a 20% chance to activate, and only offer a 30-second window even when they do activate. Sunfist offering the ability to ignore on demand is extremely convenient and helpful!&lt;br /&gt;
&lt;br /&gt;
Sunfist also offers a strong utility sigil that [[Sigil of Mending|minimizes the RT of healing herbs]], which can be very useful for builds that take a lot of punishment and prefer healing on the go over running back to town for empaths.&lt;br /&gt;
&lt;br /&gt;
On the less positive side, several of Sunfist&#039;s AS- or DS-boosting abilities have short durations (60 seconds) and cost enough stamina that paladins (even magical ones) are unlikely to use them often, if ever. If they only use the cheapest AS and DS sigils, the total benefit lags behind other societies. That said, paladins are already offensively and defensively very strong, so this isn&#039;t a huge deal.&lt;br /&gt;
&lt;br /&gt;
Finally, Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Overall, Sunfist is something of a one-trick pony for paladins unless you&#039;re interested in warcamps, but that one trick of ignoring wounds has such immense value that it catapults the society high on the paladin list for battle purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most professions, but does that hold up for paladins?&lt;br /&gt;
&lt;br /&gt;
Like all professions, paladins get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits--just in case your paladin wasn&#039;t feeling invulnerable enough already!&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly more AS than Sunfist (unless you&#039;re wildly burning stamina on Sunfist&#039;s Major Bane) and three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than thirteen levels higher. (Thirteen because paladins&#039; [[Dauntless (1606)|Dauntless]] spell adds another three levels of protection.)&lt;br /&gt;
&lt;br /&gt;
Perhaps the primary paladin combat benefit from Voln is [[Symbol of Supremacy|increased CS against the undead]]; no other society can increase CS in any context. Spells like [[Aura of the Arkati (1614)|Aura of the Arkati]] and [[Judgment (1630)|Judgment]] only need a 101 endroll to achieve almost all of the intended impact, so some extra buffer to make sure your spells land is very helpful.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers paladins the most utility of the societies and its Liabo pantheon-oriented lore can lend itself to Liabo or neutral paladins. I&#039;d still have to argue that Sunfist is mechanically stronger in combat, but Symbol of Supremacy is a notable Voln perk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Choosing an Arkati or Lesser Spirit===&lt;br /&gt;
&lt;br /&gt;
[[Conversion]] is usually a big part of paladins&#039; character concept for RP reasons, mechanical reasons, or both. I already touched on the RP aspects in the Semi-Custom Messaging section, so if that&#039;s important to you, then review the spells listed on the wiki. Repentance, Fervor, Judgment, and Divine Incarnation are the ones you&#039;re likely to see most often.&lt;br /&gt;
&lt;br /&gt;
If the mechanics are also (or exclusively) important to you, we&#039;ll review those now! The paladin spells [[Repentance (1615)|Repentance]], [[Fervor (1618)|Fervor]], [[Battle Standard (1620)|Battle Standard]], and [[Judgment (1630)|Judgment]] use [[Holy_critical|holy critical]] damage types, which vary depending on exactly which Arkati or lesser spirit is your paladin&#039;s patron.&lt;br /&gt;
&lt;br /&gt;
Like with races, the power differences are minor enough that I usually wouldn&#039;t recommend fixating on having the absolute best damage type. The only one that&#039;s truly a cut above the rest is lightning, though that does come with its own drawbacks. In case you do want to optimize around niche scenarios or just figure out the best use for the flare you&#039;ve already chosen for roleplay reasons, let&#039;s analyze the available options. These are arranged into three overarching types:&lt;br /&gt;
&lt;br /&gt;
* Type 1: knockdown-oriented flares with minimal killing power&lt;br /&gt;
* Type 2: conventional flares that do roughly as well as expected&lt;br /&gt;
* Type 3: flares that excel in specific scenarios&lt;br /&gt;
&lt;br /&gt;
====Flare Type 1: Grapple and Unbalance====&lt;br /&gt;
&lt;br /&gt;
* Grapple (Ivas)&lt;br /&gt;
* Unbalance (Arachne)&lt;br /&gt;
&lt;br /&gt;
These two types have below average damage and basically non-existent deadliness, but are unique among the available options in that they almost always knock the creature down. Repentance and Judgment already (respectively) always or usually put the creature on its knees as part of the base effect of the spell, so a full knockdown from the specific damage type is only barely an upgrade in that case. However, knockdowns can be more helpful with Fervor or tier 3 and up Battle Standards &#039;&#039;if&#039;&#039; you&#039;re not leading off by knocking the creature down in the first place (whether via Repentance, Judgment, Bull Rush, Shield Trample, or other means).&lt;br /&gt;
&lt;br /&gt;
====Flare Type 2: Almost Everything Else====&lt;br /&gt;
&lt;br /&gt;
All flares in this category except maybe steam have roughly equal power against a typical creature in a typical hunting ground, but some have other unique considerations if you run into &#039;&#039;atypical&#039;&#039; creatures or hunting grounds.&lt;br /&gt;
&lt;br /&gt;
* Steam (Jastev)&lt;br /&gt;
&lt;br /&gt;
Steam deals average damage, but has very slightly below average deadliness. No creatures in the game that I know of are immune to steam, but it wouldn&#039;t surprise me if some fiery creature somewhere is. Steam doesn&#039;t trigger environmental hazards anywhere.&lt;br /&gt;
&lt;br /&gt;
* Acid (Aeia, Lumnis, Marlu)&lt;br /&gt;
* Cold (Gosaena)&lt;br /&gt;
* Disintegration (Ghezresh)&lt;br /&gt;
&lt;br /&gt;
These three types dish out average damage and average deadliness and don&#039;t trigger environmental hazards anywhere, but a tiny handful of creatures across the entire game are immune to them. Cold is the most affected by immunities, numerically; I wouldn&#039;t recommend raising a Gosaena paladin in Icemule with its myriad ice-themed creatures, but anywhere else is perfectly fine. The [[Silver-scaled cold wyrm|wyrm]] boss in the endgame is notably immune to acid.&lt;br /&gt;
&lt;br /&gt;
* Fire (Eorgina, Laethe, Oleani, Phoen, Ronan, Voaris, Voln)&lt;br /&gt;
&lt;br /&gt;
Fire is another type with average damage and deadliness that a tiny handful of creatures are immune to. It interacts with [[Web (118)|Web]] in a way that can be good or bad: if a webbed creature gets hit with fire, the web burns up and they take an extra round of fire damage in the process. In the best case (AKA a good RNG roll), that means doubling up on fire damage to deal a significant blow. In the worst case, that means prematurely freeing the creature from the web for some minor extra damage.&lt;br /&gt;
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Some players seem to really hate freeing the creature, which I definitely understand at lower levels, but I don&#039;t think it&#039;s as much of a drawback at cap as others believe. Most capped creatures get out of webs near instantly anyway, so I&#039;d rather pile on extra damage for an extra shot at a crit kill.&lt;br /&gt;
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Fire doesn&#039;t trigger environmental hazards anywhere that I know of except for a level 82-89 hunting ground, the Bowels. However, it&#039;s not an argument against fire because plasma &#039;&#039;also&#039;&#039; triggers those same hazards and Holy Weapon grants plasma flares, so paladins will face gas explosions in that hunting ground anyway.&lt;br /&gt;
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* Random (Zelia)&lt;br /&gt;
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Random flares have all the upsides and all the downsides of other damage types, except they&#039;re unpredictable. Fun option!&lt;br /&gt;
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* Crush (Kai, Kuon, Sheru)&lt;br /&gt;
* Disruption (Eonak, Tilamaire)&lt;br /&gt;
* Impact (Niima)&lt;br /&gt;
* Plasma (Lorminstra)&lt;br /&gt;
* Slash (Amasalen, Andelas, Fash&#039;lo&#039;nae, Mularos, The Huntress, V&#039;tull)&lt;br /&gt;
* Vacuum (Jaston, Tonis)&lt;br /&gt;
&lt;br /&gt;
These six types all dish out average damage and average deadliness while having no downsides. To my knowledge, no creatures in the game are immune to any of these damage types. None of them trigger environmental hazards anywhere either except for plasma in the Bowels, but I already mentioned above why I don&#039;t consider that an argument against it for convert status.&lt;br /&gt;
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====Flare Type 3: Puncture and Lightning====&lt;br /&gt;
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* Puncture (Cholen, Imaera, Leya, Luukos)&lt;br /&gt;
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There&#039;s a case for this to be in type 2, as puncture actually deals slightly below average &#039;&#039;damage&#039;&#039;--but it has far above average &#039;&#039;deadliness&#039;&#039; anyway because of its ability to kill creatures that have eyes at very low crit ranks. Nothing&#039;s immune to it that I know of, nor does it trigger environmental hazards.&lt;br /&gt;
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Against corporeal creatures that have eyes and can be crit killed, puncture is markedly more lethal than any previously listed damage type. However, against noncorporeal creatures, creatures without eyes, or creatures that can&#039;t be crit killed, all previous damage types other than grapple and unbalance can edge out puncture.&lt;br /&gt;
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On balance, puncture is a contender for the strongest holy critical type because the numerous cases where it far outshines almost all other damage types outweigh the comparatively few cases where it&#039;s slightly weaker than others.&lt;br /&gt;
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* Electrical (Charl, Koar)&lt;br /&gt;
&lt;br /&gt;
Electrical, AKA lightning, is the other contender for strongest holy critical type. It deals average damage, but has far above average deadliness due to its unique ability to hit a creature&#039;s nervous system, which can kill at low crit rank thresholds. Nothing is immune that I&#039;m aware of, though maybe some of the lightning creatures are and I don&#039;t know about it.&lt;br /&gt;
&lt;br /&gt;
The downside is that we finally have the one case where environmental hazards matter most, as watery rooms scattered throughout a few hunting grounds in the game will backfire and electrocute the user too. Some of these hunting grounds are so low level that you won&#039;t even be casting Repentance before leveling out of them, like the Solhaven bog or Solhaven death dirges. However, other hunting grounds like Old Ta&#039;Faendryl, parts of the Ruined Temple, or parts of Sailor&#039;s Grief are for capped or (with Sailor&#039;s Grief) even far post-capped characters.&lt;br /&gt;
&lt;br /&gt;
If you want the most raw power that&#039;s applicable to the largest number of creatures, electrical is probably it. You&#039;ll just need to be aware of specific watery rooms not to hunt in.&lt;br /&gt;
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&lt;br /&gt;
===Selecting a Weapon Type===&lt;br /&gt;
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These are presented in alphabetical order.&lt;br /&gt;
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====Brawling====&lt;br /&gt;
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Very few paladins brawl, but it is an option!&lt;br /&gt;
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At face value, the main mechanical reason to go this route is to synergize UC&#039;s relatively quick 2, 3, or 4-second attacks with paladins&#039; abundance of flares. It makes a kind of sense, though that&#039;s basically the entirety of the allure.&lt;br /&gt;
&lt;br /&gt;
The main trouble with this idea is that UC only maintains a speed advantage for so long. Between weapon techniques, feats, combat maneuvers, and shield maneuvers, paladins have numerous options that are all as fast as or faster than UC, but which work better with other aspects of the toolkit like Arm of the Arkati. Paladins only need sufficient levels and stamina to make frequent use of those techniques, feats, and maneuvers and then they&#039;ll be able to leave brawling paladins in the dust.&lt;br /&gt;
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Another possible disadvantage is a higher cost of gear upgrades than any other path &#039;&#039;if&#039;&#039; the paladin also wants to make use of a shield since then you have a whopping four pieces of gear to work on: shield, brawling weapon, footwear, and armor. Shields also penalize MM, UC&#039;s most important combat number. On the bright side, a brawler with a shield does at least have the big upside of far stronger AoE abilities via Shield Throw.&lt;br /&gt;
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If you want to try a brawling paladin for any reason, I won&#039;t call it great, but it&#039;s certainly viable. Nairdin&#039;s a famous paladin who did it for most of his life. Just don&#039;t expect it to work similarly to nor as effectively as how a brawling warrior or monk would if you&#039;re used to those.&lt;br /&gt;
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====Shields and One-Handed Weapons====&lt;br /&gt;
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Perhaps the most common paladin path players take is that of the shield, AKA the &amp;quot;sword and board&amp;quot; route. (By convention, it&#039;s often called that even if they use a blunt weapon or an edged weapon that isn&#039;t a sword.)&lt;br /&gt;
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This path can make for a borderline indestructible character if their training and playstyle are built around it. The Divine Shield aura is obviously at its best with shields as the name implies, aiding with that indestructibility via high block chance. It also periodically allows 1-second single-target offensive shield maneuvers. In addition, shield paladins have access to two physical AoE abilities they can rotate between on when the other is on cooldown--Shield Throw and their AoE weapon technique--while other builds would need to train two weapon types to do that. For a paladin who regularly or even exclusively fights swarms, the ability to use AoEs more frequently significantly elevates the offensive power level of shields on a DPS basis once they have the stamina to support it.&lt;br /&gt;
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As for downsides, the natural overarching point is that a defensive build doesn&#039;t have the power of an offensive build except, sometimes, in that swarm-specific scenario. (More on this in the Caveats section.) Abilities like Chastise and Spin Attack can be the same speed with two weapons or a single big weapon as with a single small weapon. Attacks like Flurry and Pummel reach near-identical (and potentially even exactly identical) speed thresholds with two weapons as with a single weapon despite firing off twice as many attacks. Finally, a two-handed weapon or two-handed polearm build also costs less in gear upgrades than a shield build since it only has two pieces of gear instead of three.&lt;br /&gt;
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Excoriate (covered in more detail later) is detached from weapon attributes like damage factor and weighting, making it exactly as powerful for all paladin builds. Relatively speaking, that elevates the average attack power for a shield paladin more than it does for other paladins (who also still like Excoriate). Divine Incarnation Smite is also detached from weapon attributes, but has a limited number of charges per hunt and gets a great deal of its power from Religion lore training, which shield paladins won&#039;t necessarily have much of since they have stronger incentives than other builds to focus on Blessings.&lt;br /&gt;
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====Shields and Polearms====&lt;br /&gt;
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This is similar to the shield and one-handed weapon build, but with two major differences that warrant its own section.&lt;br /&gt;
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The very good news is that Radial Sweep, the polearm reaction technique and the only reaction among all weapon types that does AoE damage, can trigger from blocking with a shield. Paladin block rate can get quite high with Divine Shield, so this specific paladin build is second only to warriors at how often it can fire off Radial Sweeps. It&#039;s arguably better overall than a shield and polearm warrior because the paladin gets the benefit of double plasma flares from Holy Weapon. Radial Sweep does have a 15-second cooldown because of its power, so it&#039;s not fully spammable, but it&#039;s definitely a great hit when you can get in.&lt;br /&gt;
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The very bad news is that the shield and polearm path costs 6 more PTPs and 3 more MTPs per level than training a shield and a one-handed weapon, which will probably require sacrifices elsewhere of power, utility, or both. It&#039;s a perfectly fine path, but make sure you know what you&#039;re getting into by using a character planner or experimenting on the test server.&lt;br /&gt;
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====Two-Handed Polearms or Two-Handed Weapons====&lt;br /&gt;
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Another paladin option is to pick up any huge two-handed weapon from a [[maul]] to a [[lance]] to a [[claidhmore]] and go to town!&lt;br /&gt;
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As mentioned previously, certain weapon-based abilities like Chastise or Spin Attack pack far more of a punch with a big weapon than a single small weapon while not being any slower (at least once you get the Agidex), so you&#039;ll certainly feel the power. Another selling point is that using a two-handed weapon is the cheapest path for gear upgrades since you only have two pieces of gear (armor and weapon). Furthermore, THWs (specifically those, not two-handed polearms) are the cheapest path in terms of training points other than a shield paladin who&#039;s not maxing Shield Use. (More on this in the caveats and rabbit holes section.)&lt;br /&gt;
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On the less bright side, shields are obviously far safer defensively. Big weapons also aren&#039;t stronger than two small weapons. That&#039;s partially just the math of it when comparing like to like, such as a 4-second swing vs. a 4-second swing, but it tilts further in favor of two small weapons when considering specifics like flares or the fact that, unlike Chastise or Spin Attack, Guardant Thrusts and Thrash (respectively the polearm and two-handed weapon assaults) &#039;&#039;are&#039;&#039; slower than Flurry and Pummel (the edged and blunt weapon assaults).&lt;br /&gt;
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====Two Weapon Combat====&lt;br /&gt;
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The final paladin option we&#039;ll go over in detail here is using two weapons for overwhelming attacks!&lt;br /&gt;
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This is the most offensively powerful path even just on the baseline strength of two weapons, but gets even better with any combination of Battle Standard flares, Fervor flares, or the Zealot AS buff, which are all roughly twice as powerful with two weapons as with one. Anything weapon-based--Chastise, Spin Attack, assaults, AoE techniques--is at its most powerful for the two weapon paladin.&lt;br /&gt;
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For downsides, once again, the most obvious is that shields are far safer defensively. Training point-wise, this path ranges from exactly the same cost as a two-handed weapon build to slightly more expensive than a shield and a two-handed polearm, depending on a player&#039;s tolerance for offhand misses. (Before cap, I wouldn&#039;t recommend either of those extremes of 1x or 2x TWC training; more on that in the Caveats section.) In terms of gear upgrades, a two-handed weapon or two-handed polearm build is also cheaper than this route.&lt;br /&gt;
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====Caveats and Rabbit Holes====&lt;br /&gt;
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You might still be undecided on your weapon path or just wondering about some of the more vague wording, so here are additional notes for digging deeper:&lt;br /&gt;
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* When talking about the advantage of having Shield Throw &#039;&#039;and&#039;&#039; an AoE weapon technique, I initially wrote &amp;quot;double up on AoEs&amp;quot; instead of &amp;quot;use AoEs more frequently,&amp;quot; but it&#039;s not quite that simple. In the first place, it depends on how often a character would use two AoEs instead of one even if they &#039;&#039;could&#039;&#039; do so, which wouldn&#039;t be every time. For example, if they&#039;re in a room of three creatures and the first AoE kills two of them, then the ability to use another one is irrelevant. Beyond that, all paladins have [[Glorious Momentum]] from level 40 on (more on this later), which allows even a paladin who only knows one physical AoE to sometimes ignore cooldowns and use it twice in a row anyway.&lt;br /&gt;
* For similar reasons, I mentioned two weapons being &amp;quot;roughly&amp;quot; twice as powerful as a single one-handed weapon because it&#039;s not as simple as saying that it&#039;s exactly twice as powerful. In any instance where the first strike happens to kill a creature, the fact that the second weapon &#039;&#039;would have&#039;&#039; been available as a followup is irrelevant.&lt;br /&gt;
* If you&#039;ve also been getting advice from others before reading this guide, you might have heard that shields are the cheapest path for training points. I actually had written that in here out of reflex because it was true for decades: when paladins had a 2x Shield Use cap, training a one-handed weapon along with it cost 24 PTPs per level (after the almost always inevitable PTP to MTP conversion that paladins get to). Now, however, paladins have a 3x Shield Use cap, so it works out to 29 PTPs. Meanwhile, maxing a two-handed weapon works out to 24 PTPs. Still, like I implied, someone could stop at 2x Shield Use if they wanted, taking the shield option down to 21 PTPs per level so it can be the cheapest again.&lt;br /&gt;
* Alternatively, someone might say that the shield path is cheaper because the non-shield paths have to train Dodging. This is a questionable line of reasoning, though. For one thing, some shield paladins do train Dodging, in which case they don&#039;t get to hold that over the heads of other builds. Even if they don&#039;t train Dodging, though, the training points saved from not doing so would end up spent somewhere else. As an example, let&#039;s say that they put it to use getting 1.5x Combat Maneuvers because they wanted more AS to make up for using a lighter weapon. That extra 0.5x CM costs more than 1x Dodging would. In short, you have to analyze the &#039;&#039;entire&#039;&#039; training point cost of either path to get the full picture of which is truly cheaper for your specific plan.&lt;br /&gt;
* Speaking of training point costs, the Two Weapon Combat range runs from 24 PTPs at 1x TWC (counting training the weapon skill too) to 42 PTPs at 2x TWC. 1x TWC has an 80% offhand hit rate against like-level creatures; 2x TWC has a 100% hit rate against anything up to five levels above. 1.5x TWC, which would be 33 PTPs, has a 100% hit rate against like-level and, assuming it works fairly uniformly, drops 4% for every level above you. My TWC paladin didn&#039;t even go past 1.2x before cap, which is 27.6 PTPs and an 88% hit rate against like-level. If I remember correctly, she didn&#039;t even go past 1.4x (a 96% offhand hit rate) until several times cap. How much TWC you &amp;quot;need&amp;quot; depends how comfortable you are with offhand misses. Some people fixate on them and can&#039;t tolerate a single miss; I take the stance that if I have an 88% hit rate against like-level, then I&#039;m hitting about 188% as hard as a single weapon from a shield build, which is perfectly good with me. If you&#039;re interested in TWC, figure out your tolerance threshold for either missing with the offhand or having fewer training points to spend on diversifying, then go from there.&lt;br /&gt;
* Another perspective I&#039;ve occasionally heard from players is that shield paladins are a natural default option. I don&#039;t agree or even particularly understand this perspective since they usually articulate it based around the idea that, because paladins have a shield-specific aura and are one of the three professions who have shield maneuvers, it would somehow be a waste to not use those parts of the toolkit. However, I don&#039;t hear anyone claim that shield warriors or shield rogues, the &#039;&#039;other&#039;&#039; two professions with shield maneuvers, are a natural default option. Play what you want! You&#039;ll be making tradeoffs no matter what you do.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Training Plan: Skills==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your paladin&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
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These are skills you consistently train with little to no deviation. This section and the following refer to pre-cap training.&lt;br /&gt;
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* &#039;&#039;&#039;Your chosen weapon type&#039;&#039;&#039;: Max every level. If using shields, minimum two times per level for those too. If using Two Weapon Combat, I&#039;d say at least once per level for the TWC skill, then push toward your tolerance threshold in the 1.2x to 1.5x range by the midgame after you&#039;ve hit your early breakpoints and have more flexibility with training points.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: At least once per level. You can push further whenever you want to learn specific maneuvers. If you&#039;re playing a shield paladin, this might need to be pushed a bit more heavily to compensate for the relative weakness of a single one-handed weapon.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least once per level. Twice per level later in life if or when you really want more stamina. There&#039;s also a good case for rushing the first 15-20 ranks for an early burst of 4-7 health per rank, depending on race, along with having a little more buffer on stamina.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: Once per level. If you&#039;re playing a non-shield paladin, this might need to get pushed further toward the mid-game, if not sooner, to compensate for slightly worse DS. (Note: Some shield paladin players advocate no ranks of Dodging before cap. I don&#039;t agree, but more on that later.)&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Once per level. There&#039;s a decent case for pushing the first 20-40 ranks slightly ahead of schedule for an early burst of 90-140 mana.&lt;br /&gt;
* &#039;&#039;&#039;Spell research&#039;&#039;&#039;: Once per level. Some typical paths include A) taking [[Paladin Base]] to 35 ([[Divine Intervention (1635)|Divine Intervention]], 40 ([[Divine Word (1640)|Divine Word]], or 50 ([[Divine Incarnation (1650)|Divine Incarnation]] ranks before touching [[Minor Spiritual]], B) training 1, 3, or 7 ranks of Minor Spiritual after any of those Paladin Base marks, C) never stopping Paladin Base once per level and just slipping in Minor Spiritual ranks here and there as you can, or D) skimping on other skills and/or spells to get 20 Minor Spiritual for [[Lesser Shroud (120)|Lesser Shroud]] ahead of schedule because it&#039;s the only defensive buff in Minor Spiritual that you can&#039;t have other characters cast on you.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Shields and Dodging Are Not Mutually Exclusive!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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As I mentioned in the Shield Paladin path section, they can be borderline indestructible if they build for that. One way to &#039;&#039;not&#039;&#039; build for that is to be one of the paladin players who train 0 ranks of Dodging because you&#039;ve read (or heard from somebody else who read) that shields decrease the amount of DS you get from training Dodging. That&#039;s true, but let&#039;s assess this further.&lt;br /&gt;
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First, even for a tower shield full plate paladin, Dodging gives 0.33615 DS per rank in offensive stance. That&#039;s admittedly much less than the 0.6225 DS that a non-shield paladin would get, but it&#039;s still substantial! More importantly, though, Dodging is also a crucial part of defense against SMR attacks, which are one of the few means that creatures have to simply kill paladins despite all their redux, crit reduction, and plate armor. SMR attacks don&#039;t become particularly prominent until level 60 or so, so I do understand the idea of not training Dodging with a shield paladin in the early game, but by the midgame and on you&#039;re going to need either Dodging or some other buffer against SMR attacks, like 2x Perception or 2x Physical Fitness, to avoid getting destroyed.&lt;br /&gt;
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Even in the early game, though, I still think a shield paladin should begin on Dodging after they&#039;re done with reaching some of the early thresholds like 70/110 Armor Use (90/130 with spells) that will keep points tight early on. Consider the alternative: by saving training points via ignoring Dodging, a paladin could work on spells beyond 1x, Combat Maneuvers beyond 1x, or lores.&lt;br /&gt;
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...but wait. Pushing spells above 1x is mostly for improving offense. Pushing Combat Maneuvers is mostly for improving offense. Training lores offers minor benefits to defense and enormous benefits to offense. Why be a shield paladin, the defense-oriented build, then ignore a cheap defensive skill like 1x Dodging in favor of training expensive offense-boosting skills like spells at 2x cost, CM at 2x cost, and lores? (Respectively ~6.18, ~2.364, and ~3.636 times as expensive as 1x Dodging.) Unless you&#039;re taking advantage of full outside spellups, which has its own sidebar a little further below, there&#039;s still great value to Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Combat Maneuvers and Two-Handed Weapons or Two Weapon Combat Are Not Mutually Exclusive!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I&#039;ve never encountered a paladin who believes otherwise, but &#039;&#039;just in case,&#039;&#039; the same advice from above for shield builds applies in reverse to non-shield builds. If you&#039;ve embarked on the path of an offense-oriented paladin, don&#039;t stop at 0.5x Combat Maneuvers so you can snap up a few extra Dodging ranks. Stopping at 1x Combat Maneuvers, sure, that makes sense, but the game offers the low-hanging fruit of 1x costs with the expectation that you&#039;ll take advantage of them. You admittedly might not even need the AS from Combat Maneuvers on a Zealot paladin, but the maneuver points and boost to SMR offense are keys to a sufficiently wide toolkit of options for successful offense.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Breakpoint Skills===&lt;br /&gt;
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Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
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* &#039;&#039;&#039;[[Armor Use]]&#039;&#039;&#039;: 70 and 110 are your major breakpoints. In conjunction with your [[Defense of the Faithful (1608)|Defense of the Faithful]] spell taking the totals to 90 and 130, these breakpoints respectively allow for metal breastplate and full plate. Metal breastplate is worth aiming for as quickly as you feel reasonably comfortable with because it has a very strong damage factor advantage over even chain hauberk. Full plate can be delayed into the 40s or even 50s if you want, though many players choose to hurry along the 110 mark too since it&#039;s the final armor goal from a mechanical standpoint.&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, good breakpoints are 10, 24, and 50 for hitting extra targets with your weapon techniques. For shield paladins only, 30 is also a threshold that unlocks the ability to learn Shield Strike Mastery.&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]]&#039;&#039;&#039;: Before cap, good breakpoints are 10, 24, 25, and &#039;&#039;maybe&#039;&#039; 50 (it&#039;s possibly excessive). 10, 24, and 50 are all for hitting extra targets with your AoE spells. 25 adds an extra daily use of [[Verb:MANA#Mana_Spellup|MANA SPELLUP]] and allows you to [[Multicast]] a buff spell two times at once. 50 adds another daily use of MANA SPELLUP. (50 also technically allows you to multicast three times at once, but that&#039;s only helpful for casting Minor Spiritual spells on other characters; two self-cast spells already maxes out buff duration.)&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Lore, Religion|Religion]] and/or [[Spiritual Lore, Summoning|Summoning]] lore&#039;&#039;&#039;: 25 ranks of Religion will max out [[Judgment (1630)|Judgment]]&#039;s chance of forcing the enemy to kneel at 85%, which can be pretty strong if you push Paladin Base hard and can reliably land that spell. Alternatively, if you don&#039;t push Paladin Base hard and could use a boost to your magical offense, each of the first 25 ranks of Summoning will push enemy TD down by 1 against the spell infused in your [[Holy Weapon (1625)|bonded weapon]]. If you want to run [[Web (118)|Web]] as your infused spell, you&#039;ll need 27 ranks of Summoning to be able to do that. Strictly speaking, nothing stops you from taking 25 ranks of Religion &#039;&#039;and&#039;&#039; 25-27 ranks of Summoning pre-cap, but I generally wouldn&#039;t recommend it due to too great an opportunity cost of training points not spent elsewhere.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;A Spellup Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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This is for those of you who take regular advantage of full spellups by any means--alts, Dreavenings, friends, MHOs, the invoker, or any other way. The DS benefits of a full outside spellup will leave you virtually indestructible against enemy AS attacks until the level 40s, if not later. (Almost definitely later on a shield build unless you&#039;re slacking on Shield Use &#039;&#039;and&#039;&#039; Dodging.) Since armor is primarily (not entirely) for mitigating AS-based hits, this playstyle lends itself to not pushing Armor Use as heavily as others. It can also skimp on various other defensive skills, which is why some players gravitate toward getting outside spells as long as they can.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Niche Skills===&lt;br /&gt;
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Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
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* &#039;&#039;&#039;[[Arcane Symbols]] and [[Magic Item Use]]&#039;&#039;&#039;: These are the most cost-effective means to improve your ability to create and upgrade Battle Standards, the paladin profession service. Of the two, Magic Item Use is more broadly useful due to extending the duration of [[small statue]] drops and the fact that rangers are capable of teaming up with other professions like clerics, sorcerers, and wizards to create magic items on demand. That said, Arcane Symbols allows reading scrolls you loot, which can be valuable for identifying which ones are worth selling to the pawnshop and which are worth trying to sell to other players.&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and eating herbs faster. Paladins are tied with clerics for training this skill more inexpensively than anyone besides empaths, so it&#039;s certainly worth considering. Voln paladins should especially look into this, but even Sunfist paladins, who can already eat herbs at the fastest speed, might enjoy not having to spend mana and stamina to do it.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Free extra silvers!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s twice as expensive as First Aid. Speeds up foraging bounties. Slightly reduces duration of stuns, which is potentially helpful; paladins can just [[Divine Intervention (1635)|BESEECH]] out of stuns, but 35 mana per unstun does add up quickly. I like Survival, but I certainly understand why others leave it for the late game.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
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Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
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Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
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What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Post-Cap Skills===&lt;br /&gt;
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Eventually you can train everything if you play long enough, but here are some considerations for if or when you reach post-cap.&lt;br /&gt;
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&#039;&#039;&#039;Spiritual Lores&#039;&#039;&#039; to their collective 202 cap:&lt;br /&gt;
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As is common with lores for most professions, they&#039;re a very expensive skill with high opportunity cost that leaves many players ignoring them pre-cap outside of low-hanging fruit early thresholds. In paladins&#039; case, that would be the 25 Religion and 25 Summoning benchmarks I mentioned before. Lores offer myriad offensive and defensive benefits, but they&#039;re less powerful for the exp than maxing Multi-Opponent Combat and Combat Maneuvers on the offensive side or Dodging and Physical Fitness on the defensive side. However, lores &#039;&#039;are&#039;&#039; more powerful for the exp than Ascension benefits, so post-cap is the time to prioritize lores and work out your plan. I&#039;ll touch on this more in lores&#039; own dedicated section.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Use]]&#039;&#039;&#039; to 300:&lt;br /&gt;
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The DS benefits of overtraining armor are fairly minimal, even in full plate. The improved maneuver defense is only slightly more substantial. Maxing out three armor specializations is another niche benefit, as you can certainly run into situations where the ability to switch between (say) Armored Casting, Armored Blessings, and Armor Support might be helpful. Individually, each of these three perks to finishing Armor Use--DS, maneuver defense, and flexibility--is pretty minimal, but, taken together, they do build a cumulative case.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Use]] if not normally using a shield or [[Two Weapon Combat]] if normally using a shield&#039;&#039;&#039;:&lt;br /&gt;
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There&#039;s something to be said for the flexibility of having two different playstyles at your disposal. Two Weapon Combat paladins have overwhelming offensive power, but what if the enemy &#039;&#039;also&#039;&#039; has overwhelming offensive power and taking just a couple of hits can spell doom? I&#039;m admittedly mostly thinking of bosses like the [[Silver-scaled cold wyrm|wyrm]] with her 900+ AS mstrikes rather than ordinary hunting, but even so, blocking some of her shots with a shield might be the difference between victory and defeat.&lt;br /&gt;
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On the flip side, shield paladins have far superior defensive prowess, but they don&#039;t always &#039;&#039;need&#039;&#039; more defensive prowess. For example, some creatures have fairly low AS and can&#039;t significantly damage a paladin with physical attacks anyway, while other creatures are casters against whom DS and blocking will never come into play. In cases like that, the greater offensive power of Two Weapon Combat would serve the paladin better.&lt;br /&gt;
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&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
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Archery isn&#039;t the worst option for diversifying your offense. AS-based ranged attacks don&#039;t bring much to the table for paladins, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time and pairs well with paladins&#039; myriad flares. I wouldn&#039;t do it, but it&#039;s out there as a thought.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Paladins can retain 25% redux--a great threshold--by stopping their spell training at 195 total ranks or fewer. Retaining 33.33% redux requires stopping around 149 or fewer.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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As an alternative to diversifying your offense or armor specializations, you could also simply move on to Ascension. For that, see the Ascension section toward the end of this guide.&lt;br /&gt;
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==Training Plan: Exclusive Choices==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush can knock down a room of creatures and inflict the Vulnerable status, which makes followup unaimed attacks more likely to hit body parts that will significantly damage the creature. Bull Rush does fairly minimal damage on its own, but is a very solid crowd control combat maneuver, especially before a paladin gets enough CS for Judgment to fill a similar role reliably.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Raises TD by 2 per rank. I actually max this in the late game because paladins have just enough spiritual TD that the small boost from Combat Focus can be the difference between getting hit by an enemy spiritual spell or avoiding it. However, even just two or three ranks would usually accomplish the same thing for much fewer combat maneuver points. Definitely don&#039;t bother with this until endgame or near it, though.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Movement]]&#039;&#039;&#039;:&lt;br /&gt;
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A negligible DS boost that&#039;s virtually worthless &#039;&#039;unless&#039;&#039; you want the Side by Side maneuver because you&#039;ll be group hunting regularly, in which case you need two ranks as a prerequisite.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Toughness]]&#039;&#039;&#039;:&lt;br /&gt;
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The first rank gives +15 max health for 6 combat maneuver points, which is a reasonable pickup for the endgame if nothing else seems worthwhile. It&#039;s not a priority, though. Even halflings and gnomes shouldn&#039;t really need it earlier in life since [[Vigor (1616)|Vigor]] already increases max health. As for the second and third ranks, the juice isn&#039;t worth the squeeze. Players who are willing and able to afford Bloodstone Jewelry can also just use that for vastly more max health than Combat Toughness offers.&lt;br /&gt;
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&#039;&#039;&#039;[[Disarm Weapon]]&#039;&#039;&#039;:&lt;br /&gt;
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A 2-second setup maneuver that attempts to get rid of the enemy&#039;s weapon. Paladins don&#039;t need to train this to defend against it since Holy Weapon already quickly returns disarmed weapons to their hand, nor do they necessarily fear enemy creatures&#039; AS-based attacks badly enough to warrant spending time getting rid of their weapon. That said, it&#039;s still a pretty strong debuff of sorts against specifically two-handed weapons (including polearms) because it&#039;ll knock out a huge chunk of a creature&#039;s DS in the process. Worth considering, but not a staple.&lt;br /&gt;
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&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
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Now here&#039;s a staple! Feint is the premier combat maneuver for lowering enemies&#039; stance so you can obliterate them afterward. Highly recommended if you&#039;re a Divine Shield or Fervor paladin, but still recommended even on a Zealot paladin. Even paladin AS can&#039;t power through &#039;&#039;every&#039;&#039; turtled creature, barring the extreme top ends of gear, enhancives, or Ascension experience.&lt;br /&gt;
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&#039;&#039;&#039;[[Precision]]&#039;&#039;&#039;:&lt;br /&gt;
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Worth a look if you&#039;re using a weapon that can deal slash damage, which is slightly tougher to land lethal blows with than crush or puncture damage. Even just the first rank for 4 points will cut out most slash-based damage. (Just remember to actually use CMAN PRECISION with your weapon in hand to set the damage type you want! Simply learning the maneuver without configuring it won&#039;t do anything!)&lt;br /&gt;
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&#039;&#039;&#039;[[Side by Side]]&#039;&#039;&#039;:&lt;br /&gt;
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Good straightforward AS and DS boost, but for group hunters only.&lt;br /&gt;
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&#039;&#039;&#039;[[Spike Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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You&#039;ll need this as a prerequisite if you want Shield Spike Focus on a shield paladin, but otherwise it&#039;s frivolous at best. Armor spikes from offensive maneuvers aren&#039;t terribly significant.&lt;br /&gt;
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&#039;&#039;&#039;[[Spin Attack]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily a top tier paladin maneuver not despite the overlap with Chastise, but because of it.&lt;br /&gt;
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Spin Attack is an unaimed attack that swings 2 seconds faster than your normal attacks (that&#039;s cutting attack speed in half for most weapon types!) while also having a minor AS boost for that one attack and a boost to Dodging for 10 seconds afterward. It even still fires off infused spells from Holy Weapon in the process.&lt;br /&gt;
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The swing speed benefit is the same whether you&#039;ve learned 1 rank or 5 ranks of Spin Attack, making the first 2 CM points an incredible value. (More ranks increase the AS and Dodging boosts.) Get it to have in your toolbox for times when both Chastise and your weapon type&#039;s assault technique are on cooldown.&lt;br /&gt;
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&#039;&#039;&#039;[[Sunder Shield]]&#039;&#039;&#039;:&lt;br /&gt;
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A flat 2-second setup maneuver that can get effectively rid of enemy shields. When it&#039;s good, it&#039;s really good for the same reasons that Disarm Weapon is. There are, however, far fewer creatures that use shields than creatures that use weapons. Worth considering, but not a staple.&lt;br /&gt;
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&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
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Actually quite good if you&#039;re using blunt weapons because it pairs well with Concussive Blows, adding another 2d16 of damage to those flares on top of the AS boost that higher Strength represents in the first place. That said, Surge of Strength really comes across as a &amp;quot;max it or skip it&amp;quot; type of combat maneuver, which means it might have to be saved for the endgame since the whole package costs 30 total CM points. Rank 5 has 75% uptime as a 90-second effect with a 120-second cooldown, but lower ranks have 150, 180, 240, and 300-second cooldowns.&lt;br /&gt;
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If you&#039;re not using blunt weapons, I&#039;d still consider this for races who aren&#039;t dwarves, giants, or half-krolvin. Paladins have a pretty good selection of combat maneuver options, but not amazing to the level of warriors or rogues, so you might (or might not) find that you can spare points for your final build.&lt;br /&gt;
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&#039;&#039;&#039;[[Tainted Bond]]&#039;&#039;&#039;:&lt;br /&gt;
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Tainted Bond makes an Ensorcell AS boost linger for two attacks instead of one. If you have a T5 Ensorcell, you should almost definitely get this, but if you don&#039;t, don&#039;t. It&#039;s also not worth rushing to a T5 Ensorcell and rocketing the gear difficulty of your weapon up just for Tainted Bond.&lt;br /&gt;
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&#039;&#039;&#039;[[True Strike]]&#039;&#039;&#039;:&lt;br /&gt;
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True Strike is an unaimed attack that swings 1 second faster than your normal attacks while penalizing the enemy&#039;s EBP against it and having a higher floor on your d100 roll by changing it to anywhere from 20+d80 (minimum 21 roll from rank 1 True Strike) to 60+d40 (minimum 61 roll from rank 5 True Strike).&lt;br /&gt;
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Spin Attack is generally better than True Strike in a vacuum because it&#039;s faster, but True Strike offers something that&#039;s more unique from Chastise than Spin Attack is. True Strike is a solid toolkit option to consider if you regularly face particularly EBP-heavy creatures. Even just one or two ranks will really cut into how well they can avoid your attack.&lt;br /&gt;
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&#039;&#039;&#039;[[Weapon Specialization]]&#039;&#039;&#039;:&lt;br /&gt;
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A paladin must-have that simply increases AS and SMR power, including that of all the offensive and setup maneuvers listed above.&lt;br /&gt;
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===Shield Maneuvers===&lt;br /&gt;
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This time I &#039;&#039;will&#039;&#039; go over every shield maneuver since almost all of them are at least worth a look.&lt;br /&gt;
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&#039;&#039;&#039;[[Block Specialization]]&#039;&#039;&#039;:&lt;br /&gt;
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Offering 5% block rate per rank, this is a bread and butter must-have passive for dedicated shield paladins. The first rank is a great early buy at a cost of only 4 shield points, but the next two cost 8 and 12, which could be worth delaying for a while so you can diversify your shield maneuver options early in life with other low-hanging fruit options.&lt;br /&gt;
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&#039;&#039;&#039;[[Block the Elements]]&#039;&#039;&#039;:&lt;br /&gt;
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Reduces incoming crits from enemy flares and bolt splashes. The first rank is pretty strong value at 5-10 crit padding for 6 shield points, but the next two ranks are another 12 and 18 points to bump that crit padding up to 10-15 or 15-20. In practice, I don&#039;t find that there are enough creatures who can use flares or hit a paladin with bolts to justify more than a single rank, which is already pretty hefty protection. However, if you simply despise getting hit with all your being and want marginal gains, it&#039;s an option!&lt;br /&gt;
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&#039;&#039;&#039;[[Large Shield Focus]] or [[Tower Shield Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Another bread and butter must-have passive that will improve all of your offensive shield maneuvers and is a necessary prerequisite to train certain options. The final two ranks should be saved for at or near the endgame due to diminishing returns, though. Large shields have a faster Shield Throw and result in very slightly better DS after you have Dodging. Tower shields hit harder with virtually all shield maneuvers and have a few exclusive maneuver options.&lt;br /&gt;
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&#039;&#039;&#039;[[Phalanx]]&#039;&#039;&#039;:&lt;br /&gt;
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Amazing additional block chance if you regularly group hunt with other shield users who also train Phalanx (available to warriors and rogues in addition to paladins), but it does nothing outside group hunts. You&#039;ll know if you want it.&lt;br /&gt;
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&#039;&#039;&#039;[[Prop Up]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires Large Shield Focus or Tower Shield Focus to be rank 3 before you can train this. Prop Up ranks each give you one-third chance to avoid being knocked down for 6, 12, and 18 shield points. Here&#039;s another passive where the first rank offers solid value, but the next two can be pretty difficult to justify until much later in life. Paladins are already very durable even if they do get knocked down, so it doesn&#039;t have to be a priority either.&lt;br /&gt;
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&#039;&#039;&#039;[[Protective Wall]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires Tower Shield Focus to be rank 3 before you can train this. Protective Wall has two ranks and the first rank only benefits party members, halving the DS lost from being stunned, webbed, immobile, unconscious, rooted, or prone. The second rank only benefits you with the same effect. Some players see this as the primary reason to use a tower shield over a large shield; I&#039;d argue that &#039;&#039;almost everything else&#039;&#039; is the reason to use a tower shield, though. If you&#039;re a group hunter, Protective Wall will help your partners, but if you&#039;re going solo, you can already get out of almost all of those status conditions already via Divine Intervention without spending valuable shield points.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Bash]]&#039;&#039;&#039;:&lt;br /&gt;
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Basic offensive shield skill that hits and applies Vulnerable. It&#039;s not amazing, but it&#039;s not bad and you have to train it to learn Shield Strike or make Shield Strike stronger. Whether you use it or just train it as a prerequisite, you&#039;ll have it!&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Charge]]&#039;&#039;&#039;:&lt;br /&gt;
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Far more powerful single-target maneuver than Shield Bash. This attack is 1 second slower, but has potential killing power (rarely, but it can get there) and, in addition to applying Vulnerable, it also staggers (adds RT), adds Weakened Armament (reduces armor protection), and can drop the enemy&#039;s stance. Shield Charge simply works well in a vacuum, so it&#039;s a pretty strong contender for your first offensive shield maneuver.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Forward]]&#039;&#039;&#039;:&lt;br /&gt;
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Passive ability that gives a 30-second Shield Use buff of +10 per rank after using an offensive shield maneuver. In practice, that&#039;s long enough that it basically feels like it&#039;s always active. Like many other passives, the first rank is great value even early, but the latter two can be delayed until after fleshing out your versatility.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Mind]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires that you&#039;ve trained Spell Block. Use 10 stamina to block the next CS-based spell, then the ability is on cooldown. I have a very low opinion of this one in all except the most dangerous Ascension hunting grounds, where it&#039;s only a pretty low opinion. Enemy CS spells aren&#039;t particularly dangerous to paladins anywhere else, you already have Faith Shield for the instances where they &#039;&#039;are&#039;&#039; dangerous, and the Spell Block prerequisite is, itself, also really weak for paladins.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Push]]&#039;&#039;&#039;:&lt;br /&gt;
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Probably the most pointless shield maneuver. This one pushes a creature out of the room, but even if you don&#039;t feel comfortable fighting a particularly dangerous creature, just leave the room yourself. No need to spend stamina and RT on making it go away, never mind the shield points.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Spike Mastery]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires training the Spike Focus combat maneuver. This passive lets your spikes flare reactively if you block an enemy attack while in offensive, advance, or forward stance. Pretty good if you&#039;re a capped character just finding yourself with 20 shield points and 12 combat maneuver points to spare. I wouldn&#039;t go out of my way to make room for Shield Spike Mastery if other combat maneuvers and shield maneuvers seem appealing enough to eat up all your points, though. It&#039;s specific to spike damage; any other flares on your shield can still happen without this.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Strike]]&#039;&#039;&#039;:&lt;br /&gt;
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An absolute must. This requires at least two ranks of Shield Bash. Shield Strike uses what&#039;s called a &amp;quot;minor bash&amp;quot;--a light, weak shield attack--that&#039;s immediately followed up by a strike with your weapon at 2 RT less and 15 stamina more than swinging with your weapon would be. Its strength is derived from training both Shield Strike itself and Shield Bash.&lt;br /&gt;
&lt;br /&gt;
In a vacuum, Shield Strike is really good, but like I always say, nothing&#039;s in a vacuum. Weapon technique assaults and Chastise are both even better uses of stamina, making this your third best option at most even in a strictly one-on-one scenario. If you regularly hunt multiple creatures in a room, then weapon technique AoEs and Shield Throw are also better uses of stamina. So, in practice, you might use Shield Strike as its own ability pretty rarely.&lt;br /&gt;
&lt;br /&gt;
The actual reason that makes Shield Strike a must-have is the next item on the list...&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Shield Strike Mastery]]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This passive requires at least three ranks of Shield Strike and 30 ranks of the Multi-Opponent Combat skill. It adds a minor bash right before the first hit of your assault technique, including the potential of any flares and spikes. That&#039;s it and that&#039;s all it needs to be to claim the title of the best shield maneuver once you have the whopping 30 spare points for it. Assault techniques are your best option for completely obliterating a single target and this makes them even better. Simple as that!&lt;br /&gt;
&lt;br /&gt;
And, yes, this does count to trigger the Shield Forward buff.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Throw]]&#039;&#039;&#039;:&lt;br /&gt;
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Shield Throw is the deadliest shield maneuver per second of RT and smashes the room for AoE damage. It doesn&#039;t add any other effects like Shield Bash or Shield Charge, but is just for sheer damage. Since it&#039;s SMR-based, leading with Judgment and following up with Shield Throw gets pretty devastating! You&#039;ll certainly want at least one rank of this immediately.&lt;br /&gt;
&lt;br /&gt;
Shield Throw is the only offensive shield maneuver that makes any kind of mechanical argument for large shields, since at least it&#039;s 1 second faster than tower shields; however, tower shields do still hit harder, as they do with all the other previously mentioned shield maneuvers.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Trample]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The slightly more damaging shield version of Bull Rush. It&#039;s no more a killing move than Bull Rush is, but offers the same solid crowd control. Training both of them is redundant. I&#039;d generally recommend going with Shield Trample if you have a particularly good shield (meaning lots of flares). If not, then go with whichever one you feel is facing worse competition for the combat maneuver points or shield points it&#039;s eating up.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Shielded Brawler]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
If you&#039;re set on using a shield &#039;&#039;and&#039;&#039; brawling, then the better option is a rogue or warrior. Those professions not only have Grapple/Kick/Punch Specialization, but also Small Shield Focus and Light Armor Specialization. That enables them to brawl with a shield while only barely hindering their MM at a -5 penalty.&lt;br /&gt;
&lt;br /&gt;
Mechanically speaking, the only thing that gets a brawling paladin to make sense is the sheer number of flares. The whole idea presumes, however, that you&#039;re using a cestus or similar -5 MM held brawling weapon. (The alternative of not using a brawling weapon means not getting any benefit from Holy Weapon, which is basically off the table.) Wearing full plate takes away another -8 MM for a total of -13, though you can eventually get it down to -5 MM at or near cap with 280 Armor Use. A large or tower shield piles on another -19 MM on its own, though maxing Shielded Brawler can take that down to -9. Overall, though, that still stacks up to -22 MM, which very seriously cuts into the the strength of UC&#039;s basic attacks.&lt;br /&gt;
&lt;br /&gt;
Some especially mechanically savvy players might be thinking things like &amp;quot;What if I stop at metal breastplate instead of wearing full plate? Then I save myself 3 MM so I can better absorb the hit of -9 MM from my shield.&amp;quot; In that case, though, you&#039;d be a house divided who&#039;s sacrificing defense by wearing worse armor so that you can get defense by using a shield.&lt;br /&gt;
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All of this said, if you&#039;re absolutely set on using a shield &#039;&#039;and&#039;&#039; brawling &#039;&#039;and&#039;&#039; being a paladin, then get Shielded Brawler.&lt;br /&gt;
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 &lt;br /&gt;
&#039;&#039;&#039;[[Spell Block]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Lets you block bolt spells with an ensorcelled, veil iron, or kroderine shield. You don&#039;t need to block bolt spells because paladins have fantastic DS against them and it&#039;s very likely you&#039;ll never get hit by a bolt spell in your life. That&#039;s if you&#039;re training Dodging, anyway. Even if not, Minor Spiritual spells still give good enough bolt DS to make them unthreatening.&lt;br /&gt;
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&#039;&#039;&#039;[[Steely Resolve]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The other tower shield-only ability paladins can learn. This one costs 30 stamina to give you a 60-second buff of +15 DS per rank and +15% chance to block attacks per rank. It has a 300-second cooldown. Even though I think tower shields are definitely the mechanical pick for paladins, it&#039;s sure not because of this. The only context where I have any respect for Steely Resolve is in boss battles that are short and high intensity. Anywhere else, you&#039;re already virtually impossible to kill because you&#039;re a shield paladin, so there&#039;s no merit to spending 30 stamina and 24 shield points just for frivolous overkill levels of defense 20% of the time (because it&#039;s a 60-second duration effect with an overlapping 300-second cooldown).&lt;br /&gt;
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===Armor Specializations===&lt;br /&gt;
&lt;br /&gt;
Paladins&#039; five armor specializations, three of which are unique to them, offer a variety of combat benefits.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Blessing]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The description on Armor Blessing is a bit deceptive; it claims to help mitigate wound stacking (such as multiple rank 1 wounds to the same body part turning into a rank 2 wound) from magical sources, but what it really means is sources that aren&#039;t designated in the code as physical attacks. In practice, it applies to a number of things that might seem physical, like various creature-specific maneuvers.&lt;br /&gt;
&lt;br /&gt;
That said, how good is this? It can save some time in eating herbs, save some silver for buying them, and most notably sometimes bail you out of a bad situation. In particular, preventing two rank 2 arm, hand, or leg wounds from stacking into a rank 3--a severed limb--is an enormous difference maker. For anything short of that, paladins do have many ways to get themselves out of bad situations with or without Armor Blessing.&lt;br /&gt;
&lt;br /&gt;
Still, due to paladin nuances I&#039;ll mention with the alternative armor specializations, I think it&#039;s completely reasonable that some players treat Armor Blessing as a sort of default armor specialization for a solo-oriented paladin. It arguably offers the greatest mechanical benefit.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Spike Mastery]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Lets your armor spikes fire off reactively when you get hit. This one&#039;s not an armor adjustment like paladins&#039; other options, but simply a passive buff, so it might be worth picking up if you have armor spikes and get hit by enough AS attacks. It&#039;s comparatively slightly less valuable for shield paladins due to their higher attack avoidance rate.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Support]]&#039;&#039;&#039;:&lt;br /&gt;
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A classic. When maxed, it reduces effective encumbrance in plate armor by 35 pounds. (Chain would be 30 pounds, scale 25 pounds, leather 20 pounds, and robes 15 pounds.) Anything with less carrying capacity than a dwarf would get good use from it, but the question isn&#039;t whether Armor Support is good; it&#039;s whether Armor Support is &#039;&#039;better&#039;&#039; than the alternatives. On the smallest races--gnomes and halflings--it probably is. On anything else, that&#039;s a question that only you can answer out as you play and learn your own habits with loot.&lt;br /&gt;
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&#039;&#039;&#039;[[Armored Casting]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Armored Casting entirely prevents spells from failing via fumbles (1 rolls) or hindrance, but if they &#039;&#039;would&#039;&#039; have failed, they succeed at the cost of coming with hard RT. In cloth, leather, or scale armor, maxed armored casting only gives 3 hard RT, making it a very useful armor adjustment for professions in those armor types. Since spells are 2-3 RT, those armor types can only lose 0-1 total RT in exchange for spells never failing. In chain, it&#039;s 4 hard RT, so armored casting is excellent for them too.&lt;br /&gt;
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In paladins&#039; conventional plate armor, Armored Casting results in 5 hard RT, which makes it more of an open question as to whether using this armor adjustment is a net positive or net negative. A 3-RT spell becoming 5 RT is a win because the alternative of casting the spell twice (a failed attempt, then a successful one) would have been 6 RT. On the other hand, a failed 2-RT spell becoming 5 RT is a loss because casting the spell twice would have only been 4 RT.&lt;br /&gt;
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In other words, whether Armored Casting is useful to adjust your own plate armor depends heavily on which spells you typically cast. Even if you do primarily cast 3-RT spells, there&#039;s an argument that Blessings or Support are still better. All that said, if you&#039;re a social sort, Armored Casting is a stellar aid for any of your friends who cast spells and have hindrance.&lt;br /&gt;
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&#039;&#039;&#039;[[Armored Fluidity]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This adjustment does nothing for a solo paladin because it doesn&#039;t stack with [[Faith&#039;s Clarity (1612)|Faith&#039;s Clarity]], but how about for other characters?&lt;br /&gt;
&lt;br /&gt;
Maxed Armored Fluidity cuts spell hindrance in half. This sounds powerful, is powerful, and was the staple paladin armor adjustment for many years since it&#039;s unique to paladins and they used to not have Armor Support nor Armored Casting. However, as good as Fluidity is in a vacuum, nothing&#039;s in a vacuum and the newer Armored Casting is superior in a wide variety of situations. (Not all!)&lt;br /&gt;
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Let&#039;s consider an example of a ranger in brigandine armor casting Moonbeam or Spike Thorn.&lt;br /&gt;
&lt;br /&gt;
* Moonbeam with maxed Armor Fluidity: 3% of the time, Moonbeam needs to be cast twice because the first time failed, requiring 2 casts and 4 soft RT total&lt;br /&gt;
* Moonbeam with maxed Armored Casting: Moonbeam casts never fail, but 6% of the time, they require 3 hard RT instead of 2 soft RT&lt;br /&gt;
* Spike Thorn with maxed Armor Fluidity: 3% of the time, Spike Thorn needs to be cast twice because the first time failed, requiring 2 casts and 6 soft RT total&lt;br /&gt;
* Spike Thorn with maxed Armored Casting: Spike Thorn casts never fail, but 6% of the time, they require 3 hard RT instead of 3 soft RT&lt;br /&gt;
&lt;br /&gt;
In short, Armored Casting saves mana on all spells and also saves RT on 3-RT spells. The question is whether the character can survive hard RT and the answer should usually be yes because A) with Armored Casting, the spell actually goes through and hopefully makes an impact, but B) even in the event that spell doesn&#039;t make an impact, like a low roll that misses, the situation will usually have been &#039;&#039;even worse&#039;&#039; in Armored Fluidity because the spell wouldn&#039;t have worked then either, but the character would have been standing around in more total RT.&lt;br /&gt;
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One major exception is bolting, where being caught in hard RT in offensive is potentially dangerous enough to warrant preferring Fluidity over Casting. Some other unusual corner cases can make Fluidity preferable, but they &#039;&#039;are&#039;&#039; corner cases and I have to stretch to find them; for example, getting caught in hard RT via Casting can make it easier for a character to be left behind by their group if the leader isn&#039;t using the GroupMovement flag.&lt;br /&gt;
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Another notable exception is for post-cap characters who have unlocked [[Gemstones]] and acquired a rare Grace of the Battlecaster property. This property, which can reduce hindrance by up to 5%, stacks with Armored Fluidity and makes various 0% hindrance builds possible that otherwise wouldn&#039;t be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Further Character Progression==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats and boons? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
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===Feats and Boons===&lt;br /&gt;
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Paladins gain new abilities called feats and boons at various levels:&lt;br /&gt;
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====Level 15 Paladin Boons: [[Devout Guardian]] and [[Devout Resolve]]====&lt;br /&gt;
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Starting at level 15, paladins who know [[Rejuvenation (1607)]] have a 20% chance to gain the 30-second Devout Guardian effect after taking damage. This allows them to cast Rejuvenation with 0 RT while ignoring most wounds. (They can&#039;t ignore fully severed limbs, for example.) If the paladin does cast Rejuvenation while Devout Guardian is in effect, that triggers Devout Resolve, which creates a new 30-second window in which the paladin ignores most wound penalties for combat purposes.&lt;br /&gt;
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====Level 20 Paladin Feat and Boon: [[Chastise]] and [[Righteous Rebuke]]====&lt;br /&gt;
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Chastise, used with the FEAT CHASTISE command, is a very powerful ability unique to paladins. For only 10 stamina, this unaimed attack with a 15 second cooldown hits a single target 2 seconds faster than your normal swing while having 125% of your normal damage factor and guaranteed Guiding Light flares if you have them from Holy Weapon or Consecrate. Each Chastise also has a 20% chance to trigger Righteous Rebuke, a boon that drops your next spell to 1 cast RT and cuts its mana cost by up to 20 down to a minimum of 0.&lt;br /&gt;
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Furthermore, every sixth Chastise you connect with has 150% of your normal damage factor instead of 125% and fires off your infused spell from Holy Weapon without consuming a charge in addition to all the normal Chastise benefits. (Note: You won&#039;t have spell infusion yet when you very first learn Chastise. You&#039;ll have to reach at least level 25 for that.)&lt;br /&gt;
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Early on, while you only have enough stamina to choose one out of assault techniques or Chastise, assaults are still the better of the two for one-handed weapons, but I&#039;d give Chastise the edge for two-handed weapons and polearms. Damage factor multipliers get even stronger when there are higher damage factors to be multiplied, after all! Damage factor multipliers also get better when there are twice the damage factors to be multiplied, so Chastise is also stronger for a TWC build than a shield build; it&#039;s just that TWC assaults are stronger still.&lt;br /&gt;
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Chastise is incredible value for every paladin and, when it&#039;s not on cooldown, you&#039;ll likely slam creatures with it pretty regularly while stamina lasts. &lt;br /&gt;
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====Level 30 Paladin Feat and Boon: [[Excoriate]] and [[Ardor of the Scourge]]====&lt;br /&gt;
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Excoriate, used with the FEAT EXCORIATE command, is another very powerful ability unique to paladins. Once again it has a 15 second cooldown, but this one&#039;s a single-target plasma damage magical SMR attack with 3 seconds cast RT that also applies -20% plasma resistance for the next plasma damage within 30 seconds. Each Excoriate also has a 20% chance to trigger [[Ardor of the Scourge]], a boon that allows your next assault technique within 30 seconds to ignore its cooldown and incur no additional cooldown while also stacking +10 AS with each round of attacks.&lt;br /&gt;
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Furthermore, every sixth Excoriate you connect with will hit much harder, applies -40% plasma resistance instead of -20%, and hits two targets if there are two or hits the same target twice if there&#039;s only one.&lt;br /&gt;
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Since Excoriate is an SMR-based attack, it gets huge bonuses when enemies are prone, stunned, immobilized, or otherwise disabled. (In practice, every sixth Excoriate is so powerful that even landing at all is usually enough, but it&#039;s important for the other five Excoriates!) Since it&#039;s magical, you can also deal damage with it just as effectively from guarded stance as offensive stance.&lt;br /&gt;
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The most unique thing about Excoriate is that it can trigger flares from your right hand weapon. At the time of this writing, there&#039;s actually no other means in the game to fire off a melee weapon&#039;s flares from guarded stance. (Flares from runestaves or from &#039;&#039;non-weapon&#039;&#039; sources like Fervor or Battle Standard do fire from guarded stance.) Even if you&#039;re only using a basic paladin bonded weapon, that&#039;s still a worthy perk because, of course, paladin bonded flares are plasma and Excoriate just gave the enemy a plasma weakness. If you start stacking script flares, holy fire flares, and potentially other flares, then we&#039;re really talking about a strong benefit that carves out its own lane.&lt;br /&gt;
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Unlike Chastise, Excoriate doesn&#039;t offer any advantage to THWs, polearms, or TWC since it only looks at one weapon and doesn&#039;t use any aspects of that weapon other than its flares.&lt;br /&gt;
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====Level 40 Paladin Boon: [[Glorious Momentum]]====&lt;br /&gt;
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(Also requires 75 ranks of a weapon skill, but by level 40 you should have 84.) The Glorious Momentum boon rewards mixing might and magic while taking on swarms. By casting Pious Trial, Aura of the Arkati, or Judgment--a paladin&#039;s three AoE spells--and hitting three or more creatures, a paladin has a 20% chance to make the paladin&#039;s next assault technique, Shield Trample, or Shield Throw have +25 AS, +15 SMR power, no stamina cost, and no cooldown while ignoring any current cooldowns.&lt;br /&gt;
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===Secret Sauce of Lores===&lt;br /&gt;
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This section reviews the various benefits of the three spiritual lores for Paladin Base spells. We&#039;ll start with a comprehensive overview in bullet point form. For the summation-based lore benefits, I&#039;ll list comparative benchmarks at the nearest thresholds to 50, 100, and 150 ranks to illustrate the quick early gains of each lore as well as the diminishing returns from going hard in just one or two. (I&#039;ve opted not to illustrate the nearest threshold to 200 because, due to the nature of seed summation benefits, most paladins will ultimately train each of the three lores to at least some degree.)&lt;br /&gt;
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&lt;br /&gt;
====Lore Overview====&lt;br /&gt;
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(If thinking about the math of all these numbers makes your head hurt, feel free to skip to the &amp;quot;In a Nutshell&amp;quot; sections below that summarize each lore.)&lt;br /&gt;
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&#039;&#039;&#039;Blessings&#039;&#039;&#039;&lt;br /&gt;
* More DS and TD from Mantle of Faith (+5 at 0 ranks, +14 at 54 ranks, +18 at 104, +21 at 152, +24 at 209)&lt;br /&gt;
* Extra duration added to Bless or Symbol of Blessing after Consecrate (+50% at 0 ranks, +100% at 10 ranks; doesn&#039;t get any better than that)&lt;br /&gt;
* Extra swings for EVOKE Consecrate plasma flares (flat +1 per rank)&lt;br /&gt;
* Increased odds of Consecrate or Holy Weapon plasma flare triggering twice (assumed to be a 20% base chance at 0 ranks, +32% (52%) at 52 ranks, +48% (68%) at 102 ranks, +60% (80%) at 150 ranks)&lt;br /&gt;
* Longer refresh of food/drink from Consecrate (unknown to what degree)&lt;br /&gt;
* Extra HP and stamina regeneration from Rejuvenation (+15 at 0 ranks, +45 at 55 ranks, +57 at 105 ranks, +66 at 153 ranks)&lt;br /&gt;
* Reduced enemy Force on Force impact with Defense of the Faithful&#039;s Beacon of Courage in effect (ignores 1 foe at 0 ranks, 5 foes at 46 ranks, 9 foes at 108 ranks, 11 foes at 145 ranks)&lt;br /&gt;
* Greater block rate with Divine Shield (+10% at 0 ranks, +18% at 52 ranks, +22% at 102 ranks, +25% at 150 ranks)&lt;br /&gt;
* More Combat Maneuvers ranks from Patron&#039;s Blessing (+10 at 0 ranks, +18 at 52 ranks, +22 at 102 ranks, +25 at 150 ranks)&lt;br /&gt;
* Increased max health from Vigor (there&#039;s a baseline, but it&#039;s dependent on Constitution bonus, so we&#039;ll just look at the lore benefits only: +0 at 0 ranks, +18 at 54 ranks, +20 at 91 ranks, +23 at 154 ranks)&lt;br /&gt;
* Extra damage weighting for Fervor (+10 at 0 ranks, +15 at 50 ranks, +17 at 110 ranks, +18 at 140 ranks)&lt;br /&gt;
* Extra resistance from Divine Incarnation Armor (50% at 0 ranks, 62% at 45 ranks, 70% at 95 ranks, 76% at 143 ranks)&lt;br /&gt;
* Extra daily uses of Divine Incarnation Armor (1 use at 0 ranks, 2 uses at 50 ranks, 3 uses at 125 ranks; doesn&#039;t go higher)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
* More DS from Higher Vision (+10 at 0 ranks, +16 at 45 ranks, +20 at 95 ranks, +23 at 143 ranks)&lt;br /&gt;
* Increased DS debuff from Aura of the Arkati (-10% at 0 ranks, -15% at 30 ranks; doesn&#039;t go any lower)&lt;br /&gt;
* Increased EBP debuff from Aura of the Arkati (-5% at 0 ranks, -12% at 49 ranks, -16% at 99 ranks, -19% at 147 ranks)&lt;br /&gt;
* Extra flare chance for Fervor (15% at 0 ranks, 33% at 54 ranks, 41% at 104 ranks, 47% at 152 ranks)&lt;br /&gt;
* More AS from Zealot (+30 at 0 ranks, +40 at 55 ranks, +44 at 105 ranks, +47 at 153 ranks)&lt;br /&gt;
* Extra TD for Faith Shield (+50 at 0 ranks, +68 at 45 ranks, +74 at 68 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra CS for spells infused into Holy Weapon via scrolls (0 baseline with flat +1 per each of the first 50 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Increased kneel chance with Judgment (35% at 0 ranks, 85% at 25 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra raises per day with Divine Word (1 baseline with flat +1 per every 20 ranks up to 140; doesn&#039;t go higher)&lt;br /&gt;
* Added double strike with Divine Incarnation Smite (0% at 0 ranks, 30% at 45 ranks, 70% at 105 ranks, 100% at 150 ranks)&lt;br /&gt;
* Increased stance ignoring with Divine Incarnation Onslaught (50% at 0 ranks, 57% at 56 ranks, 60% at 110 ranks, 62% at 156 ranks)&lt;br /&gt;
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&#039;&#039;&#039;Summoning&#039;&#039;&#039;&lt;br /&gt;
* Extra RT for Pious Trial slow effect (+2 RT at 0 ranks, +3 at 10 ranks, +4 at 25 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra chances to debuff with Templar&#039;s Verdict if an attack made after it misses (3 chances at 0 ranks, 4 chances at 50 ranks, 5 chances at 100 ranks, 6 chances at 150 ranks)&lt;br /&gt;
* Increased crit rank from Consecrate or Holy Weapon second plasma flare (+0 crit ranks at 0 ranks, +1.2 crit ranks at 51 ranks, +2 crit ranks at 105 ranks, +2.6 crit ranks at 156 ranks)&lt;br /&gt;
* Increased damage factor for Arm of the Arkati (10% at 0 ranks, 16% at 45 ranks, 20% at 95 ranks, 23% at 143 ranks)&lt;br /&gt;
* Increased maximum Swift Justice charges for Divine Shield (2 charges at 0 ranks, 3 charges at 40 ranks, 4 charges at 105 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Allows self-cast Aid the Fallen (unlocked at 20 ranks)&lt;br /&gt;
* Added debuff for infused Holy Weapon spells (flat -1 DS per each of the first 25 ranks)&lt;br /&gt;
* Increases maximum spell level possible to infuse in Holy Weapon (+0 at 0 ranks, +9 at 54 ranks, +13 at 104 ranks, +16 at 152 ranks)&lt;br /&gt;
* Extra duration for Divine Incarnation Zeal (30 seconds at 0 ranks, 34 seconds at 46 ranks, 38 seconds at 108 ranks, 40 seconds at 145 ranks)&lt;br /&gt;
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That&#039;s a lot to digest, so let&#039;s break it down in chunks and figure out which benefits matter most!&lt;br /&gt;
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====Blessings in a Nutshell====&lt;br /&gt;
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A clear winner if you&#039;re using the Divine Shield aura, with the extra block rate going a long way to make shield paladins indestructible. That benefit isn&#039;t even entirely defensive in nature, just mostly so, since more shield blocks also means more reactive flares. Another strong Blessings benefit is the double plasma flare for Consecrate or Holy Weapon, though that one does really want to also tag team with Summoning lore to make the second flare hit hard and often instead of just often.&lt;br /&gt;
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The extra DS and TD from Mantle of Faith and the extra stamina recovery for Rejuvenation are also good benefits, but, like I implied earlier, the alternatives for your exp have to be considered. Compared to all but the earliest ranks of Blessings, Dodging and Physical Fitness are much cheaper paths to, respectively, more DS and more stamina. There&#039;s no TD alternative, though, so evaluate the entire package of Blessings. More AS from Patron&#039;s Blessing is in a similar boat; it&#039;s quite good, but not as good as maxing Combat Maneuvers, so there&#039;s an order of operations here. (The Blessings AS benefit also isn&#039;t as good as the Religion AS benefit, but the latter only applies if Zealot is your aura.)&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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Extra max health from Vigor via Blessings ranks is a bit frivolous since you already get extra health from just Constitution and Paladin Base training. The Blessings benefit does ramp up pretty quickly, at least, and you can wrangle a good bit of extra health without even trying. If you plan on getting Bloodstone Jewelry, the value of max health drops further.&lt;br /&gt;
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More Fervor damage weighting isn&#039;t too impressive because it starts at a high baseline of 10 even with no lores, so it basically has diminishing returns from the outset. Divine Incarnation Armor similarly starts at a powerful baseline of 50% before lores. Between redux, plate armor, Divine Intervention, potentially a P5 Battle Standard if you have it, and potentially a shield if you have that, the odds of being able to salvage a situation at (say) 70% resistance that you can&#039;t salvage at 50% resistance are extremely low at best. Similarly, it&#039;s not terribly likely that you&#039;d need to activate the emergency mode multiple times per day.&lt;br /&gt;
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The Consecrate benefits &#039;&#039;other&#039;&#039; than secondary flare rate are basically fluff or QoL that saves tiny amounts of mana.&lt;br /&gt;
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Finally, reduced enemy Force on Force with Beacon of Courage is nearly useless in almost all scenarios since paladins are already naturally going to train Multi-Opponent Combat. 50 ranks of MOC and 0 Blessings would already mean no penalty against five creatures with Beacon of Courage up; 100 ranks of MOC and 0 Blessings would mean no penalty against seven creatures.&lt;br /&gt;
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====Religion in a Nutshell====&lt;br /&gt;
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The low-hanging fruit of 25 Religion ranks for Judgment that I mentioned earlier is vital for paladins who use that spell even slightly often. Aside from that early breakpoint, the big win from training Religion for almost any paladin has to be Aura of the Arkati&#039;s EBP debuff to stop creatures from avoiding your attacks. The debuff starts at a pretty low baseline and scales quite well for how strong the effect is.&lt;br /&gt;
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Double strike Divine Incarnation Smite also has extreme killing power against anything crittable, bordering on a guaranteed one-shot when it does hit twice. It&#039;s not &#039;&#039;quite&#039;&#039; guaranteed, but it&#039;s vastly closer to that than not. Still, there is the obvious disclaimer that a 100 SMC paladin can only use Smite 10 times per 10 minutes. The ramp up for how often you get double strikes is also pretty slow, making it more targeted at a far post-cap paladin than anyone else.&lt;br /&gt;
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Religion ranks are to Fervor what Blessings is to Divine Shield: if you&#039;re set on using Fervor, Religion takes that aura to another level with fast scaling and a powerful effect to boot. Many high Religion paladins use Zealot anyway, however; the scaling Religion AS benefits are much more marginal, but they do start from a high baseline of 30 and work on every attack. As ever, high baselines are a double-edged sword. If you&#039;re into Zealot for the AS, consider all options: maxing Combat Maneuvers is a better path to AS than all but the earliest ranks of Religion, so this is what you&#039;d top off with down the road.&lt;br /&gt;
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Same goes for the Higher Vision DS benefit; it&#039;s reasonable and it&#039;s there, but Dodging is more efficient, so max that first. The Blessings DS benefit via Mantle of Faith is also better than the Religion DS benefit via Higher Vision.&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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Extra uses of Divine Word are cool if you cast it often, but potentially useless to players who never resurrect others. You&#039;ll know if it&#039;s valuable to you or not.&lt;br /&gt;
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More TD with Faith Shield is pretty good when it &#039;&#039;is&#039;&#039; good, but excessive in most cases since the baseline +50 is very high already. Even if you do need extra TD, it&#039;s still a spell with a cooldown. On the bright side, the Religion benefit scales pretty quickly before capping off at just 68 ranks. Divine Incarnation Onslaught is another very high baseline at 50% stance ignoring, which should usually get the job done after an Aura of the Arkati even if you had 0 Religion to benefit either spell.&lt;br /&gt;
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More CS for infusing spells from scrolls into your Holy Weapon is actually very powerful in a vacuum since you can put far stronger spells into your weapon than anything in Paladin Base. However, nothing&#039;s in a vacuum, so I hav a small caveat, a medium caveat, and a big caveat. The small caveat is that Religion needs to tag team with Summoning to make this idea work at all since non-native spells count as higher spell levels than they normally would and you can&#039;t infuse them without a good buffer of Summoning. The medium caveat is that, even with up to a +50 CS boost, you still need high baseline CS of your own (via high spell ranks, heavy quartz orbs, and potentially even Transcend Destiny) to get non-native spells into the range of hitting creatures consistently. The big caveat is that regularly sourcing scrolls with killer spells like Dark Catalyst, Divine Fury, or Wither is a royal pain.&lt;br /&gt;
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====Summoning in a Nutshell====&lt;br /&gt;
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Summoning works wonders for Arm of the Arkati, making every melee hit land harder. This is already a premier paladin spell, but it&#039;s especially potent for non-shield builds as big weapons or two weapons reap more benefit from percentage boosts to their offense. I can&#039;t stress enough that even though Arm of the Arkati isn&#039;t nearly as flashy and in your face as Zealot or Fervor, the sheer invisible math of it makes it arguably the most powerful of the three effects. It&#039;s not an aura itself either, so it can stack with one of the auras.&lt;br /&gt;
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As for other Summoning benefits that scale into the endgame, higher crit ranks for the second Holy Weapon or Consecrate plasma flares really raises the power floor on those. However, this benefit does want to operate alongside Blessings lore to increase the odds of a double flare happening in the first place.&lt;br /&gt;
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The first 25-27 ranks of Summoning are also crucial for spell infusion, both in the sense of debuffing creatures (25 ranks) and the sense of being able to infuse Repentance (9 ranks) or Web (27 ranks).&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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More Swift Justice charges for Divine Shield are a decent benefit, but that aura heavily favors Blessings lore overall, so the Summoning benefit is probably only worth thinking about as part of a bigger picture where you&#039;re taking Summoning primarily for other reasons. Even then, while the 40 breakpoint isn&#039;t a big ask, the next breakpoint being at 105 &#039;&#039;is&#039;&#039; a huge commitment.&lt;br /&gt;
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Pious Trial doubles its slow effect at just 25 Summoning, but I don&#039;t encounter many paladins who cast this spell with any regularity. It&#039;s pretty strong, but paladins are loaded with options ranging from very strong to extremely strong, so it can fall by the wayside.&lt;br /&gt;
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Self-cast Aid the Fallen at 20 ranks used to be more useful, but Battle Standard can now do a similar thing with no lore required.&lt;br /&gt;
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Templar&#039;s Verdict extra debuff chances are another hard case of the high baseline blues where you&#039;ll virtually never benefit from having more than the 3 you&#039;d get even with no training.&lt;br /&gt;
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Having a longer window of time for Divine Incarnation Zeal to fire off flares doesn&#039;t seem to have any value since the total number of flares is limited by divine energy, not time.&lt;br /&gt;
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====So What Do I Do?====&lt;br /&gt;
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Whatever you want. Paladin players see viability in virtually any split of lores.&lt;br /&gt;
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===Gear Upgrades: Armor===&lt;br /&gt;
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Even though fancy gear is more a luxury than a necessity for paladins, you might as well upgrade your paladin&#039;s gear eventually if you enjoy them! But how and in what way? This is going to go quickly because I generally think that armor scripts or materials aren&#039;t worth it unless you have a lot of money burning a hole in your pocket. I&#039;ll cover both scripts and materials, but do note that if you want both, it&#039;s 50k more expensive than buying each individually would have been and you generally have to start with the material. (Transmuting an armor from one material to another is only offered for limited periods of time in rotating selections, so you can&#039;t count on its availability. Adding scripts to existing armor is always there at Duskruin.)&lt;br /&gt;
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&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
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* [[Adamantine]]: Has a chance to disarm or break weapons that connect with it, though its minimum weight is 50% heavier than standard armor materials. Its base cost is 40k bloodscrip, so it&#039;s for long-term projects that begin with fairly heavy spending. Non-shield paladins would get better use out of it than shield paladins due to taking more hits. Adamantine can&#039;t be worn until at least level 65.&lt;br /&gt;
* [[Obskruul]]: Has impact flares and a 5 AvD advantage. Not bad as a long-term project since the 5 AvD is the equivalent of an extra 5 enchant that would be otherwise impossible. It&#039;s worth noting that the base cost is 25k bloodscrip, so unless you go to a minimum of a +35 enchant normally, getting the extra 5 AvD via obskruul is a less efficient path than simply enchanting.&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, though shield paladins might potentially get more use out of zelnorn due to taking fewer hits. (On the other hand, rusalkan &#039;&#039;shields&#039;&#039; are much more powerful than the armor, so see those below.) Some contact-based combat maneuvers like Bull Rush can also trigger this.&lt;br /&gt;
* [[Somnis]]: Can put enemies to sleep after they hit you. Great stuff! But is it 100k bloodscrip great? I&#039;d be hard pressed to say so, but I acknowledge that it&#039;s a powerful effect.&lt;br /&gt;
* [[Zelnorn]]: Uses half of what &#039;&#039;would&#039;&#039; be the DS from its enchant as AS instead. If you want to have the highest AS possible, here&#039;s the armor for you! Its base cost is 50k bloodscrip, so, like other materials, it best serves as a long-term project that begins with fairly heavy spending. The big downside is that zelnorn doesn&#039;t allow flares in the ability slot (AKA category B). Zelnorn can&#039;t be worn until at least level 60.&lt;br /&gt;
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&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
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* [[Animalistic Spirit Armor]]: Much more aimed at warriors and open rogues than paladins. The reactive flares are non-damaging knockdowns, which paladins are already good at via Judgment, Shield Trample, or Bull Rush. Revenge Flares have some value, but aren&#039;t at their best on paladins, who have low evade rates. Stamina regen is decent, but expensive compared to buying stamina regen enhancives. Extra DS is fine, but extraneous. This is a fine package, but nothing overwhelmingly must-have.&lt;br /&gt;
* [[Ethereal armor]]: Again, extra DS and a flare chance for crit padding are pretty extraneous to a paladin. If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it.&lt;br /&gt;
* [[Forest Armor]]: Random boosts of 3-5 AS and CS for random durations. Not terrible and this is, if nothing else, one of the cheapest armor scripts around. Worth considering.&lt;br /&gt;
* [[Ithzir Armor]]: Cool abilities involving healing and emergency escape, but not 500k bloodscrip cool.&lt;br /&gt;
* [[Mana-Infused Armor]]: Mana, damage padding, crit padding, AS and CS, and an emergency button to drive creatures out of the room. The AS and CS buff is three minutes of guaranteed +25 AS and +15 CS, which is great. However, it&#039;s 476k bloodscrip to get to that point (and 676k total to also have the emergency button).&lt;br /&gt;
* [[Parasite Armor]]: Health recovery is redundant on paladins due to Rejuvenation. It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip.&lt;br /&gt;
* [[Sprite Armor]]: Extra DS and maneuver defense are extraneous. However, the Sprite Armor wiki page doesn&#039;t adequately cover what &#039;&#039;does&#039;&#039; make this worth considering at its full unlock (and only at its full unlock): it can store up to 900 mana, which you can infuse into it at random amounts by touching the armor (on a five-minute cooldown). You extract the mana at 90% efficiency, which means it&#039;s a mana battery of 810 mana on demand. This would already be pretty cool, but what kicks it up another level is that whatever random amount the game takes when you infuse mana, the armor stores four times that much. Putting this all together: if you touch the armor and the game takes 50 mana from you, it puts 200 mana into the armor, which you can then get back out of the armor as 180 mana. It&#039;s more or less as close to infinite mana as you&#039;re going to get, hindered only by the fact that it takes random amounts of mana and there&#039;s a cooldown. Is all of that worth 115k bloodscrip? You decide.&lt;br /&gt;
* [[Valence Armor]]: Now we&#039;re talking because we&#039;ve come to the first armor script that has damaging reactive flares, which are great since paladins take a lot of hits--and even better for non-shield paladins (or shield paladins not using Divine Shield). Of course, since they &#039;&#039;know&#039;&#039; damaging reactive flares are great, the base armor is 25k bloodscrip, which might feel steep for people without giant stashes of money. If you absolutely must have non-vanilla armor of some sort, I think this is a fine default that&#039;s better than any of the other script options and most or all of the material options, but I do have an alternative suggestion below.&lt;br /&gt;
* [[Voln armor]]: Extra DS, sheer fear protection, crit padding, and an emergency escape button. Nothing a paladin badly needs.&lt;br /&gt;
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&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
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If you absolutely must have non-vanilla armor of some sort, then I think Valence Armor is a fine default script while adamantine or zelnorn are fine default materials depending on whether you favor defense (adamantine) or offense (zelnorn).&lt;br /&gt;
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However, my actual answer to the armor question is simply:&lt;br /&gt;
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* Go to playershops and spend 1-3 million silver on full plate that has flares, then get it upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
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Think about it. You could pay 25k bloodscrip for Valence Armor to have disintegrate flares or 25k bloodscrip for obskruul to have impact flares, just as an example, or you could just buy flares in a playershop for the equivalent of 1-3 million silver. The pay event counterparts don&#039;t exceed the playershop item unless you spend &#039;&#039;even more&#039;&#039; than those base 25k bloodscrip costs to start piling on ability slot flares (Valence Armor) or scripts (obskruul).&lt;br /&gt;
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As always, everything is subject to your budget range. If you want to immediately come in and spend big, that option is there too.&lt;br /&gt;
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===Gear Upgrades: Shields===&lt;br /&gt;
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&#039;&#039;&#039;No script, flourish, or material, but simply cast Consecrate on a vanilla shield&#039;&#039;&#039;:&lt;br /&gt;
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This is where I think you should begin if you&#039;re uncertain or dipping your toe in the water. For 50,000 silver or less, you can get a basic shield at the game&#039;s baseline expectation of +20 enchantment. Even a vanilla shield becomes potent enough in a paladin&#039;s hands due to Consecrate as long as you remember to refresh its plasma flares when they run out.&lt;br /&gt;
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There&#039;s nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later! Just don&#039;t sink silver into too far upgrading such a vanilla shield with Enchant, Ensorcell, or Sanctify; you&#039;re likely to want a better baseline eventually and the silvers spent on those services can be used more effectively elsewhere.&lt;br /&gt;
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&#039;&#039;&#039;Start with a special material&#039;&#039;&#039;:&lt;br /&gt;
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* [[Adamantine]]: Has a chance to disarm or break weapons that connect with it, though its minimum weight is 50% heavier than standard shield materials. Its base cost is 40k bloodscrip, so it&#039;s for long-term projects that begin with fairly heavy spending. Adamantine can&#039;t be used until at least level 65.&lt;br /&gt;
* [[Kroderine]]: Some professions consider kroderine a neat budget way to get triple dispel flares for 30k bloodscrip instead of the 90k it would normally cost. That said, this isn&#039;t what paladins are looking for. Kroderine comes at a +22 enchant and is impossible to further Enchant, Ensorcell, Bless, or Sanctify. You also can&#039;t cast Consecrate on it for double plasma flares and it&#039;s debatable whether triple dispel flares are better than that or, even if so, how much so. Most importantly, though, holding a kroderine shield cuts your maximum mana in half. It&#039;s just too big a price to pay for too little benefit.&lt;br /&gt;
* [[Low steel]]: A high-end expensive option at 300k bloodscrip that inflicts a damage over time (DoT) psychic flare that deals damage and inflicts RT. Any enemy that gets hit by this flare is basically dead--not literally so, but I mean that it&#039;ll be so stalled out in RT that you&#039;ll essentially have won. The cost is steep, but the power is immense. Of course, there&#039;s the lingering question of how much more powerful low steel psychic flares are than the double plasma flares you get for free as a paladin. I wouldn&#039;t blink if someone said ten times more powerful, but it is, of course, difficult to beat free on sheer value!&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. The shield version of this is a lot better than the armor version since offensive shield maneuvers are much more powerful overall than contact maneuvers that use armor, making it easier to fit into your routine without going out of your way. Low steel might be even more powerful still, but unlike with low steel, you can stack the rusalkan flares &#039;&#039;and&#039;&#039; your own double plasma flares from Consecrate. It&#039;s a close call.&lt;br /&gt;
* [[Zelnorn]]: Uses half of what &#039;&#039;would&#039;&#039; be the DS from its enchant as AS instead. If you want to have the highest AS possible, here&#039;s the shield for you! Its base cost is 50k bloodscrip, so, like other materials, it best serves as a long-term project that begins with fairly heavy spending. The big downside is that zelnorn doesn&#039;t allow flares in the ability slot (AKA category B)--and that&#039;s a far bigger downside than its armor counterpart since flares really help shields at least try to keep up in the offense department. Zelnorn can&#039;t be used until at least level 60.&lt;br /&gt;
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Whether you&#039;ll be using materials or not, let&#039;s move on and look at the script options!&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Shield]] script&#039;&#039;&#039;:&lt;br /&gt;
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While Animalistic Spirit&#039;s weapon counterparts are extremely popular even without upgrades, off-the-shelf Animalistic Spirit shields face a few unique challenges due to their default grapple damage. Almost all of the offensive shield maneuvers worth using already knock down creatures, which renders grapple frivolous. That means you need to pay extra to either change the damage type or buy the Revenge Flares unlock, which allows blocking in forward, advance, or offensive stance to fire off grapple flares and knock enemies down passively. Wild Backlash is also a good unlock for paladins, who benefit from both sides of the DS and TD debuff, but the power of Wild Backlash is tied to the unlock tier of Animalistic Fury. The problem with that is that there&#039;s almost difference in the power of the Animalistic Fury flares themselves &#039;&#039;unless&#039;&#039; you change the damage type.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy Shield]] script&#039;&#039;&#039;:&lt;br /&gt;
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The good news is that Energy Shields come in lightning flare variety off the shelf and don&#039;t need an unlock to fire off flares when blocking. (You can choose fire, ice, or impact instead if you want.) The bad news is that both their OTS versions and their unlocks are far more expensive than Animalistic Spirit or Phytomorphic Shields without a corresponding power increase. I love Energy &#039;&#039;Weapons&#039;&#039; and highly recommend them, which we&#039;ll get to below, but can&#039;t do the same for their shield version.&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic_Weapon-Shield|Phytomorphic Shield]] script:&#039;&#039;&#039;&lt;br /&gt;
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Slam dunk shield script. These have default disintegrate flares and unlock paths to simultaneously debuff enemy DS and buff your AS (or debuff TD and buff your CS if you prefer as a toggleable choice), add Disoriented status that makes it more difficult for enemy creatures to cast spells, or both. Since shield maneuvers are frequently setups for a followup weapon attack, these debuffs and status-inducing effects are just what the doctor ordered.&lt;br /&gt;
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Whether you&#039;re looking to spend exactly 10k bloodscrip and no more or for a long-term project, this is &#039;&#039;the&#039;&#039; shield script right now.&lt;br /&gt;
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===Gear Upgrades: Weapons===&lt;br /&gt;
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I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]] with more information on scripts, specifically, but I&#039;ll use this section to cover some personal favorites, flourishes, materials, and paladin-specific considerations for scripts!&lt;br /&gt;
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&#039;&#039;&#039;No script or flourish, but simply bond to a vanilla weapon&#039;&#039;&#039;:&lt;br /&gt;
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Start here. You won&#039;t have trouble finding any weapon base on the cheap and your baseline vanilla weapon will be even better than your baseline vanilla shield due to Holy Weapon and Arm of the Arkati. Again, nothing wrong with starting small; the higher exp of my two paladins actually used two plain eonake war hammers from level 10 to 100 and even for a while beyond before finally upgrading. (I do have to acknowledge that capped hunting in 2017 was a very different thing than capped hunting in 2025.)&lt;br /&gt;
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Just don&#039;t sink silver into too many upgrades on a vanilla weapon with Enchant, Ensorcell, Sanctify, or weighting; get a better baseline to build on eventually. If you really want some middle ground between a starter vanilla weapon and a long-term project piece, then I recommend checking the market and asking around, as people frequently sell vanilla-ish weapons with tons of player services on them at massive discounts when they themselves have outgrown those items and upgrade to bigger and better things. You can then turn around and sell it later when it&#039;s your time to move forward.&lt;br /&gt;
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&#039;&#039;&#039;Create or buy a perfect forged weapon&#039;&#039;&#039;:&lt;br /&gt;
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[[Forging]] your own weapon can eventually create what&#039;s known a perfect weapon, which has 6% better damage factor and +3 AvD compared to vanilla weapons of the same base. This is a time-consuming endeavor that can take weeks or potentially months, but many players find it rewarding to create a weapon that&#039;s truly their own with their crafting mark on it. Paladins are [[Forging#Profession_Modifiers|among the best at forging]]. That doesn&#039;t mean that they&#039;ll produce a perfect weapon faster than other professions after becoming masters, but rather that they&#039;re likely to become masters slightly faster than other professions.&lt;br /&gt;
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You can also potentially buy a perfect forged weapon from someone else, especially if you use fairly common weapon bases. This is a vanilla-ish path that doesn&#039;t look flashy or do anything fancy like scripts, but has comparable power to the un-upgraded version of most scripts and leaves room for expansion to add scripts or flourishes later. The lower exp of my two paladins has been using a perfect forged white ora broadsword from somewhere around the low level 30s to 3x cap. Meanwhile, the higher exp paladin upgraded from her vanilla eonake war hammers to a perfect eonake war hammer and a perfect zorchar war hammer.&lt;br /&gt;
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&#039;&#039;&#039;Start with a special material&#039;&#039;&#039;:&lt;br /&gt;
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Various ores are available at pay events to create weapons from. Let&#039;s briefly review those:&lt;br /&gt;
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* [[Adamantine]]: A much better armor or shield material than weapon material since the weapon version can only disarm or shatter an enemy&#039;s weapon when you parry. Possibly reasonable in the hands of a Parry Mastery warrior for 40k bloodscrip, but paladins don&#039;t have anywhere near their level of parrying ability.&lt;br /&gt;
* [[High Steel]]: Extraplanar bane material with 8 crit weighting and anti-Ithzir fade mechanics. There was a time when almost all capped creatures were extraplanar, but that time has been erased with Ascension hunting grounds--at least for now. Even back then, players largely didn&#039;t consider it worth the 150k bloodscrip.&lt;br /&gt;
* [[Kroderine]]: You can&#039;t bond to it with Holy Weapon, making it an automatic non-starter for paladins even disregarding its other disadvantages like being impossible to Enchant, Ensorcell, Bless, or Sanctify. Other professions sometimes regard kroderine weapons as a neat budget way to get triple dispel flares for 30k bloodscrip, but paladins simply have better options in their own toolkit.&lt;br /&gt;
* [[Low steel]]: A high-end expensive option at 300k bloodscrip that inflicts a damage over time (DoT) psychic flare that deals damage and inflicts RT. Any enemy that gets hit by this flare is basically dead--not literally so, but I mean that it&#039;ll be so stalled out in RT that you&#039;ll essentially have won. The cost is steep, but the power is immense. Again, though, you could just be using your own double plasma flares for free, so there&#039;s a question of how much power you need and at what price.&lt;br /&gt;
* [[Pure coraesine]]: I&#039;ve never heard of anyone even attempting to use this with a paladin, which makes sense because I don&#039;t see why they would. Even assuming you can bond to pure coraesine with Holy Weapon, which I&#039;m not certain you can since it&#039;s not blessable, you wouldn&#039;t get your double plasma flares since it has innate air flares that are weaker. It also takes up the script slot. If that&#039;s not enough, it&#039;s also 400k bloodscrip, which means you could have been getting low steel instead with bloodscrip to spare!&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. The weapon version of this is even better than the shield version, which is already a lot better than the armor version, since weapon attacks are the bulk of your offense. Low steel might be even more powerful still, but unlike with low steel, you can stack the rusalkan flares &#039;&#039;and&#039;&#039; your own double plasma flares from Consecrate. It&#039;s a close call.&lt;br /&gt;
* [[Vethinye|Starsong, AKA vethinye]]: A 100k raikhen base cost material that flares disruption. Like rusalkan, the flares are in the material slot, which means you still get your plasma flares! Starsong can be upgraded up to twice for 150k raikhen per upgrade, which can make it flare disruption up to one extra time per upgrade. Fully upgraded, it flares disruption 1 to 3 times; if there&#039;s only one creature against the room, all three flares would hit the same creature, but if there&#039;s more than one, then additional flares would hit other creatures. I&#039;d say the highest value bang for your buck here is the basic 100k flare, but it&#039;s still behind the value proposition of scripts... which in turn are behind the value proposition of perfect forged weapons, which in turn are behind the value proposition of basic weapons. Free is infinitely cheaper than non-free, but non-free isn&#039;t infinitely stronger than free. Ultimately, everything has to be evaluated through the lens of what you want from your endgame weapon and how much you&#039;re willing to spend to get it. If scripts seem expensive to you, starsong probably isn&#039;t the way. If they seem reasonable to you, then consider starting here. If scripts seem &#039;&#039;cheap&#039;&#039; to you, then perhaps look at the more expensive materials like low steel or xazkruvrixis just below...&lt;br /&gt;
* [[Xazkruvrixis]]: The most expensive option at 500k bloodscrip, but this is even more imposing than low steel because its flares simply cause instadeath. That&#039;s it! It takes up the flare slot, so you won&#039;t get your own double plasma flares, but this is obviously better; the question is whether it&#039;s 500k bloodscrip better, which is your call.&lt;br /&gt;
* [[Zelnorn]]: An excellent material for armor and shields, but a terrible material for weapons because it works in reverse: it trades half of the &#039;&#039;AS&#039;&#039; of its enchant for extra &#039;&#039;DS.&#039;&#039; An easy skip that&#039;s not worth 50k bloodscrip.&lt;br /&gt;
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Whether you&#039;ll be using forging, materials, neither, or both, let&#039;s move on and look at the script options!&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
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Incredible variety of flavor messaging makes this script very popular among all professions! The default grapple damage type isn&#039;t particularly deadly on its own, but does frequently knock creatures down, which makes for excellent followups. If you find that you tend to lead off battles with [[Repentance (1615)|Repentance]] or [[Judgment (1630)|Judgment]] (or, for that matter, [[Web (118)]]), then the grapple type will be redundant and you might be better served elsewhere; however, if you tend to lead with [[Aura of the Arkati (1614)]], it can be very useful. You can also convert the dmaage type of Animalistic Spirit, though that&#039;s an extra expense.&lt;br /&gt;
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Wild Backlash is at its best here because paladins can benefit from both sides of its DS and TD debuff. However, the strength of the debuff depends on upgrading Animalistic Fury, which won&#039;t be an appreciable power increase on its own unless you&#039;ve also changed Animalistic Fury&#039;s damage type. That said, if you do change the damage type, upgrade Animalistic Fury, and unlock Wild Backlash, all of that also comes together to kick Revenge Flares up a notch. I said with Animalistic Spirit &#039;&#039;armor&#039;&#039; that Revenge Flares weren&#039;t at their best, but the armor version is only for evade while the weapon version works with evade and parry--plus the weapon version incorporates the Wild Backlash debuff.&lt;br /&gt;
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Despite a high ceiling of how much you can spend, the entry point is only 10k bloodscrip and the a la carte unlocking paths make upgrading in the future easy and flexible. Still, I&#039;d say paladins have an even better script option from the same creator, so see Phytomorphic Weapons below.&lt;br /&gt;
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&#039;&#039;&#039;[[Blink_weapon|Blink Weapon]] script&#039;&#039;&#039; (price: 750k bloodscrip):&lt;br /&gt;
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Extremely expensive, but almost certainly the most powerful option for any one-handed paladin weapon and even some of the faster two-handed ones. It adds the chance to shoot even more spells out of your weapon while swinging it; compared to the spell infusion from paladin bonding itself, the upsides are that it can even fire off AoE spells like Judgment and doesn&#039;t require recharging, but the downside is that it&#039;s only a flare chance instead of guaranteed on demand.&lt;br /&gt;
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Most paladin players reading this guide because they need advice probably shouldn&#039;t be thinking about Blink Weapons for years, if ever, but I can&#039;t judge if you have tons of disposable income and want immense power immediately!&lt;br /&gt;
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&#039;&#039;&#039;[[Briar_flare_items|Briar Weapon]] script&#039;&#039;&#039; (price: 350k to 360k bloodscrip for T3 (don&#039;t get T1 or T2, which are basically just more expensive grapple flares)):&lt;br /&gt;
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T3 Briar Weapons have grapple flares with a much higher damage ceiling than ordinary grapple flares (including the ones from Animalistic Spirit), also poison the enemy, and furthermore charge an internal counter for an activated ability that gives two minutes of +25 AS. In practice, they recharge so quickly that they usually amount to always having the AS boost.&lt;br /&gt;
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Paladins already have some of the game&#039;s highest AS, so Briar Weapons can be your path to jaw-dropping overkill AS. In practice, it&#039;s usually not a significant mechanical difference, but more for fulfilling a personal need to have the highest number possible. The cost is also high enough that Briar Weapons are another case where most paladin players reading this guide probably shouldn&#039;t be considering them for a long while, if ever.&lt;br /&gt;
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&#039;&#039;&#039;[[Coraesine_Relic|Coraesine Relic]] script&#039;&#039;&#039; (price: 750k bloodscrip):&lt;br /&gt;
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Another alternative to Blink as the strongest possible paladin option. Coraesine relics can flare to swing up to five extra times, though each extra swing consumes 10 stamina and 10 mana until you run out (at which point it won&#039;t be making extra swings). These extra swings are even more powerful for paladins than almost all other professions because of all the extra flares you can get going!&lt;br /&gt;
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In scenarios like boss battles, this is definitely the most burst damage you&#039;ll find anywhere. In normal hunting that lasts longer than a few minutes, though, those costs of stamina and mana are very real and will need support from enhancives and Ascension. Some people will swear by coraesine relics, but I definitely side with Blink Weapons out of the two 750k options.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
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Energy Weapons are one of the only scripts that can come with lightning flares off the shelf, making them an extremely powerful budget option. (You can choose fire, ice, or impact instead if you want.) Their upgrade path also potentially has more raw power than comparable scripts, but less versatility. Energy Weapons have three power modes: standard, drained, and surged. You can ignore drained and surged if you want and just stick to conventional flare power. If you&#039;re willing to try the other two, then you can use the weakest form, drained flares, to store energy to unleash the strongest form, surged flares on demand when you need them.&lt;br /&gt;
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I highly recommend Energy Weapons if you&#039;re looking for something that delivers sheer power off the shelf without going wild on spending, but aren&#039;t a TWC paladin. (If you are a TWC paladin, see Twin Weapons further below.) Higher unlock tiers remain an option because they do improve the power, but only moderately so. If you&#039;re willing to spend a bit more than the 10k OTS cost, but not tons more, then maybe see Knockout/Skullcrusher or Phytomorphic Weapons below.&lt;br /&gt;
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&#039;&#039;&#039;[[Iasha_white_ora_weapon|Iasha Weapon]] script&#039;&#039;&#039; (price range: doesn&#039;t matter because you shouldn&#039;t buy it):&lt;br /&gt;
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I&#039;m only bringing this up to explain that it&#039;s a trap. It&#039;s cheap and it might look aimed at paladins, but Iasha will cut you off from using your own toolkit&#039;s flares in Consecrate or Holy Weapon, which are free, more powerful, don&#039;t add gear difficulty, don&#039;t take up the script slot, and don&#039;t require that the weapon remain white ora forever.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. If you&#039;re using a blunt weapon, it doesn&#039;t get much more powerful than this without costing a ton by getting into Blink Weapon territory. (Honestly, I&#039;d take Knockout over Briar Weapon on a paladin despite the latter costing three and a half times as much. Briar is at its most efficient for archers, where +25 is a greater percentage boost.)&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than Animalistic Spirit. Some people pick Animalistic Spirit for their handwear or footwear and Knockout for the other.&lt;br /&gt;
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As for Skullcrusher, see everything I just said about Knockout, because these are mechanically identical and cost the same, but go into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; a script if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Blessings, Religion, or Summoning&#039;&#039;&#039; (price: 400k bloodscrip):&lt;br /&gt;
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This is another very high end offering that&#039;s at the peak of power, this time in the realm of flourishes. While normal flares have a 20% rate, Lore Flares start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. Blessings Lore Flares deal the always-favored lightning damage and increase AS by 10 for 10 seconds, allowing stacks of up to three without refreshing the duration. Religion Lore Flares deal plasma damage and heavy damage over time (DoT) afterward, but only hit the undead. Summoning Lore Flares deal plasma damage and moderate DoT that&#039;s weaker against the living and stronger against the undead.&lt;br /&gt;
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Paladins like all three of their spiritual lores, so reaching 171 ranks in one of them requires either a hefty tradeoff of other lores or heavy investment via enhancives and Ascension.&lt;br /&gt;
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Blessings is pretty clearly the strongest for paladins. Still, as great as lightning is, it&#039;s not such an enormous margin over plasma that it should necessarily throw you off of Summoning if you were training that for the lore&#039;s core benefits. Religion Lore Flares are a bit difficult to justify unless you&#039;re certain you almost exclusively hunt undead. Both of my paladins favor Religion lore because I like the core benefits, but if I were to spend on Lore Flares, then I&#039;d go with Blessings anyway for the versatility of hitting everything.&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic_Weapon-Shield|Phytomorphic Weapons]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit script that you can tailor to your liking by altering its messaging with foraged plants. This comes with a default disintegrate damage type, which, while not amazing like lightning, is perfectly suitable for almost all creatures other than water elementals.&lt;br /&gt;
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Phytomorphic Weapons&#039; unlockables are what really make them shine! Deciduous Decay makes its flares simultaneously debuff enemy DS and buff your AS--or, if you prefer, it can debuff enemy TD and buff your CS. You can toggle which one it does. As good as Animalistic Spirit&#039;s Wild Backlash is, this is the even stronger version in most cases due to being able to specialize in the exact needs of your hunting ground, playstyle, and training. Arboreal Agony makes the flares also have a chance to add Disoriented status that makes it more difficult for enemy creatures to cast spells. Stopping creatures from casting spells is one of very few things that the paladin toolkit isn&#039;t inherently good at.&lt;br /&gt;
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If you&#039;re looking to spend exactly 10k bloodscrip and never any more no matter how long you play, then my recommendation remains with Energy Weapons. However, for anyone else looking into the midrange of a low entry point that has room to grow, the a la carte unlocks and high ceiling earn Phytomorphic Weapons a top recommendation from me for any non-TWC paladin. (Still high honors for TWC paladins, for that matter, but up next is my preferred pick for them!)&lt;br /&gt;
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&#039;&#039;&#039;[[Twin Weapons]] script&#039;&#039;&#039; (price range: 7.5k to 117.5k bloodscrip per weapon (minimum 15k total to start)):&lt;br /&gt;
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With the caveat that Twin Weapons are for Two Weapon Combat only, they&#039;re uncontested as the best bang for your buck. Like Energy Weapons, these offer lightning flares off the shelf, which is already an immediately strong starting point. (You can choose fire, ice, or impact instead if you want.) Unlike Energy Weapons, the main hand Twin Weapon has one of the best script perks in the game: the ability to flare an entire second swing of your weapon! (Before you start picturing that these are coraesine relics at 2% the price, not quite. The second swing rate ranges from 1% to 7% depending on the unlock tier. On the bright side, unlike coraesine relics, there&#039;s also no mana or stamina cost.)&lt;br /&gt;
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Twin Weapons also have various other perks of temporarily raising AS, DS, or TWC skill. They also have a pretty flexible upgrade path that allows only upgrading the main hand weapon or the offhand weapon depending on which perks you prefer instead of having to spend equal amounts on both. (The main hand perks are far more powerful because of the double swing.)&lt;br /&gt;
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All of this said, I&#039;m talking about sheer power. That&#039;s where Twin Weapons can&#039;t be bested without spending five to fifty times as much. If you want versatility, you might still prefer Phytomorphic, which is completely reasonable.&lt;br /&gt;
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&#039;&#039;&#039;Miscellaneous alternatives: [[Duskbringer_weapons|Daybringer or Nightbringer]], [[Parasitic_Weapon|Parasitic Weapons]], or [[Sprite_Weapon|Sprite Weapons]] scripts&#039;&#039;&#039;:&lt;br /&gt;
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I&#039;d describe this trio of scripts as wonderfully flavorful options. Mechanically, compared to other options in their off the shelf form with no upgrades, they&#039;re about as strong as Phytomorphic Weapons and stronger than Animalistic Spirit due to better damage types, but less strong than Energy Weapons (and especially Twin Weapons for TWC paladins). Where they fall a bit behind is that their upgrade paths are completely linear, bundling aspects into the cost that you might not necessarily want. Still, if you love the flavor of these scripts, I don&#039;t think you can go wrong with any of them. They&#039;re not the best of the best, but they&#039;re still in the ballpark.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. For example, buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, despite the name, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout or Skullcrusher adds 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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Paladins&#039; own profession service is great for just about every profession and even better for paladins themselves!&lt;br /&gt;
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From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.) These flares randomly deal rank 1-7 crits; however, as a paladin-only benefit, there&#039;s a 20% chance that the flare will instead randomly rank 5-9 crits, which is a giant power boost on average. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Second tier Battle Standards create an aura that fires off attacks at nearby creatures every 10 seconds or so for 3 minutes. I mention them here because they have quite a long cooldown until your standard is upgraded to at least tier 5, at which point it&#039;s a mere 15 minutes--basically once per hunt!&lt;br /&gt;
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Lastly, fifth tier Battle Standards can reduce incoming crits while retaliating with an SMR-based flare and sixth tier Battle Standards offer a once-per-day activated ability to &#039;&#039;always&#039;&#039; reduce incoming crits and flare back for the next 30 seconds.&lt;br /&gt;
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Just looking at the above, I could still make the case that Battle Standards are still better for faster attacking professions and builds like monks, bards, and wizards. However, what cinches the deal for paladins is that, as long as they do the most recent cast on their own Battle Standard, it never runs out of charges. In other words, Battle Standards are a permanent upgrade for paladins themselves, but an upgrade with semi-regular upkeep costs for other professions. That&#039;s an enormous difference with this much power!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Every paladin will want one of these sooner or later. Tier 5 at minimum, but tier 6 if you like that ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith_(1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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Bloodstone Jewelry is another great buy for paladins because they get good benefits out of health since they take lots of hits, great benefits out of mana since they cast lots of spells, and great benefits out of stamina since they use lots of maneuvers! They&#039;re truly the total package for paladins.&lt;br /&gt;
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(Caveat: If the paladin is mostly trying to play like a warrior and rarely uses spells, then I&#039;d recommend just buying stamina regen enhancives instead for much cheaper. So much of what makes Bloodstone Jewelry good for paladins is the assumption that they&#039;ll use all three resources out of health, mana, and stamina.)&lt;br /&gt;
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The extra health damage at the fifth tier is another good selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it affects every attack instead of 20% of attacks. On average, you&#039;ll get the Major Bleed effect after every 8.3 attacks.&lt;br /&gt;
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As for the temporary healing, paladins can also make better use out of that than almost all other professions other than warriors and maybe Kroderine Soul monks. TWC paladins or two-handed paladins will get more value than shield paladins, who take fewer hits, but even the latter will still appreciate a mid-hunt refresh!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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For paladins, Bloodstone Jewelry is the second best of the charging-based services. (Not counting Battle Standard since it won&#039;t &#039;&#039;be&#039;&#039; charging-based for the paladins themselves.) Get it some time after you&#039;re done with Lucky Items. More on those below!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like many of the most recent profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for paladins? Well... &amp;quot;not very&amp;quot; would be my answer. The combat-oriented perks only offer tiny improvements to things that paladins already range from good to incredible in. (By contrast, casters see excellent benefit from things like FOF defense and the myriad bonuses to maneuver defense.) That leaves the utility perks like  Swift Recovery and finding children for bounties, but that&#039;s a bit niche for how much it costs.&lt;br /&gt;
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Poisoncraft is typically a selling point for melee characters, but paladins already have tons of flares even without it. I&#039;m a huge advocate of creating more screen scroll, but, in the spirit of being responsible with your silvers, I can&#039;t seriously argue for Poisoncraft unless you&#039;ve already exhausted all or almost other avenues of flares.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Think about Poisoncraft far down the road when you have so many silvers you don&#039;t know what to do with them. Other than that, I can&#039;t justify it for paladins.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves AS while enchanting armor or shields improves DS. The most straightforward of all services and still one of the best! Paladins already have great offense and defense, but making it even greater certainly can&#039;t hurt when it&#039;s their bread and butter.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your gear up to +30. It gets expensive afterward and paladins have the offense and defense for +35 to arguably be excessive and to &#039;&#039;definitely&#039;&#039; be heavily diminishing returns, but if you have to spend silver on something eventually, further enchanting remains an option.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling weapons adds a flare chance for either an AS boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong, but the flares give AS boosts most of the time, which is merely alright for paladins mechanically.&lt;br /&gt;
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Ensorcell evenly scales up its AS bonus; a fifth tier (T5) Ensorcell increases AS by 25 while a first tier (T1) increases AS by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15. For that reason, I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy; you already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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That said, people subjectively place different values on numbers going up, so some players will want T5 Ensorcell for the AS boost! Paladins also have the option of learning the [[Tainted Bond]] maneuver, which effectively doubles the efficiency of Ensorcell by making sure that, if it triggers on an attacks, it&#039;ll also trigger on the next attack. If you do decide on T5 Ensorcell, just make sure to get most or all of your enchanting and sanctification done first since ensorcelling adds much more gear difficulty than the other two gear services.&lt;br /&gt;
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As for Ensorcelling armor and shields, that improves CvA, which isn&#039;t exactly a major paladin weakness, but also isn&#039;t so much of a strength that there&#039;s no merit to it. I wouldn&#039;t prioritize it at all compared to many other services, but it&#039;s probably worthwhile eventually. Like with weapons, though, try to save Ensorcell for last.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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At least T1 Ensorcell on weapons, but I can&#039;t necessarily criticize T5 either. Just don&#039;t go to T5 Ensorcell before Sanctify (if you intend to do Sanctify) or the latter will get excessively expensive due to Ensorcell&#039;s gear difficulty. As for armor and shields, get T5 for them over a very long time horizon.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible. When maxed out, they have a 20% chance of rolling every combat action that you and every combat action taken against you to take the better of two rolls. In case that&#039;s too abstract to understand, the point is that they improve virtually every offensive and defensive aspect of combat.&lt;br /&gt;
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It&#039;s like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue from at least &#039;&#039;&#039;three perspectives&#039;&#039;&#039; that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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The least exciting perspectives (which is saying something because it&#039;s still extremely exciting!) is to say that, on average over an infinite number of combat actions, they&#039;re 3 better than they would have been. In other words, on average, 3 more AS, 3 more DS, 3 more CS, 3 more TD, 3 more SMR offense, and 3 more SMR offense. It really is a lot of benefit from a single item!&lt;br /&gt;
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The most exciting perspective involves considering best case scenarios like your offensive 1 roll becoming a 100 roll or an enemy&#039;s open roll SMR instadeath attack becoming a normal roll that doesn&#039;t even connect. While these events are comparatively rare, they do happen more often than you might think due to how many combat actions you see in a typical day of hunting.&lt;br /&gt;
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The middling perspective involves looking at probabilities. There&#039;s roughly a 5% chance that an enemy SMR attack will be an open roll. To put that in perspective, it&#039;s more likely that not (a ~51.23% chance) that you&#039;re going to get open rolled within 14 enemy SMR attacks. However, with a maxed out Lucky Item, it&#039;s only more likely than not (a 50.04% chance) that you&#039;re going to get open rolled by the time creatures have thrown &#039;&#039;17&#039;&#039; SMR attacks at you. Looking at it another way, let&#039;s say creatures throw exactly 20 SMR attacks at you. Under normal conditions, there&#039;s a 64.2% chance that at least one of them will have been an open roll; with a maxed Lucky Item, it&#039;s only a ~55.8% chance.&lt;br /&gt;
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Even if you ignore a best case scenario like turning an open roll into an outright miss, it&#039;s still a &#039;&#039;great&#039;&#039; case scenario to turn an open roll into a non-open roll--and that&#039;ll happen a lot!&lt;br /&gt;
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Even better yet, that the benefit of Lucky Items is so abstract and mathematical that many players don&#039;t actually understand it (nor does the game openly show what &#039;&#039;would&#039;&#039; have happened if not for the Lucky Item), so you can almost always get away with paying extremely little for a ludicrously powerful service.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Simply fantastic service for paladins, especially at the prices you&#039;ll probably pay.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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The benefits of +5 bonus to a stat are moderate at best for paladins. Standout options include:&lt;br /&gt;
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* Strength to increase AS and decrease encumbrance (particularly notable for small races)&lt;br /&gt;
* Agility or Dexterity to reach an Agidex threshold (Agility gives more maneuver defense, but Dexterity gives crit weighting)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to increase CS&lt;br /&gt;
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That&#039;s for now. &#039;&#039;&#039;In the future,&#039;&#039;&#039; Mystic Tattoos are going to get a significant buff; at the time of this writing, the current proposal is that you&#039;ll also be able to pick a skill to get +10 bonus to, have flares to double the stat and skill bonus, have a cooldown-based activated ability to double the stat and skil bonus, and ignore enhancive limits. When such time comes, recommended skills include weapon skills, Combat Maneuvers, or lores.&lt;br /&gt;
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For now, Mystic Tattoos are fine for paladins, albeit not a priority.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Pick it up on the cheap when you can and after getting many other services and gear upgrades.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area. There&#039;s a case to be made for getting one or two resistances worked on pre-cap, but I&#039;d usually say that pre-cap creatures aren&#039;t deadly enough on average to make it a priority.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds. Before cap, think about it if you can get it cheaply or know that you&#039;ll be dealing with a specific damage type for a long while.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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On a weapon, the first five tiers of Sanctify add AS against undead while the sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit. The first five tiers also negate undead damage resistance, but that&#039;s generally irrelevant on a paladin weapon because Holy Weapon or being a holy armament already eliminates that; it would only help something like a Two Weapon Combat paladin wielding a non-holy offhand weapon.&lt;br /&gt;
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On a shield or armor, the first five tiers of Sanctify add DS, TD, and sheer fear protection against undead while the sixth tier once again adds a holy fire flare. The sheer fear protection is minimally useful since paladins already have their Dauntless spell, so even without being in Voln nor having Sanctify, they&#039;d need to be hunting undead fourteen or more levels higher to get hit by fear in the first place. That&#039;s not happening outside specific Ascension hunting grounds.&lt;br /&gt;
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For weapons and shields, the sixth tier of Sanctify is amazing because the holy fire flares are extremely powerful if you spend any time at all hunting undead. The question is just whether you&#039;re willing to pay for the subdued value of the first five tiers to get there. 10 AS, 10 DS, and 6 TD aren&#039;t nothing, but like I keep saying, paladins don&#039;t have trouble with sheer AS or DS numbers even without.&lt;br /&gt;
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For armor, the reactive holy fire flares are still good if you get a lot. They&#039;re a bit better on non-shield paladins who take more hits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Paladins get comparatively less benefit from the main tiers than most professions due to already having holy weapons, so, in my opinion, either commit to seeing through the entire holy fire path for the awesome flares at the end of the rainbow or don&#039;t bother sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
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Crit weighting is always a great buy for melee characters, especially up to the 5 CER (50 services) mark. Afterward, scaling costs kick in and it&#039;s twice as much per CER to 10, then three times as much (as the original rate) per CER to 15, four times as much per CER to 20, and ten times as much per CER to 40. That&#039;s all notwithstanding the added gear difficulty; 10 CER is just 100 gear difficulty, but 15 is 225, 20 is 400, and it adds up fast. Many people stop at 10 CER, if that high, for pragmatic reasons.&lt;br /&gt;
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As for paddings, paladins join warriors as are one of the two professions that can get pretty good use out of crit padding and damage padding alike. The benefits of crit padding are obvious in just reducing instadeath one-shots or hard hits that begin death spirals, but damage padding needs more elaboration. With paladins&#039; redux and full plate, they don&#039;t take extremely hard individual hits all that often, but the first 5-6 CER of damage padding can save them from getting plinked to death by enemy mstrikes.&lt;br /&gt;
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5 CER of damage padding is a reasonable stopping point due to scaling costs above there; 6 CER of damage padding is also reasonable because it always reduces exactly 6 damage per hit, but 7 or more CER randomizes between 6 and its maximum range. For example, if you have 7 CER damage padding, the game will reduce 6 damage half the time and 7 damage half the time; if you have 10 CER damage padding, it&#039;ll reduce a hit by 6, 7, 8, 9, or 10 damage each 20% of the time. Some players don&#039;t like the psychology of knowing they&#039;re not always getting full value. You can still do it if you have silver to burn, though!&lt;br /&gt;
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Whatever you decide on weighting and padding, it&#039;s still almost always cheaper to wait for the automated WPS smithy that comes around every couple of months than to pay warriors. It is, however, &#039;&#039;faster&#039;&#039; to pay warriors, so it depends on your patience level.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get weighting and padding and get it pretty, but probably not from warriors unless unless a friend or alt is providing it for free or near-free. Use the much more affordable WPS wagon and get to at least 5 CER on your weapon and armor.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Enchant gear up to +30 quickly&lt;br /&gt;
* Battle Standard up to P3 as soon as you&#039;re capable of doing it&lt;br /&gt;
* Ensorcell weapon to T1 relatively quickly&lt;br /&gt;
* Weighting to 5-10 CER over time, but start early (via WPS wagons, not warriors)&lt;br /&gt;
* Padding to 5-6 CER or even 5-6 CER of each type over time, but start early (via WPS wagons, not warriors)&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Either Sanctify weapons and armor all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Bloodstone Jewelry when you can spare funds and still handle all of the above&lt;br /&gt;
* Battle Standard up to P5 as soon as you&#039;re capable of doing it&lt;br /&gt;
* Mystic Tattoo when you can spare funds and still handle all of the above&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly enchant gear past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell armor over time, if ever&lt;br /&gt;
* Sanctify armor very far post-cap when hunting Ascension grounds&lt;br /&gt;
* Slowly Ensorcell weapons past T1 over time, if ever&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
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Congratulations, you&#039;ve got two or even three caps worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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When you should start heavily devoting a percentage of exp into [[Ascension]] Training Points is a matter of great debate that&#039;s beyond the scope of this guide. &#039;&#039;Within&#039;&#039; the scope of this guide, however, is the question of what you do with them whenever you&#039;ve started.&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So, whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Reduced RT at various Agidex thresholds, increased maneuver defense every two ranks, increased evade chance, and between +0.6225 DS (full plate with no shield) and +0.33615 DS (full plate with tower shield) in offensive per two ranks. Highly recommended for aelotoi, dark elves, forest gnomes, half-elves, sylvans, erithians, or humans since their natural, unenhanced Agidex is a mere 6 bonus away from the next reduced RT threshold. Split gains between Agility and Dexterity for the most efficient path.&lt;br /&gt;
* &#039;&#039;&#039;Blunt/Edged/Polearm/Two-Handed Weapons&#039;&#039;&#039;: +1 AS per rank. Get it if you like numbers going up, but I&#039;d argue that at least the first four ranks of Dexterity and first 10-20 ranks of Stamina Regeneration are actually better for offensive power.&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 AS per two ranks and increased maneuver offense and maneuver defense every rank (but half as much defense increase as Agility, so basically the same rate per two ranks). A solid pickup after sinking 5-50 points each into more important things like your weapon skill, Agidex, and Stamina Regeneration.&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Reduced RT at various Agidex thresholds, increased crit weighting, and increased maneuver defense every two ranks (but half as much increase as Agility). Highly recommended for all paladins this time due to the weighting, but still &#039;&#039;even&#039;&#039; more recommended for the races listed under Agility due to the reduced RT threshold. Split gains between Agility and Dexterity for the most efficient path.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: Increases evade chance and adds between +0.6225 DS (full plate with no shield) and +0.33615 DS (full plate with tower shield) every rank. Note: that&#039;s every one rank, not every two ranks like Agility. Improving Dodging is more one-dimensional than improving Agility, but it&#039;s at least worth considering. It&#039;s probably more worthwhile for a dwarf or giant paladin than most other races since they take a minor hit to DS from their race-based Agility penalties, but even then, I&#039;d personally rather just take Agility for its more multifaceted benefits even though the DS gains are  slower.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: Get it for exp whenever you get bored of the diminishing returns grind of having trained other Common Ascension skills. Aelotoi, dwarves, erithians, forest gnomes, halflings, and humans might want to pick this up sooner than others; Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, so 35 Logic bonus is an especially attractive target as a multiple of both. These races&#039; natural Logic boost brings them to 30 already, so 15 ATPs into Logic gets them to the 35 mark.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction of 2 pounds per rank. Definitely one to at least to consider for sheer QoL if your paladin isn&#039;t a giant, half-krolvin, or dwarf who can carry things for days.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: Another option for increasing DS, this time at 0.433 DS per rank for a tower shield or 0.383 DS per rank for a large shield. The best DS gains you&#039;ll get out of Ascension, though it&#039;s a pretty one-dimensional benefit to most other things&lt;br /&gt;
* &#039;&#039;&#039;Spirit Mana Control&#039;&#039;&#039;: This is here for one reason only: spell infusion with high mana cost spells. Every 2 SMC bonus lets your bonded weapon hold 1 more mana over the baseline of 30. The unenhanced paladin max of 201 SMC bonus holds 130 mana, which is good for 8 charges of Repentance, but putting 13 ATPs into 9 ranks of SMC brings that up to 9 charges, reducing the amount of time you&#039;d have to spend refreshing your bonded spell.&lt;br /&gt;
* &#039;&#039;&#039;Spiritual Lores&#039;&#039;&#039;: I can only give general advice here: look into your spells and figure out if any thresholds are close enough to be quick wins from doing some Ascension training. Definitely max out lores with normal exp before even considering this route in Ascension, though.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: The most universally powerful option. Meeting Agidex thresholds is still more powerful for the races who can do that, but 10-20 ranks of Stamina Regen adds a degree of combat flexibility that will make far more of a difference than the equivalent in AS would.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 AS per two ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks. You also need 31 or more Strength bonus for the CLENCH MUSCLE command to show off your powerful muscles! For most races, I&#039;d put this in the same tier of value for your ATPs as Combat Maneuvers; you&#039;ll want it eventually, but many other things are more important. Gnomes and halflings might want Strength a lot sooner than most, though.&lt;br /&gt;
* &#039;&#039;&#039;Wisdom&#039;&#039;&#039;: Great for helping spells land in Ascension areas, but unnecessary in non-Ascension capped hunting. If you want it, you&#039;ll know you want it.&lt;br /&gt;
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I&#039;ll also give &#039;&#039;&#039;Trading and Influence&#039;&#039;&#039; their own segment since it&#039;s complicated. The following assumes that A) you&#039;ve already maxed Trading in normal exp (if you haven&#039;t, do that instead since it&#039;s much cheaper exp-wise) and B) you took my advice and tanked Discipline or Intuition, not Influence.&lt;br /&gt;
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* Half-elves and giants can put a mere 4 ATPs into 4 ranks of Trading to max out silver gains at 28%.&lt;br /&gt;
* Sylvans and humans can spend 13 ATPs total across 7 ranks of Trading and 4 ranks of Influence to max out at 28%.&lt;br /&gt;
* Aelotoi, burghal gnomes, dark elves, forest gnomes, halflings, and half-krolvin can put a mere 2 ATPs into 2 ranks of Trading to bump up to the next tier of silver gains! ...though the bad news is that that next tier is &#039;&#039;27%&#039;&#039;, not 28%, due to their Influence penalties. Getting them to 28% requires 18 ATPs total across 11 ranks of Trading and 6 ranks of Influence.&lt;br /&gt;
* Dwarves are the worst off here, as they&#039;d need 9 ATPs total across 5 ranks of Trading and 4 ranks of Influence to reach 27%. For 28%, it&#039;s 41 ATPs total across 15 ranks of Trading and 8 ranks of Influence.&lt;br /&gt;
* Elves and erithians reach 28% with no Ascension Trading or Influence. In fact, they can even stop normal exp Trading itself at 201 ranks instead of 202.&lt;br /&gt;
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Now that we&#039;ve covered all the Common Ascension skills, let&#039;s move on to the big Elite Ascension skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is the Goal&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve spent 150 ATPs in Common, you can begin spending 10 or more ATPs per rank of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;usually relevant to paladins in green&amp;lt;/font&amp;gt; and &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;possibly&#039;&#039; relevant to paladins in blue&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* Automatic Success of Certain Spells&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* UC - Tier Up Probability&lt;br /&gt;
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Let&#039;s break these benefits down further since they range from minor to major.&lt;br /&gt;
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* Increased CS is a big one. Non-Ascension capped hunting and pre-cap hunting doesn&#039;t assume that paladins are heavily pushing spell training, so creatures are designed to be pretty easily hittable. Ascension creatures live in a very different world, metaphorically speaking, and you&#039;ll want all the CS you can get.&lt;br /&gt;
* Improving EBP is a great defensive benefit. Offensively, it&#039;s a bit less potent since paladins already have Aura of the Arkati to debuff enemy EBP, but this is still good!&lt;br /&gt;
* More FOF defense is helpful since paladins are frontline tanks, but don&#039;t have a natural 2x MOC cap to mitigate as much DS pushdown from swarms as warriors and monks do.&lt;br /&gt;
* Sheer fear resistance isn&#039;t useful to paladins pre-cap because undead need to be at least 14 levels above them to inflict it due to Dauntless--or 17 levels above if they&#039;re Voln paladins. Ascension hunting in the Hinterwilds actually has undead that spawn anywhere from level 103 to 119, though, which means that a non-Voln paladin either needs tier 5 sanctified armor or some Transcend Destiny to avoid sheer fear entirely. Even a Voln paladin still needs tier 2 sanctified armor (or a tier 4 sanctified shield) or Transcend Destiny to avoid it. Other Ascension areas&#039; undead aren&#039;t quite that high level, though, so I&#039;ve only highlighted this Transcend Destiny benefit in blue.&lt;br /&gt;
* Paladins have plenty of SMR-based offense to capitalize on with Transcend Destiny: their combat maneuvers, shield maneuvers, Excoriate, and 1650 Smite.&lt;br /&gt;
* Paladins don&#039;t have plenty of SSR-based offense; in fact, they have none. However, the Voln society does have the extremely powerful Symbol of Sleep, so I highlighted this in blue.&lt;br /&gt;
* TD is another big benefit in the post-cap world of spell sever, where paladins--and everyone else--will get hit by enemy CS spells regularly. Even though paladins can just beseech away most hard hits, it&#039;s better not to get hit if they can help it!&lt;br /&gt;
* Better offhand hit rate for Two Weapon Combat against overleveled creatures is another excellent benefit in the Ascension world. Ordinary 202 max TWC ranks allows guaranteed offhand hits against up to level 105 creatures, but they do get much bigger than that now!&lt;br /&gt;
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Transcend Destiny is a slog after the first few ranks, no doubt, but every rank is a huge payoff. When the time comes, train it and love it!&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
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The bolt AS is near worthless, but the CS is alright for making some spells land a little more reliably. Other CS-related Gemstone properties are much stronger, though! Fine placeholder property as you look for better ones.&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
&lt;br /&gt;
Pretty good reactive AoE flare since many paladins take a lot of hits (though shield paladins take less of them than TWC or two-handed paladins). I wouldn&#039;t necessarily recommend keeping this in the long run, but it&#039;s a solid placeholder. (Please note that a rank 2 critical isn&#039;t the same as a rank 2 wound; almost all rank 2 criticals only deal rank 1 wounds.)&lt;br /&gt;
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&#039;&#039;&#039;Channeler&#039;s Edge&#039;&#039;&#039;&lt;br /&gt;
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 When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
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Now we&#039;re talking real CS-related benefits! This is basically 333% as powerful an effect as Arcane Intensity for the purposes of Templar&#039;s Verdict, Repentance, and Judgment, assuming your spell does land. Arcane Intensity &#039;&#039;is&#039;&#039;, however, infinitely more powerful for the purposes of Aura of the Arkati, which only cares about whether the spell connects at all.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
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Excellent property if you ever use Wall of Force and even better still if you &#039;&#039;also&#039;&#039; use Faith&#039;s Shield.&lt;br /&gt;
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&#039;&#039;&#039;Focused Storm&#039;&#039;&#039;&lt;br /&gt;
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 You gain a Focused Storm effect for each kill. Stacks up to 3 times. When your warding spells are successful, the endroll is increased by 2/3/4 per Focused Storm effect. Focused Storm falls off after 30 seconds without making a kill.&lt;br /&gt;
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120% as good as even Channeler&#039;s Edge since now the phantom endrolls go to +12 instead of +10. If you&#039;re looking to boost your magical power (which not every paladin is!) because you cast Judgment or Repentance a lot, this is a top tier among Common Gemstone properties.&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Defender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
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Straightforward defense boosts. I don&#039;t think paladins need much more in the way of defense, but if you want to keep tiptoeing toward invulnerability, this is one option!&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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Straightforward physical offense boost. It&#039;s not going to knock your socks off, but it&#039;s a good, simple staple that virtually every paladin will love.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
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 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
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Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Goes particularly well with Defense of the Faithful&#039;s Beacon of Courage effect in a group setting. Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
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 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
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This might be the highest ceiling Gemstone property of all. You&#039;ll need to stack some additional stamina regen from enhancives or Ascension to make it do truly busted things, but if you do it, the pot of gold at the end of the rainbow is recovering 50-90% of your stamina every minute so you can blast away wildly with Chastise, Spin Attack, and weapon techniques while still feeling like you never run out of stamina.&lt;br /&gt;
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In other words, you can think of Stamina Prism as indirect means to reduce your RT by freeing you to used reduced RT abilities more often. Strike like lightning!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
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Another top tier Common Gemstone property. In fact, it&#039;s probably &#039;&#039;&#039;the&#039;&#039;&#039; top tier Common Gemstone property because it&#039;s great for all paladins universally. No enhancives or Ascension needed like Stamina Prism, no specific build needed like its CS counterpart Focused Storm. Just destroy everything in sight with incredible force by virtue of having Storm of Rage.&lt;br /&gt;
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This property is amazing for every melee build of every profession, but even slightly more for paladins because damage factor buffs stack multiplicatively. Let&#039;s say you have 45 Summoning lore so your Arm of the Arkati spell grants +16% DF, then you get a maxed Storm of the Rage for +15% DF. Your resulting DF isn&#039;t 131%, but rather 100% * 115% * 116%* = 133.4%.&lt;br /&gt;
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&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
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Mini-Storm of Rage, but even mini-Storm of Rage is still amazing. Again, these buffs also stack multiplicatively, so get more of them! As for the downside of attacks hitting you harder, it&#039;s not that big a deal when you&#039;re a paladin protected by plate and redux.&lt;br /&gt;
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&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
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 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
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If you use swords, this is reasonable in tandem with the Slashing Strikes buff from Flurry active. The main problem here, despite being another DF booster, is that paladins don&#039;t have a way to force Major Bleed to happen on demand like some other professions. It&#039;s not exactly excellent here, but still a decent placeholder to use for a while if you find it.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
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I definitely wouldn&#039;t recommend this taking one of your three rare slots as your endgame unless you&#039;re completely set on being as close to invulnerable as possible, but if you happen to get one, it&#039;s a solid placeholder to use for a while.&lt;br /&gt;
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&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
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A very high quality Gemstone property that can pile on tons of damage, especially in boss battle scenarios or against particularly high health creatures. Unlike normal flares, Blood Boil flares can&#039;t outright kill on their own, nor can you land several of them on the same creature. Still, the sheer health damage will frequently exceed more conventional flares unless the creature is already very weakened.&lt;br /&gt;
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&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;&lt;br /&gt;
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 You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
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With no pun intended, this is sneaky good--but you do have to train Ambush to get full value. It doesn&#039;t require Stalking and Hiding training and simply auto-hides you, which is defensively useful, but the real benefit is that you can attack afterward &#039;&#039;from&#039;&#039; hiding with stance pushdown and crit weighting against the foe.&lt;br /&gt;
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However, the &#039;&#039;even more&#039;&#039; real benefit is that the game might do this on its own if you&#039;re using an assault technique or AoE technique. For example, you might get auto-hidden after the first attack of your assault, then the second automated attack of your assault will have the pushdown and weighting.&lt;br /&gt;
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An extremely powerful effect &#039;&#039;if&#039;&#039; you&#039;re willing to spend the exp on Ambush for it.&lt;br /&gt;
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&#039;&#039;&#039;Channeler&#039;s Epiphany&#039;&#039;&#039;&lt;br /&gt;
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 When your warding spells are successful, the endroll is increased by 2/4/6/8/10. Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
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This is the rare version of Channeler&#039;s Edge. On average, it works out to a boost of 12 instead of 10. You &#039;&#039;can&#039;&#039; stack them, so it&#039;s still better than Greater Arcane Intensity (coming up shortly in this list), but I&#039;d only recommend it as a long-term rare if you intend to be a very, very magic-heavy paladin.&lt;br /&gt;
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&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
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 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
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A universal 5% chance to avoid and (to an extent) counter AS attacks is pretty solid stuff. If you&#039;re bent on nigh-invulnerability or if you want to somewhat counteract the DS disadvantages of two-handed paladins or TWC paladins, go for it. For everybody else, players attack much more often than they &#039;&#039;get&#039;&#039; attacked, so a defensive benefit would need to be extraordinary to close that gap compared to an offensive benefit.&lt;br /&gt;
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&#039;&#039;&#039;Grace of the Battlecaster&#039;&#039;&#039;&lt;br /&gt;
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 Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
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Very subjectively powerful effect depending on how much you hate spell hindrance and would like to get it from 3% to 0%. I probably don&#039;t even have to say anything more; most people read that effect and either instantly fall in love or instantly write it off as pointless.&lt;br /&gt;
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&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
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A reasonable placeholder like its common counterpart. These are much better for bolting wizards than paladins; paladins generally only need a 101 endroll, as their spells don&#039;t scale particularly well (if at all in some cases) with higher endrolls.&lt;br /&gt;
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&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
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 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
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Top notch rare Gemstone property that&#039;s universally powerful for every profession. Like I said toward the start of the guide, flares are high variance, but the more of them you can chain together, the more likely it is that one of them will get the job done. Simple, clean power.&lt;br /&gt;
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&#039;&#039;&#039;Lost Arcanum&#039;&#039;&#039;&lt;br /&gt;
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 1 additional spell on you is protected from Spell Sever.&lt;br /&gt;
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Pretty good option, albeit a bit mechanically dull. I wouldn&#039;t exactly recommend it as the endgame for any paladin, but it&#039;s always at least as good as the third best spell that you&#039;d want it in spell sever that you normally can&#039;t have. Very good placeholder.&lt;br /&gt;
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&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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Journeyman Tactician, but twice as powerful. Needless to say, that&#039;s excellent in a vacuum!&lt;br /&gt;
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However, it&#039;s not in a vacuum. Part of what makes Journeyman Tactician such an easy recommendation is that you can have up to seven commons for your endgame list (or even as many as ten commons if you somehow decided that you were okay with having no rares or legendaries). You can only have up to three rares, so make sure that Master Tactician is among your top three (or at least close) before committing to using it long-term.&lt;br /&gt;
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If you&#039;re a TWC paladin, I think this is a pretty slam dunk pick because it does boost both weapons. If you&#039;re not a TWC paladin, then it&#039;s still good, but see Relentless just below for an alternative...&lt;br /&gt;
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&#039;&#039;&#039;Relentless&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again. The triggered attack can hit or miss as normal.&lt;br /&gt;
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Another stellar rare and a perfect example of why I was expressing caution about leaping to Master Tactician. 10 AS is great, but 25% retry chance on a missed attack is better on a shield paladin or two-handed paladin. Since they&#039;re attacking half as often as a TWC paladin, a missed attack is twice as punishing.&lt;br /&gt;
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Looking at it another way, turning a miss into a hit is infinitely better than turning a hit into a fractionally stronger hit. That won&#039;t always happen, as sometimes the creature will dodge the second try too, but the upside is too great to ignore when it works.&lt;br /&gt;
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All that said, Relentless isn&#039;t in a vacuum any more than Master Tactician is. If you regularly hunt with a warrior using Carn&#039;s Cry or a cleric casting Censure, for example, then you&#039;re already not missing much against immobilized creatures. Even if you hunt solo, there&#039;s also the question of how drastically your own Aura of the Arkati reduces enemy EBP depending on your  lore training. Consider everything in its context!&lt;br /&gt;
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&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
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I&#039;m only mentioning this to say that, no, unfortunately, it doesn&#039;t trigger from infused spells. If it did, I&#039;d call this no contest the best rare property for paladins. It also doesn&#039;t trigger from AoE spells like Judgment. If it did &#039;&#039;that&#039;&#039;, I&#039;d call it no contest the best rare property for particularly magic-heavy paladins.&lt;br /&gt;
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Still, caveats aside, Serendipitous Hex remains extremely powerful for paladins &#039;&#039;if&#039;&#039; they actually cast single-target spells like Web or Repentance on their own without spell infusion. That&#039;s an enormous if, though. If you&#039;re among the ones who do, then here&#039;s a strong contender for your endgame.&lt;br /&gt;
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&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You instantly regain all of your spirit. Cooldown: 60/40/20 mins.&lt;br /&gt;
&lt;br /&gt;
If you cast Divine Word even decently often or if you just plain hate long recovery time after death (especially looking at you low spirit recovery elves and dark elves!), I really like Spirit Wellspring as a toolkit option.&lt;br /&gt;
&lt;br /&gt;
I can&#039;t recommend it for your endgame combat setup, but just having this around to equip when needed is cool and you don&#039;t even have to upgrade it to get most of its value, nor do you have to luck into finding a Spirit Wellspring with a good common. Just having this rare already makes the Gemstone perfectly useable!&lt;br /&gt;
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(Note that you can&#039;t unequip a Gemstone while it&#039;s still on cooldown, so upgrading can still be worth it just to reduce that cooldown and allow swapping back to your other combat-oriented Gemstones more quickly.)&lt;br /&gt;
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&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
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 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
It&#039;s definitely not flashy, but small race paladins or anyone who regularly uses Armor Support as their armor specialization of choice might like this. For everyone else, I&#039;d personally consider it a good placeholder, at absolute least.&lt;br /&gt;
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&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
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From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
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 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
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Easily the most powerful legendary property for paladins of just about any kind. It&#039;s a 10% double attack chance on every attack! Do I even have to say more?&lt;br /&gt;
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If you&#039;re playing the long game, I say get Mirror Image at all costs. However, if you happen to find a different legendary that&#039;s also solid for paladins and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
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If Serendipitous Hex already sounded good to you, here&#039;s the far superior version of it! The same caveats do apply, though: no triggers from infused spells or AoE spells. If this is strong for you, it&#039;ll be incredible for you. It&#039;s just that there are many paladins for whom it&#039;s basically pointless.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Extraordinary general purpose power for any solo hunter (of any profession) or a group hunting paladin who casts Defense of the Faithful to draw all attacks toward them, maximizing the flare value. Randomly killing enemy creatures by standing in the same general vicinity is pretty good!&lt;br /&gt;
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====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here&#039;s my ideal layout for a traditional unarmed combat monk in descending order of priority.&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Polearm or Two-Handed Weapon Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Relentless (rare 1 of 3)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Chameleon Shroud (rare 2 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 3 of 3, but Defensive Duelist, Grace of the Battlecaster, and Master Tactician are similarly powerful for two-handed weapons; would definitely take Infusion for polearms due to Radial Sweep, however)&lt;br /&gt;
# Ephemera&#039;s Extension (common 3 of 7)&lt;br /&gt;
# Taste of Brutality (common 4 of 7)&lt;br /&gt;
# Journeyman Tactician (common 5 of 7)&lt;br /&gt;
# Burning Blood (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Shield Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Relentless (rare 2 of 3)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Blood Boil (rare 3 of 3)&lt;br /&gt;
# Taste of Brutality (common 3 of 7)&lt;br /&gt;
# Journeyman Tactician (common 4 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension (common 5 of 7)&lt;br /&gt;
# Journeyman Tactician (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Two Weapon Combat Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Blood Boil (rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Master Tactician (rare 3 of 3, but Grace of the Battlecaster and Relentless are similarly powerful)&lt;br /&gt;
# Taste of Brutality (common 3 of 7)&lt;br /&gt;
# Journeyman Tactician (common 4 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension (common 5 of 7)&lt;br /&gt;
# Burning Blood (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Odds and Ends==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: paladins, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s only one topic in this section for now, but it&#039;s a relevant one since paladins have some of the game&#039;s best group spells.&lt;br /&gt;
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===Hunting Partner Tactics and Synergy===&lt;br /&gt;
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Who do paladins team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
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* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer. Between that and paladins&#039; Aura of the Arkati, virtually everything will roll over to the duo&#039;s overwhelming offense. Warriors also get immense benefit from paladins&#039; Arm of the Arkati and potentially any of the three paladin auras, depending on what the warrior is doing. Conversely, paladins will enjoy an AS boost from Seanette&#039;s Shout or Coup de Grace.&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and Zealot can make their ambushes that much more potent. It&#039;s not overwhelming synergy, but it exists.&lt;br /&gt;
* &#039;&#039;&#039;Monks&#039;&#039;&#039; offer [[Mind Over Body (1213)|Mind Over Body]] stamina reduction or a [[Focus Barrier (1216)|Focus Barrier]] DS boost, either of which paladins put to great use. In turn, the Fervor aura or Judgment knockdown really power up monks.&lt;br /&gt;
* &#039;&#039;&#039;A paladin duo&#039;&#039;&#039; doesn&#039;t have any major synergy, as most duos of the same profession don&#039;t, but using two auras will at least be a notable power boost almost no matter which two auras or on which two builds. Even in the worst case where one paladin isn&#039;t using a shield and the other is using Divine Shield, they do still both get benefits!&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. On the paladin&#039;s end, melee rangers should love Zealot and Arm of the Arkati from their partner, along with armored casting or armored fluidity. Archer rangers, however, get very little from paladins other than perhaps Fervor.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; pair extremely well with paladins since Song of Tonis is the game&#039;s best group buff and has extreme synergy with Arm of the Arkati and Zealot or Fervor. Faster attacks that are also more powerful is all the right stuff.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that paladins can follow up on. Fervor is particularly useful to caster wizards out of the three auras while warmages absolutely revel in Zealot elevating their AS to more conventional levels.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing, but paladins appreciate them even more than most and the feeling is mutual. Paladins can use [[Defense of the Faithful (1608)|Defense of the Faithful&#039;s Beacon of Courage effect]] to keep the empath safe and tank all the hits, which the empath can then heal off. Non-shield paladins will appreciate the healing even more because they take more hits, but should be ready to send mana to the empath to make up for it. Warpaths will really love Zealot or Fervor among the auras.&lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer, [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), and [[Benediction (307)|Benediction]] as a group AS buff, so paladins get strong offensive and defensive boosts from the cleric. However, caster clerics get basically nothing from the paladin besides Fervor. War clerics love Zealot and Arm of the Arkati, though!&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; casting [[Major Elemental Wave (435)|Major Elemental Wave]] or [[Implosion (720)|Implosion]] after a paladin&#039;s Judgment is a pretty strong combo, albeit not amazing. The two professions otherwise don&#039;t add too much to each other as partners, but Fervor is at least something.&lt;br /&gt;
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Nearly regardless of team composition, your paladin training the &#039;&#039;&#039;Side by Side&#039;&#039;&#039; combat maneuver (which also requires two ranks of Combat Movement) can be helpful to groups. If there are at least two shield users, the &#039;&#039;&#039;Phalanx&#039;&#039;&#039; shield maneuver also helps. I mentioned &#039;&#039;&#039;Defense of the Faithful&#039;s Beacon of Courage effect&#039;&#039;&#039; for empaths because it&#039;s at its best by far there, but nothing stops paladins from acting as the tank for other professions too.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Paladin]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Of_Power_and_Perspicacity:_A_Paladin_Guide&amp;diff=252437</id>
		<title>Leafiara (prime)/Mechanical Musings/Of Power and Perspicacity: A Paladin Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Of_Power_and_Perspicacity:_A_Paladin_Guide&amp;diff=252437"/>
		<updated>2026-01-28T03:56:29Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: More detail on Concussive Blows and Slashing Strikes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = Of Power and Perspicacity: A Paladin Guide&lt;br /&gt;
|topic = Combat, Paladins, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2025-08-23&lt;br /&gt;
|updated = 2026-01-26&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
&lt;br /&gt;
Last updated January 26, 2026.&lt;br /&gt;
&lt;br /&gt;
Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
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&lt;br /&gt;
==Introduction: How to Use This Guide==&lt;br /&gt;
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This guide is for paladins from 0 exp to 77,777,777! I&#039;ll go over their strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
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&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, but sorted with collapsible sections for easier navigation. If you want to read it all, though, I do try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
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Speaking of experience, what&#039;s mine? I capped my [[Two Weapon Combat]] paladin Cotelle, who&#039;s now over 10x cap, long before the melee combat modernizations of 2020 and 2021. After those major changes, I went on to make my second paladin Astrilyn, a [[Shield Use|shield]] user, and have raised her to 3x cap.&lt;br /&gt;
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Onward to the guide!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Paladin or Why Not Play a Paladin?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a paladin at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Flares For All===&lt;br /&gt;
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Paladins are the most [[:Category:Flares|flare-iffic]] profession! Via their [[Fervor (1618)|Fervor]], [[Battle Standard (1620)|Battle Standard]], and [[Holy Weapon (1625)|Holy Weapon]] spells, they can generate up to four flares per attack even with no investment in upgrades from other professions or pay events. (Not all paladins use Fervor, however, but more on that later.)&lt;br /&gt;
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In case you don&#039;t know what flares are, they&#039;re random bursts of damage ranging from minor to deadly. Flares are a classic low ceiling, high floor mechanic. Their best case is turning a light tap of an attack into instant death, their worst case is dealing a couple damage points that have no impact, and their middling case is piling on a little extra damage. The more flares you have, the more likely it is to land significant ones through sheer volume of random rolls.&lt;br /&gt;
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The news gets even better, though! A conventional flare triggers roughly 20% of the time and has a range of rank 1 to 7 [[Plasma_critical_table|criticals]]. However, Fervor flares can exceed that rate with even minor investment in [[Spiritual Lore, Religion|Religion]] lore--and can have incredible rates with heavy investment. Battle Standard flares also have a paladin-only perk with a 20% chance of bumping their critical range from 1-7 to 5-9, the latter of which is always significant. 20% of the time, Battle Standard flares work all the time!&lt;br /&gt;
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===Immediate Power===&lt;br /&gt;
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As you might expect after all the flare talk, paladin weapons are good to go out of the box with nothing spent on gear--but I haven&#039;t even fully explained why! Besides flares, another perk of Holy Weapon is that it makes your weapon holy. (Crazy, I know!) That means it can hit [[undead]] penalty-free even without a [[Bless (304)|blessing]] or [[Sanctify (330)|sanctification]], the latter of which is typically one of the two most expensive player services.&lt;br /&gt;
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The even bigger perk of Holy Weapon is the gamechanger called spell infusion. Paladins can put a spell into their weapon so that it fires off before their swing with no additional RT! This flexible ability can try to brute force through with a damaging spell like [[Repentance (1615)|Repentance]], set up for a kill shot with a disabler like [[Web (118)|Web]], or kick off with a general purpose debuff like [[Aura of the Arkati (1614)|Aura of the Arkati]], tailoring to your playstyle.&lt;br /&gt;
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If you forego Fervor, paladins can also cast the [[Zealot (1617)|Zealot]] aura for an immense [[Attack Strength]] (AS) boost to jump ahead of most of the pack on sheer power.&lt;br /&gt;
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On top of all this, [[Arm of the Arkati (1605)|Arm of the Arkati]] (not to be confused with Aura of the Arkati) adds extra [[damage factor]] (DF) to melee attacks, which is roughly a percentage boost for lethality.&lt;br /&gt;
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In short, if you want to crush creatures offensively, paladins are for you. They can wreak havoc on the battlefield with no investment and wreak even more havoc &#039;&#039;with&#039;&#039; investment.&lt;br /&gt;
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===Semi-Custom Messaging===&lt;br /&gt;
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Paladins are encouraged to [[Verb:CONVERT|convert]] to an Arkati or lesser spirit, which has mechanical benefits we&#039;ll review later in this guide, but for now I&#039;ll highlight the fluff benefits. Many paladin spells have different messaging depending on which Arkati or lesser spirit they follow, which is the kind of character-defining cool factor that many players would and do pay a bunch for.&lt;br /&gt;
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Have a look through the wiki&#039;s messaging sections of [[Repentance (1615)|Repentance]], [[Battle Standard (1620)|Battle Standard]], [[Judgment (1630)|Judgment]], [[Raise Dead (318)|Raise Dead]] (which is a cleric spell, but paladins&#039; [[Divine Word (1640)|Divine Word]] has identical messaging), and [[Divine Incarnation (1650)|Divine Incarnation]] to find the right fit for your character as you imagine them!&lt;br /&gt;
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===Tanking for Days===&lt;br /&gt;
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Paladins are quite tough for enemies to kill since they have plate armor to reduce crits, [[redux]] to reduce crits even more, [[Divine Intervention (1635)|Divine Intervention]] to immediately free themselves from most disablers, a chance from Battle Standard to reduce crits still further, and potentially very high block rates if they use shields and [[Divine Shield (1609)|Divine Shield]]. Using Divine Shield means eschewing Fervor and Zealot, so not all paladins do--not even all shield paladins. Shields do retain a DS advantage even without Divine Shield. Regardless, if you really can&#039;t stand dying, look into paladins!&lt;br /&gt;
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===Flexibility===&lt;br /&gt;
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As you might have picked up, the aura spells--Divine Shield, Zealot, and Fervor--are mutually exclusive effects tailored to wildly different playstyles. We&#039;ll explore that more later, but flexibility doesn&#039;t stop with auras. Paladins&#039; lore training can go in a wide variety of directions to further establish your own style. (We&#039;ll explore &#039;&#039;that&#039;&#039; too in the same section with auras!) Divine Incarnation has different modes with different purposes. Many individual weapon types or even multiple weapon types at once are entirely viable options.&lt;br /&gt;
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Paladins can kill creatures very well with physical AS-based attacks, physical SMR attacks, or magical SMR attacks, so they have the tools for any combat situation. Paladins using Fervor can also do at least an acceptable job of killing with magical CS-based attacks later in the game if you truly want a dash of everything.&lt;br /&gt;
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===Downsides===&lt;br /&gt;
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Despite what I just said about flexibility, that&#039;s primarily in the context of melee weapons. Shields, [[Two Weapon Combat]], [[Polearm Weapons|polearms]] of one-handed or two-handed varieties, and even [[Two-Handed Weapons]] or hybrid weapons are approaches that paladin players take (some more than others) at a high level--and then, even within their weapon selections, lores and auras further diversify.&lt;br /&gt;
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However, other options aren&#039;t nearly so well supported.&lt;br /&gt;
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Trying to kill creatures strictly with magic is a vaguely plausible path at midgame levels and beyond because Fervor can power up an evoked Repentance to the level of a kill spell. However, it&#039;s still nowhere near the power of rangers or bards, the other two semis.&lt;br /&gt;
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Unarmed combat (UC) is a path of a lot more resistance than melee weapons. The good news is that paladins&#039; myriad flares go well with UC&#039;s fast baseline attacks and you can bond to a held UC weapon like a cestus (but not handwear). However, plate armor impedes the MM stat (UC&#039;s most important combat number) and paladins don&#039;t have the tools to make UC&#039;s core attacks really shine like monks&#039; and warriors&#039; combat maneuvers and feats, nor rogues&#039; and rangers&#039; stealth.&lt;br /&gt;
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Archery is a path of vastly more resistance than even unarmed combat, almost to the point of being off the table. You can&#039;t bond to a ranged weapon, so you&#039;d miss out on infused spells and the holy property. The Fervor aura is at least acceptable with archery, but Divine Shield does almost nothing for it and Zealot does literally nothing for it. Paladins can&#039;t train 2x Ambush and none of their AS boosters except Dauntless improve ranged AS, giving them a lower AS cap than other squares or semis. Topping it all off, the archery path is expensive on training points. Strictly speaking, you can do just about anything in GS if you&#039;re dead set on it, but I&#039;d recommend against the archer paladin unless your game knowledge is of the caliber that you probably don&#039;t need this guide in the first place. [[Ranger]]s, [[rogue]]s, [[bard]]s, [[warrior]]s, [[wizard]]s, and arguably even [[monk]]s have toolkits more suited to archery.&lt;br /&gt;
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Thrown weapons, AKA hurling, are something I almost hesitate to even bring up, but have to because you might occasionally see a long-running community joke about whether Zealot will ever be updated to work with hurling. (The answer is probably no.)&lt;br /&gt;
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&#039;&#039;Technically,&#039;&#039; paladins can hurl their bonded weapon and it&#039;ll return to them in a few seconds. The problem with this idea is layered, though. None of the [[Thrown Weapons|thrown weapon bases]] are any good against plate armor, so you&#039;d either have to avoid enemies in plate or hurl something like a war hammer, handaxe, or spear instead. Even if you did go with the latter plan, Thrown Weapons is the skill to train for hurling AS, but (respectively) Blunt/Edged/Polearm Weapons are the skill to train for &#039;&#039;DS&#039;&#039; while the weapon is in your hand and Brawling is the skill to train for DS during the time when the weapon is &#039;&#039;out&#039;&#039; of your hand. That degree of training isn&#039;t feasible until far post-cap. You could skip the Brawling part and just take the DS hit for a short period of time, but even training two weapon skills means a lot of sacrifices pre-cap.&lt;br /&gt;
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Making matters worse, the payoff doesn&#039;t even exist mechanically; it&#039;s more about the cool factor, but it holds you back. Hurling is basically like basic attack single melee strikes except that the creatures have much lower DS against it. However, weapon techniques, combat maneuvers, shield maneuvers, and one of the paladin feats offer a plethora of reduced RT attacks that work out to be as strong or stronger than hurling without such heavy training requirements. In short, I strongly recommend against trying out some Mjolnir paladin concept.&lt;br /&gt;
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===A Note on Old-School Clerics===&lt;br /&gt;
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In the event that you&#039;re a returning player from GemStone III days when paladins didn&#039;t exist and you were running a cleric whose playstyle was binding creatures and swinging your weapon, people will commonly tell you to play a paladin as the new version of old melee clerics. Thematically, maybe that&#039;s reasonable advice. Mechanically, it&#039;s off-base. Paladins have divine messaging that&#039;s in line with clerics, but the paladin gameplay experience resembles the GSIII cleric experience in almost no respect. Modern &#039;&#039;rangers&#039;&#039; are the ones who have the strongest binding spell in the game and can best approximate the gameplay experience of old clerics. It&#039;s a question of whether you prioritize flavor or gameplay. (Alternatively, clerics do still have the second, third, and fourth strongest binding spells in the game, so you &#039;&#039;could&#039;&#039; play a cleric and train weapons anyway. It&#039;s not a particularly supported path, but some players do it regardless because that&#039;s their vision for their character.)&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your paladin? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-creation&amp;quot;&amp;gt;&lt;br /&gt;
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If making a paladin sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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Most [[race]]s excel in at least one area applicable to paladin playstyles, though some are better than others. Unlike with [[Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide|my monk guide]], I can&#039;t give an exact ranking for paladin races because it heavily depends on what the paladin is trying to do. Instead, let&#039;s go through races I might recommend, races I&#039;d recommend against, and why. They&#039;re listed in &#039;&#039;&#039;alphabetical order&#039;&#039;&#039; except where two races are so similar that I think they&#039;re worth mentioning together.&lt;br /&gt;
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====Great Paladin Races====&lt;br /&gt;
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&#039;&#039;&#039;[[Aelotoi]] and [[Half-Elf|half-elves]]&#039;&#039;&#039;:&lt;br /&gt;
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These are two of many races tied for third place in combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means fast assault techniques. Aelotoi and half-elves make very good all-arounder paladins who have no significant disadvantages in battle, allowing them to use any aura and any weapon or weapons well. Whether shields, two weapons, or big weapons, every combat option works just great!&lt;br /&gt;
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Of these two races, aelotoi gain exp slightly faster via their [[Logic]] bonus while half-elves have noticeably better carrying capacity, hit very slightly harder, and have slightly better baseline silver prices from [[Influence]] bonus. However, aelotoi in Ta&#039;Illistim or Cysaegir will make a bit more silver than half-elves living there due to race bonuses. Half-elves make more than aelotoi anywhere else, but the difference is most pronounced in Wehnimer&#039;s Landing or Solhaven.&lt;br /&gt;
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Half-elf paladins are much more commonly played than aelotoi paladins, of whom I&#039;ve only ever known two. That&#039;s probably because the two races&#039; combat abilities as paladins are near identical, but half-elves have about a 22% carrying capacity advantage, which has always been significant and has (as of this writing) only become more so after various game-wide loot changes in 2026.&lt;br /&gt;
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&#039;&#039;&#039;[[Dark Elf|Dark elves]] and [[Sylvankind|sylvans]]&#039;&#039;&#039;:&lt;br /&gt;
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These are the other third place Agidex races who can go in any direction with auras or weapons and have no major disadvantages. (No disadvantages might be more arguable with dark elves; see below on spirit). Since their Agidex is skewed in favor of Dexterity, they hit slightly harder than the Agility-skewed aelotoi or half-elves, but are slightly worse at avoiding attacks and have slightly worse DS. If you&#039;re set on using edged weapons, then being as Dexterity-heavy as these two makes [[Slashing Strikes]] flares noticeably better. (Blunt weapons have more consistent power than edged weapons for any race.)&lt;br /&gt;
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Dark elves have about 7.4% better carrying capacity than sylvans and their Wisdom bonus improves paladins&#039; [[Casting Strength]]-based (CS-based) spells, which can be particularly good at lower levels, but will remain at least moderately helpful even late in life. Dark elven paladins are much more commonly played than sylvan paladins, probably for these reasons.&lt;br /&gt;
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Sylvans get slightly better silver prices than dark elves as a baseline due to Influence. Location doesn&#039;t offer dark elves any real help in catching up here either; dark elves get their best silver in Wehnimer&#039;s Landing and Cysaegir while sylvans get their best silver in Icemule and Ta&#039;Illistim, so both have quick access to race bonuses in or nearby the most major cities.&lt;br /&gt;
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Dark elf paladins do take several more minutes to recover full spirit after death or after resurrecting other characters with [[Divine Word (1640)|Divine Word]] than sylvans--or aelotoi or half-elves, for that matter. (Most other races recover more quickly than any of those.) I generally won&#039;t mention spirit recovery as a major upside or downside for races because A) most of them recover in decently similar time, B) paladins of any kind are difficult to kill, C) not all paladins resurrect others much, if at all, and D) paladins in Voln can somewhat compensate for a spirit disadvantage with fast spirit recovery symbols. Still, downtime for spirit recovery is an intangible, subjective pain that seriously annoys some players of elves or dark elves. If you&#039;re the sort who can&#039;t stand downtime, but would otherwise be looking into a dark elf for mechanical reasons, then aelotoi, half-elves, or sylvans might be the pick for you as fairly similar races who recover spirit a few minutes more quickly.&lt;br /&gt;
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&#039;&#039;&#039;[[Dwarf|Dwarves]]&#039;&#039;&#039;:&lt;br /&gt;
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Dwarves have a good Strength bonus and very good Constitution bonus, making for great carrying capacity and a sturdy paladin who can stay out hunting and hoarding loot for quite a while. Dwarves also have a huge +30 elemental TD bonus, which in theory shores up a paladin weakness, though that&#039;s somewhat offset by a -10 Aura bonus that makes it +20 in practice. Either way, the elemental TD doesn&#039;t come into play as often as one might hope since few creatures across the entire game cast CS-based elemental spells, but it does make a major difference if you happen to hunt those specific creatures.&lt;br /&gt;
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Various contact-based shield maneuvers like [[Shield Bash]], [[Shield Charge]], or [[Shield Trample]] (as opposed to non-contact-based shield maneuvers like [[Shield Throw]]) also account for the &amp;quot;size&amp;quot; of the race. In this game, size doesn&#039;t refer to height, but more like mass or maybe even muscle density. However you want to think of it, dwarves have above average size, so many of their shield maneuvers hit slightly harder than other races besides half-krolvin, humans, and giants.&lt;br /&gt;
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On the less bright side, dwarves have a worse baseline selling price than any other race (and could only compensate with race bonuses by living in the isolated Zul Logoth or Teras Isle) and are the second worst Agidex race. Unless they make heavy use of enhancives to bring their Agidex more up to par, dwarf paladins are most likely better off using a shield than two weapons or two-handed weapons. (If you&#039;re set on using two weapons or two-handed weapons, then I recommend heavily leaning into single strikes like [[Chastise]] or [[Spin Attack]]. Once the dwarf&#039;s Agidex has grown enough, those single strikes will be the same speed as faster races regardless of weapon size or number.) Blunt weapons&#039; [[Concussive Blows]] flares will hit particularly hard from dwarves&#039; Strength bonus.&lt;br /&gt;
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Lastly, dwarves are tied with forest gnomes and halflings as the fastest at recovering spirit. This is the opposite extreme end of elves and dark elves, where a dwarf (or forest gnome or halfling) is ready to resume hunting at full strength after a death or Divine Word unlink 10-15 minutes more quickly.&lt;br /&gt;
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&#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;:&lt;br /&gt;
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Elves are tied for second place at Agidex and are another great paladin race that can work with any aura or melee weapon type. They have slightly worse carrying capacity than the third place Agidex races except for aelotoi (but the differences are marginal, not major), but their weapon-based offense is even more rapid fire and their defenses against AS and SMR attacks are better. Elves do, however, recover spirit as slowly as dark elves. If you have great disdain for extensive recovery time after resurrecting or being resurrected, consider the third place Agidex races as an alternative.&lt;br /&gt;
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Elves have slightly less size than dark elves or half-elves, so using contact shield maneuvers is slightly weaker than it could be. It&#039;s not a major difference, but still worth noting; shields don&#039;t play to elves&#039; natural strengths in other respects either, as their great Agidex is quite excessive for a single one-handed weapon. Again, though, the differences aren&#039;t major enough that they should put you off the idea if you&#039;re set on a shield-wielding elf paladin.&lt;br /&gt;
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Elves have a better &#039;&#039;baseline&#039;&#039; selling price than all other non-erithian races due to high Influence. However, since they only get race bonuses in Ta&#039;Vaalor and Ta&#039;Illistim, elves living anywhere else will still make less silver than races who can take advantage of a race bonus in those places.&lt;br /&gt;
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&#039;&#039;&#039;[[Giantman|Giants]]&#039;&#039;&#039;:&lt;br /&gt;
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Giants have near endless carrying capacity, allowing them to go adventuring and slaying for loot as long as they want, virtually never needing to end hunts early because of encumbrance. Giants are also the biggest race along with half-krolvin, making their contact-based shield maneuvers hit as hard as anyone&#039;s going to get.&lt;br /&gt;
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However, giants are the worst Agidex race. For that reason, as counterintuitive as it might seem, wielding a big two-handed weapon with a giant isn&#039;t necessarily the way to go for high damage output. Unless you go extremely hard on enhancives (even more than dwarves), assault techniques with a two-handed weapon will be significantly slower than one-handed weapons, essentially canceling out the damage advantage of having a two-handed weapon in the first place. Still, there&#039;s an obvious appeal to the concept of a huge character with a huge weapon or even two weapons. If you&#039;re set on that character concept, then just like I said with dwarves, lean into reduced-RT single attacks like [[Chastise]] or [[Spin Attack]]. Concussive Blows flares via blunt weapons hit harder from giants than anyone else, adding extra appeal to a Two Weapon Combat build.&lt;br /&gt;
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Giants have good Influence for baseline silver gains. Their race bonuses are in Wehnimer&#039;s Landing and the isolated Teras Isle.&lt;br /&gt;
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&#039;&#039;&#039;[[Half-Krolvin]]&#039;&#039;&#039;:&lt;br /&gt;
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Half-krolvin are a very robust paladin race with high Strength, the second best carrying capacity, and even a small Agility bonus. Any melee weapons, including two weapons, make perfect sense in their hands and they&#039;re good at all things combat. Concussive Blows excels on a blunt weapon build. Without enhancives or Ascension, the half-krolvin natural max of 55 Agidex actually falls within the same 53-67 Agidex RT reduction range as the aelotoi/dark elf/half-elf/sylvan natural max of 65. However, those other four can much more easily reach the 68-82 range with enhancives or Ascension than half-krolvin.&lt;br /&gt;
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The main downside of half-krolvin that makes many players not even consider playing them is a big Logic penalty that, for most characters, results in around 4-6% less exp absorbed per minute. However, that doesn&#039;t affect instant exp absorption, so it&#039;s not necessarily as bad as it sounds if you run a lot of bounties.&lt;br /&gt;
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Half-krolvin also have an Influence penalty and their race bonuses are in Icemule and the isolated River&#039;s Rest.&lt;br /&gt;
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&#039;&#039;&#039;[[Halfling]]s&#039;&#039;&#039;:&lt;br /&gt;
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The fastest Agidex race. I have to give the caveat that halflings have incredible encumbrance issues that are only slightly mitigated by armor support and/or full plate. That mitigation might have been enough before game-wide loot changes in January 2026, but if you don&#039;t like the idea of either regularly buying encumbrance reduction or returning to town to unload every time you find a box, this is not the way to go.&lt;br /&gt;
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That said, along with having the best Agidex, halflings have an enormous +40 elemental TD bonus (offset to +35 by a negative Aura bonus). The caveat I mentioned with dwarves does still apply: it&#039;s very rarely helpful, but when it is, it&#039;s extremely so. Halflings also recover spirit faster than any other race besides dwarves and forest gnomes.&lt;br /&gt;
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Aside from encumbrance, halflings&#039; Strength penalty also hurts a bit; they can potentially use the Zealot aura to overcome the AS penalty of low Strength, but that would mean giving up the flare potential of the Fervor aura that their Agidex would naturally go so well with. I&#039;d generally default to Fervor and just live with the AS penalty.&lt;br /&gt;
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Big weapons or especially two weapons play much more into halflings&#039; talents than shields do. Halflings swing just as quickly either way, so they might as well use the harder hitting options. Since halflings are the second smallest race, their contact shield maneuvers also won&#039;t hit as hard as even an average-sized race, never mind a dwarf, giant, or half-krolvin. Shields aren&#039;t off the table for halflings, however; Shield Throw is arguably the best shield maneuver and it&#039;s non-contact, so a halfling shield paladin can simply lean on that more heavily.&lt;br /&gt;
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As for a two weapon build, Slashing Strikes flares with edged weapons bleed creatures more with a halfling than any other race; conversely, Concussive Blows flares with blunt weapons do less damage from a halfling than any other race besides burghal gnomes. Still, Slashing Strikes and Concussive Blows &#039;&#039;are&#039;&#039; flares, so the fact remains that blunt weapons outshine edged weapons for baseline, consistent damage. Slashing Strike is just flashier and might be more subjectively fun depending on player preference!&lt;br /&gt;
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Halflings have an Influence penalty, but since they&#039;re fortunate to get race bonuses in the two most populated towns, Wehnimer&#039;s Landing and Icemule Trace, many halflings will get richer from selling their goods than most other races anyway.&lt;br /&gt;
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====Not So Great Paladin Races====&lt;br /&gt;
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You can play the following paladin races and you can even succeed with them. Mechanically, however, there are many incentives not to make a paladin of these races and that&#039;s what I&#039;m here to explain.&lt;br /&gt;
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&#039;&#039;&#039;[[Burghal Gnome]]s&#039;&#039;&#039;:&lt;br /&gt;
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A second place Agidex race alongside elves. Despite that, I can&#039;t possibly recommend a burghal gnome paladin. They have all the disadvantages of halflings&#039; size and Strength penalty--in fact, they&#039;re even more hindered by encumbrance--while lacking the upsides of better Agidex and superior elemental TD. They&#039;re also smaller than halflings for the purposes of contact maneuvers. They don&#039;t recover spirit as quickly as halflings. They have an Influence penalty and their race bonuses are in Ta&#039;Illistim and Zul Logoth.&lt;br /&gt;
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On the bright side, they do gain exp slightly faster than every other race because of their Logic bonus.&lt;br /&gt;
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If you want a high speed paladin who can get into the 68-82 Agidex tier even without enhancives or Ascension, then I recommend an elf over a burghal gnome. If you&#039;re absolutely set on a small race, I still recommend a halfling or dwarf over a burghal gnome depending on whether the speed or the height is what you&#039;re after. All this said, the paladin toolkit is inherently very strong and so is high Agidex, so if you&#039;re certain you want to play a burghal gnome paladin, they&#039;ll do very well, just not as well as elves, halflings, or dwarves would. Using two weapons or a big weapon leans into a burghal gnome&#039;s strengths more than a shield due to their size. However, like with halflings, Shield Throw is a big assist to the shield build.&lt;br /&gt;
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&#039;&#039;&#039;[[Erithian]]s&#039;&#039;&#039;:&lt;br /&gt;
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Erithians bring nothing to the table that a paladin is interested in. They&#039;re tied for third slowest race, yet, unlike other slow races, they have a Strength penalty instead of a bonus. They also don&#039;t have a Wisdom bonus for spells. They&#039;re average size for the purpose of contact maneuvers. They&#039;re at the slower end of recovering spirit. Mechanically speaking, there&#039;s simply nothing to see here. They have no major strengths and no major weaknesses, but that has no merit when there are races who have major strengths and &#039;&#039;still&#039;&#039; have no major weaknesses (from a mechanical paladin-specific perspective).&lt;br /&gt;
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In short, erithians are generalists who are neither fast nor strong, but the game world heavily favors specialists who &#039;&#039;are&#039;&#039; either fast or strong.&lt;br /&gt;
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Erithians do have a high +10 Influence bonus just like elves. However, they also only get race bonuses in Ta&#039;Illistim and Cysaegir, which means you could just play an elf to get the same silver in the same geographical area while being far better in combat. I&#039;d at least acknowledge a silver niche if erithians got race bonuses in the Landing, Icemule, or Solhaven, but they don&#039;t.&lt;br /&gt;
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&#039;&#039;&#039;[[Human]]s&#039;&#039;&#039;:&lt;br /&gt;
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Among my not-recommended list, human paladins are the only race that I do see people playing as paladins. I assume it&#039;s primarily for RP reasons, which is fine and is something I&#039;ve done too (albeit with my ranger instead of my paladins). However, if any given player told me they were considering a human paladin and asked for advice purely rooted in &#039;&#039;mechanics&#039;&#039;, I&#039;d point them toward dwarf, giant, half-elf, or half-krolvin every time. If someone is drawn toward a human paladin because of:&lt;br /&gt;
* Good carrying capacity: Go giant or half-krolvin, who have better carrying capacity.&lt;br /&gt;
* Strength and Logic bonus on the same race: Go dwarf for identical Logic and better Strength.&lt;br /&gt;
* Jack of all trades with no major strengths or weaknesses: Go half-elf for a major strength, namely Agidex, and still no major weaknesses.&lt;br /&gt;
* Above average size for contact maneuvers: Go dwarf, giant, or half-krolvin for as good or better size.&lt;br /&gt;
* Race bonuses for selling in River&#039;s Rest: Okay, sure, yes. From a mechanical perspective, one reason to be a human paladin is for making more silver in River&#039;s Rest (RR) than all other paladins. (The only other race bonus in RR is for half-krolvins, who have an Influence penalty.) Unfortunately for humans, though, RR hunting isn&#039;t fleshed out past the early level 60s.&lt;br /&gt;
* Race bonuses for selling in Solhaven: Go half-elf for the same Solhaven bonus plus greater Influence.&lt;br /&gt;
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All of these are positives, of course, but there&#039;s no individual area where humans excel other than making silver in RR. You&#039;d need to combine several of these niches to form a very specific case; for example, a character who&#039;s dedicated to Solhaven, focused on silver, rarely uses assaults, runs a shield build, and really doesn&#039;t like running back to the locksmith pool to unload seems like a great case for a human paladin.&lt;br /&gt;
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Overall, humans are generalists like erithians. They &#039;&#039;are&#039;&#039; significantly better than erithians since they have greater carrying capacity and recover spirit more quickly, but I simply can&#039;t (mechanically) recommend a race that has no distinct, major, geographically universal advantages.&lt;br /&gt;
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====A Fine Paladin Race====&lt;br /&gt;
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This one is straddling a line where it&#039;s not troubled enough to classify with burghal gnomes, erithians, or humans, but certainly not good enough that I&#039;d ever recommend it to someone who didn&#039;t know what they wanted.&lt;br /&gt;
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&#039;&#039;&#039;[[Forest Gnome]]s&#039;&#039;&#039;:&lt;br /&gt;
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Forest gnomes recover spirit as quickly as dwarves and halflings, putting them in the fastest recovery tier. They have much worse Dexterity than halflings, so they&#039;re slower while also not hitting as hard due to less weighting. However, forest gnomes do have better carrying capacity than halflings both as a race and because of a smaller Strength penalty, they have a Wisdom bonus for better casting than halflings, and are slightly bigger size than halflings for the purpose of contact maneuvers. Forest gnomes have an Influence penalty just like halflings, but they get race bonuses in the Landing and Cysaegir, which are within distance of almost all major cities.&lt;br /&gt;
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Overall, I&#039;d give halflings the edge due to their Dexterity advantage mattering more often than forest gnomes&#039; Wisdom and Strength advantage. Forest gnomes&#039; roughly 5% carrying capacity advantage used to be a little more important before January 2026 game changes, but not as much anymore since encumbrance happens in bigger bursts rather than building up incrementally. Speaking of encumbrance, aelotoi, dark elves, half-elves, and sylvans are all in the same Agidex tier as forest gnomes while having anywhere from ~42% (aelotoi) to ~72.7% better carrying capacity.&lt;br /&gt;
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I assume all of these reasons are why I&#039;ve never seen anyone playing a forest gnome paladin. Still, if someone wants to do that for RP reasons or just to be a trailblazer, I don&#039;t think forest gnome paladins are in a dire situation like erithians. Forest gnomes have their niches and, as the section title implies, I think they&#039;re a perfectly fine paladin choice. Just know that you have to be willing to deal with encumbrance one way or another, as explained in the halfling section.&lt;br /&gt;
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===Stats: Power or Growth===&lt;br /&gt;
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Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want.&lt;br /&gt;
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But what &#039;&#039;do&#039;&#039; you want? That&#039;s not a simple question. Broadly speaking, there are two camps on stat placement:&lt;br /&gt;
# Set your stats for power. (Strong start, poor finish.)&lt;br /&gt;
# Set your stats for growth. (Poor start, strong finish.)&lt;br /&gt;
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Let&#039;s elaborate!&lt;br /&gt;
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&#039;&#039;&#039;Setting your stats for power&#039;&#039;&#039; involves putting the initial value of key stats like Strength, Dexterity, Agility, and Wisdom at 70+ so that you&#039;ll immediately be strong in the early game.&lt;br /&gt;
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However, since stats max at 100 and these vital paladin stats quickly grow through leveling, your power head start will be gone toward the midgame (level 63.5) and yet the stats that you tanked to be bad at the start will remain bad because they grow slowly. The only way to change that is with a fixstats potion, which costs 1,000,000 bounty points or can sometimes be bought from players for 14-16 million silver.&lt;br /&gt;
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If you&#039;re the type of player who spends very little time in game, I generally recommend setting stats for power. You might as well enjoy your playtime while you have it.&lt;br /&gt;
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&#039;&#039;&#039;Setting your stats for growth&#039;&#039;&#039; is basically placing the initial values so that as many stats as possible will max out at exactly level 100, resulting in the highest overall stat total.&lt;br /&gt;
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However, this means that your fastest growing stats--which are basically all the good ones--need to be set low early. You&#039;ll feel like a jack of all trades, which can make levels 20-40 feel underwhelming. Depending on race, it&#039;s a very noticeable lack in at least one out of AS (Strength), RT (Agidex), or CS (Wisdom). RT is definitely the most  problematic of those and can severely interfere with the efficacy of a non-shield build before the midgame or so. (Shield builds can skirt by on a race&#039;s natural Agidex bonuses being sufficient.)&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a shield build &#039;&#039;and&#039;&#039; you&#039;re the type of player who grinds hard and gets exp very quickly, I&#039;d generally recommend setting stats for growth. You&#039;ll get past the rough patches soon enough and you might as well have those rough patches be in the early game when creatures are easier anyway. Still, biting the bullet for a fixstat later in life is a completely viable option even for this type of player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placing Your Stats===&lt;br /&gt;
&lt;br /&gt;
From level 0-19, set stats for power regardless of your plans for setting for power or growth at level 20+. In other words, set Strength, Dexterity, Agility, and Wisdom high so you&#039;re at your best in combat and set Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
&lt;br /&gt;
Before the level 20 stats-and-skills confirmation, if you&#039;re setting for power, play around with [https://web.archive.org/web/20200920112944/https://gs4chart.cfapps.io/ this stat calculator] until you find the balance between short-term and long-term power that you&#039;re looking for.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re setting for growth, then below are my recommendations for each race. These are also the stats you&#039;d use if you were doing a fixstat in the late game.&lt;br /&gt;
&lt;br /&gt;
Three options are shown: tanking Discipline, Intuition, or Influence. If you&#039;ve been consulting with other players before reading this guide, you might only hear about tanking Intuition or Influence, which are very instinctive tank stats due to inertia from being the the go-tos for decades. However, tanking Discipline is usually my recommendation due to game changes in 2025 and 2026 incentivizing it, which I&#039;ll explain a little further below.&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline, Intuition, or Influence if possible. If not possible, then take a small number out of the &#039;&#039;other&#039;&#039; two stats. (The left column below shows which stats won&#039;t be 100 at cap and what they &#039;&#039;will&#039;&#039; be at cap.)&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are still spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Level 20 Stat Placement Table!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Wisdom to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for paladins are Strength and Wisdom. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (85 DIS)||49||68||68||68||20||82||88||78||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (75 INT)||49||68||68||68||59||82||89||38||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (76 INF)||49||68||68||68||59||82||89||78||62||37&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (79 DIS)||62||62||68||68||25||85||82||73||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (76 INT)||62||62||68||68||70||85||83||27||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (76 INF)||62||62||68||68||70||85||83||73||62||27&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (82 DIS)||49||68||62||62||29||82||88||82||65||73&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (75 INT)||49||68||62||62||68||82||88||46||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (79 INF)||49||68||62||62||68||82||88||82||64||35&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (98 DIS, 91 INT, 95 INF)||30||49||78||82||53||82||88||70||58||70&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (87 INT, 95 INF)||30||49||78||82||58||82||88||64||59||70&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (91 INT, 92 INF)||30||49||78||82||58||82||88||70||58||65&lt;br /&gt;
|-&lt;br /&gt;
||Elf (79 DIS)||49||73||62||68||35||73||88||82||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Elf (74 INT)||49||73||62||68||73||73||88||44||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Elf (91 INT, 96 INF)||49||73||62||68||73||73||88||69||64||41&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (89 DIS, 91 INT)||58||62||73||73||25||82||86||69||64||68&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (71 INT)||58||62||73||73||58||82||86||38||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (91 INT, 84 INF)||58||62||73||73||58||82||86||69||64||35&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (85 DIS, 98 INF)||59||59||70||68||20||82||88||82||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (72 INT)||59||59||70||68||59||82||88||40||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (77 INF)||59||59||70||68||59||82||88||82||64||29&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (90 DIS, 93 INT, 98 INF)||30||58||77||77||43||82||88||70||65||70&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (83 INT, 98 INF)||30||58||77||77||62||82||88||54||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (93 INT, 87 INF)||30||58||77||77||62||82||88||70||64||52&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (84 DIS)||39||62||70||70||35||82||88||82||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (77 INT)||39||62||70||70||68||82||88||49||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (83 INF)||39||62||70||70||68||82||88||82||62||37&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (89 DIS)||33||49||70||70||41||85||91||82||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (84 INT)||33||49||70||70||62||85||91||61||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (85 INF)||33||49||70||70||62||85||92||82||62||55&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (84 DIS)||62||49||62||62||35||82||91||82||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (77 INT)||62||49||62||62||68||82||91||49||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (81 INF)||62||49||62||62||68||82||92||82||62||39&lt;br /&gt;
|-&lt;br /&gt;
||Human (90 DIS, 93 INT, 98 INF)||39||59||73||73||43||82||88||70||63||70&lt;br /&gt;
|-&lt;br /&gt;
||Human (81 INT, 98 INF)||39||59||73||73||62||82||88||50||64||70&lt;br /&gt;
|-&lt;br /&gt;
||Human (93 INT, 87 INF)||39||59||73||73||62||82||88||70||62||52&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (77 DIS)||59||68||62||62||29||77||88||82||65||68&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (73 INT)||59||68||62||62||73||77||88||41||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (81 INF)||59||68||62||62||73||77||88||82||62||27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And in case you&#039;re wondering what relevant things each stat does for paladins, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 AS for every 1 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Adds crit weighting.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +0.6225 DS in offensive stance for every 1 bonus, assuming you&#039;re in full plate. If you&#039;re also using a tower shield, then make that +0.33615 DS.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). Increased resistance to enemy warcries. Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 TD against mental spells for every 1 bonus. +1 exp pool size for every 1 base stat (not bonus).&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.155625 DS in offensive stance for every 1 bonus, assuming you&#039;re in full plate. If you&#039;re also using a tower shield, then make that +0.03890625 DS.&lt;br /&gt;
* [[Wisdom]]: +1 CS for every 1 bonus. +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only. Slightly improves Battle Standard creation bonus.&lt;br /&gt;
* [[Influence]]: Increased success for SSR attacks. +1% silver from selling to NPC shops for every 12 bonus. Slightly improves Battle Standard creation bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So which stat should you tank out of Discipline, Intuition, and Influence? Answering that requires detail, talk about history for context, and math.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; paladins&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition actually provide more training points than a hybrid stat like Discipline. That&#039;s a fairly minor advantage in the long run, though.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but the only one of those systems that&#039;s definitely used by paladins is experience. Warcry defense and SSR bonus are at least &#039;&#039;potentially&#039;&#039; relevant, but many paladins will rarely, if ever, interact with either.&lt;br /&gt;
&lt;br /&gt;
Experience was and in some cases still is a primary reason that few players of any profession tanked Discipline. Instant Mind Clearers from [[Login_Rewards|login rewards]] can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the [[Wisdom of the Ages]] perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between these factors and the [[Ascension]] system introduced in 2020 (though that&#039;s more aimed at capped characters), it&#039;s far easier than ever before to reach the magical 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
One aspect of Discipline that has become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. Even though it&#039;s still very rare for now and even though full plate mitigates spell damage fairly well, the trend line of more mental CS spells probably makes this the best argument for not tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
I would still personally tank Discipline if I were setting stats today instead of years ago, but don&#039;t feel strongly enough about the difference to use a fixstats on it. So how about the alternatives of tanking Intuition or Influence? Most players will tell you to tank Influence, but I actually disagree.&lt;br /&gt;
&lt;br /&gt;
Professions that aren&#039;t monks need either 34+ natural Influence bonus, enhancives for Influence or Trading, Ascension for Influence or Trading, or access to [[Glamour (1205)|Glamour]] scrolls to get maximum silver value from selling items to NPC shops. Some people seem to believe this is meaningless because the difference between tanking Influence and not tanking it is &amp;quot;only&amp;quot; 1% more silver. However, the difference between tanking Intuition and not tanking it is less than 1 DS for a shield build, exactly 1 DS for a non-shield build, and avoiding enemy maneuvers about 1% more often. This is a lopsided benefit that heavily favors Influence. &lt;br /&gt;
&lt;br /&gt;
More silver means more ability to improve your offense via gear and profession services. Since players attack creatures more often than creatures attack them--and, even more pointedly, players &#039;&#039;hit&#039;&#039; creatures more often than creatures hit them--improving offense is already statistically better than improving defense. Besides that, Intuition&#039;s best perk is defending against maneuvers, but the nominal 1% benefit is actually a tiny fraction of that because it&#039;s dependent on 1) how often creature RNG decides to use maneuvers instead of other attacks and 2) how often the 1% better defense would have made a tangible difference even when the creature does use a maneuver. (In a future update, I&#039;ll delve into this math in more detail in the Odds and Ends section or maybe even an entire separate guide.)&lt;br /&gt;
&lt;br /&gt;
That&#039;s the math, though. If your subjective experience is still to value defense as highly as or more highly than offense because you can&#039;t stand getting hit, the great news on top of all of this is that you don&#039;t have to use your extra silver from Influence on offense in the first place; you could also use it to improve your &#039;&#039;defense&#039;&#039; via gear and profession services! It&#039;s simply much more flexible to tank Intuition than to tank Influence.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Which society is right for your paladin?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things, only two of which even might apply to paladins:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist) &#039;&#039;&#039;if&#039;&#039;&#039; you can get away with consuming tons of spirit to do it (but paladins can&#039;t get away with that; it&#039;s more for CS-based casters))&lt;br /&gt;
* Offering slightly more AS and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 AS against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
More AS and DS are fine, but paladins have among the best offensive prowess and defensive prowess in the game already. If you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two society options being a poor fit based on their lore. You actually wind up having worse mana recovery in CoL since losing spirit is such bad news for almost everything paladins do (AS, DS, maneuver offense, and maneuver defense). You could somewhat get around it by buying a ton of Aura enhancives, but that gets very expensive for a pretty tame payoff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. If you intend to play your paladin by very frequently mixing might and magic, this is a solid option for reasons I&#039;ll explain shortly. However, if you want to play a paladin very similarly to a warrior, then I recommend loading up on stamina regen enhancives or this might not be the society for you. Weapon techniques, combat maneuvers, and the Chastise feat all compete with Sunfist for your stamina usage, so it helps a great deal that more magical paladins can ease the stamina burden by casting more spells and using the Excoriate feat. (More on feats later!)&lt;br /&gt;
&lt;br /&gt;
Sunfist features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and, most importantly for paladins, a sigil to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes. Paladins frequently rely on being able to use their spells in combat, but rank 2 wounds on any two body parts out of arms, hands, or eyes will stop them without a way to ignore wounds.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth mentioning that paladins&#039; innate [[Devout Guardian]] and [[Devout Resolve]] boons, which we&#039;ll cover later, can also ignore wounds. However, those boons require getting hit, only have a 20% chance to activate, and only offer a 30-second window even when they do activate. Sunfist offering the ability to ignore on demand is extremely convenient and helpful!&lt;br /&gt;
&lt;br /&gt;
Sunfist also offers a strong utility sigil that [[Sigil of Mending|minimizes the RT of healing herbs]], which can be very useful for builds that take a lot of punishment and prefer healing on the go over running back to town for empaths.&lt;br /&gt;
&lt;br /&gt;
On the less positive side, several of Sunfist&#039;s AS- or DS-boosting abilities have short durations (60 seconds) and cost enough stamina that paladins (even magical ones) are unlikely to use them often, if ever. If they only use the cheapest AS and DS sigils, the total benefit lags behind other societies. That said, paladins are already offensively and defensively very strong, so this isn&#039;t a huge deal.&lt;br /&gt;
&lt;br /&gt;
Finally, Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Overall, Sunfist is something of a one-trick pony for paladins unless you&#039;re interested in warcamps, but that one trick of ignoring wounds has such immense value that it catapults the society high on the paladin list for battle purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most professions, but does that hold up for paladins?&lt;br /&gt;
&lt;br /&gt;
Like all professions, paladins get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits--just in case your paladin wasn&#039;t feeling invulnerable enough already!&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly more AS than Sunfist (unless you&#039;re wildly burning stamina on Sunfist&#039;s Major Bane) and three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than thirteen levels higher. (Thirteen because paladins&#039; [[Dauntless (1606)|Dauntless]] spell adds another three levels of protection.)&lt;br /&gt;
&lt;br /&gt;
Perhaps the primary paladin combat benefit from Voln is [[Symbol of Supremacy|increased CS against the undead]]; no other society can increase CS in any context. Spells like [[Aura of the Arkati (1614)|Aura of the Arkati]] and [[Judgment (1630)|Judgment]] only need a 101 endroll to achieve almost all of the intended impact, so some extra buffer to make sure your spells land is very helpful.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers paladins the most utility of the societies and its Liabo pantheon-oriented lore can lend itself to Liabo or neutral paladins. I&#039;d still have to argue that Sunfist is mechanically stronger in combat, but Symbol of Supremacy is a notable Voln perk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Choosing an Arkati or Lesser Spirit===&lt;br /&gt;
&lt;br /&gt;
[[Conversion]] is usually a big part of paladins&#039; character concept for RP reasons, mechanical reasons, or both. I already touched on the RP aspects in the Semi-Custom Messaging section, so if that&#039;s important to you, then review the spells listed on the wiki. Repentance, Fervor, Judgment, and Divine Incarnation are the ones you&#039;re likely to see most often.&lt;br /&gt;
&lt;br /&gt;
If the mechanics are also (or exclusively) important to you, we&#039;ll review those now! The paladin spells [[Repentance (1615)|Repentance]], [[Fervor (1618)|Fervor]], [[Battle Standard (1620)|Battle Standard]], and [[Judgment (1630)|Judgment]] use [[Holy_critical|holy critical]] damage types, which vary depending on exactly which Arkati or lesser spirit is your paladin&#039;s patron.&lt;br /&gt;
&lt;br /&gt;
Like with races, the power differences are minor enough that I usually wouldn&#039;t recommend fixating on having the absolute best damage type. The only one that&#039;s truly a cut above the rest is lightning, though that does come with its own drawbacks. In case you do want to optimize around niche scenarios or just figure out the best use for the flare you&#039;ve already chosen for roleplay reasons, let&#039;s analyze the available options. These are arranged into three overarching types:&lt;br /&gt;
&lt;br /&gt;
* Type 1: knockdown-oriented flares with minimal killing power&lt;br /&gt;
* Type 2: conventional flares that do roughly as well as expected&lt;br /&gt;
* Type 3: flares that excel in specific scenarios&lt;br /&gt;
&lt;br /&gt;
====Flare Type 1: Grapple and Unbalance====&lt;br /&gt;
&lt;br /&gt;
* Grapple (Ivas)&lt;br /&gt;
* Unbalance (Arachne)&lt;br /&gt;
&lt;br /&gt;
These two types have below average damage and basically non-existent deadliness, but are unique among the available options in that they almost always knock the creature down. Repentance and Judgment already (respectively) always or usually put the creature on its knees as part of the base effect of the spell, so a full knockdown from the specific damage type is only barely an upgrade in that case. However, knockdowns can be more helpful with Fervor or tier 3 and up Battle Standards &#039;&#039;if&#039;&#039; you&#039;re not leading off by knocking the creature down in the first place (whether via Repentance, Judgment, Bull Rush, Shield Trample, or other means).&lt;br /&gt;
&lt;br /&gt;
====Flare Type 2: Almost Everything Else====&lt;br /&gt;
&lt;br /&gt;
All flares in this category except maybe steam have roughly equal power against a typical creature in a typical hunting ground, but some have other unique considerations if you run into &#039;&#039;atypical&#039;&#039; creatures or hunting grounds.&lt;br /&gt;
&lt;br /&gt;
* Steam (Jastev)&lt;br /&gt;
&lt;br /&gt;
Steam deals average damage, but has very slightly below average deadliness. No creatures in the game that I know of are immune to steam, but it wouldn&#039;t surprise me if some fiery creature somewhere is. Steam doesn&#039;t trigger environmental hazards anywhere.&lt;br /&gt;
&lt;br /&gt;
* Acid (Aeia, Lumnis, Marlu)&lt;br /&gt;
* Cold (Gosaena)&lt;br /&gt;
* Disintegration (Ghezresh)&lt;br /&gt;
&lt;br /&gt;
These three types dish out average damage and average deadliness and don&#039;t trigger environmental hazards anywhere, but a tiny handful of creatures across the entire game are immune to them. Cold is the most affected by immunities, numerically; I wouldn&#039;t recommend raising a Gosaena paladin in Icemule with its myriad ice-themed creatures, but anywhere else is perfectly fine. The [[Silver-scaled cold wyrm|wyrm]] boss in the endgame is notably immune to acid.&lt;br /&gt;
&lt;br /&gt;
* Fire (Eorgina, Laethe, Oleani, Phoen, Ronan, Voaris, Voln)&lt;br /&gt;
&lt;br /&gt;
Fire is another type with average damage and deadliness that a tiny handful of creatures are immune to. It interacts with [[Web (118)|Web]] in a way that can be good or bad: if a webbed creature gets hit with fire, the web burns up and they take an extra round of fire damage in the process. In the best case (AKA a good RNG roll), that means doubling up on fire damage to deal a significant blow. In the worst case, that means prematurely freeing the creature from the web for some minor extra damage.&lt;br /&gt;
&lt;br /&gt;
Some players seem to really hate freeing the creature, which I definitely understand at lower levels, but I don&#039;t think it&#039;s as much of a drawback at cap as others believe. Most capped creatures get out of webs near instantly anyway, so I&#039;d rather pile on extra damage for an extra shot at a crit kill.&lt;br /&gt;
 &lt;br /&gt;
Fire doesn&#039;t trigger environmental hazards anywhere that I know of except for a level 82-89 hunting ground, the Bowels. However, it&#039;s not an argument against fire because plasma &#039;&#039;also&#039;&#039; triggers those same hazards and Holy Weapon grants plasma flares, so paladins will face gas explosions in that hunting ground anyway.&lt;br /&gt;
&lt;br /&gt;
* Random (Zelia)&lt;br /&gt;
&lt;br /&gt;
Random flares have all the upsides and all the downsides of other damage types, except they&#039;re unpredictable. Fun option!&lt;br /&gt;
&lt;br /&gt;
* Crush (Kai, Kuon, Sheru)&lt;br /&gt;
* Disruption (Eonak, Tilamaire)&lt;br /&gt;
* Impact (Niima)&lt;br /&gt;
* Plasma (Lorminstra)&lt;br /&gt;
* Slash (Amasalen, Andelas, Fash&#039;lo&#039;nae, Mularos, The Huntress, V&#039;tull)&lt;br /&gt;
* Vacuum (Jaston, Tonis)&lt;br /&gt;
&lt;br /&gt;
These six types all dish out average damage and average deadliness while having no downsides. To my knowledge, no creatures in the game are immune to any of these damage types. None of them trigger environmental hazards anywhere either except for plasma in the Bowels, but I already mentioned above why I don&#039;t consider that an argument against it for convert status.&lt;br /&gt;
&lt;br /&gt;
====Flare Type 3: Puncture and Lightning====&lt;br /&gt;
&lt;br /&gt;
* Puncture (Cholen, Imaera, Leya, Luukos)&lt;br /&gt;
&lt;br /&gt;
There&#039;s a case for this to be in type 2, as puncture actually deals slightly below average &#039;&#039;damage&#039;&#039;--but it has far above average &#039;&#039;deadliness&#039;&#039; anyway because of its ability to kill creatures that have eyes at very low crit ranks. Nothing&#039;s immune to it that I know of, nor does it trigger environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Against corporeal creatures that have eyes and can be crit killed, puncture is markedly more lethal than any previously listed damage type. However, against noncorporeal creatures, creatures without eyes, or creatures that can&#039;t be crit killed, all previous damage types other than grapple and unbalance can edge out puncture.&lt;br /&gt;
&lt;br /&gt;
On balance, puncture is a contender for the strongest holy critical type because the numerous cases where it far outshines almost all other damage types outweigh the comparatively few cases where it&#039;s slightly weaker than others.&lt;br /&gt;
&lt;br /&gt;
* Electrical (Charl, Koar)&lt;br /&gt;
&lt;br /&gt;
Electrical, AKA lightning, is the other contender for strongest holy critical type. It deals average damage, but has far above average deadliness due to its unique ability to hit a creature&#039;s nervous system, which can kill at low crit rank thresholds. Nothing is immune that I&#039;m aware of, though maybe some of the lightning creatures are and I don&#039;t know about it.&lt;br /&gt;
&lt;br /&gt;
The downside is that we finally have the one case where environmental hazards matter most, as watery rooms scattered throughout a few hunting grounds in the game will backfire and electrocute the user too. Some of these hunting grounds are so low level that you won&#039;t even be casting Repentance before leveling out of them, like the Solhaven bog or Solhaven death dirges. However, other hunting grounds like Old Ta&#039;Faendryl, parts of the Ruined Temple, or parts of Sailor&#039;s Grief are for capped or (with Sailor&#039;s Grief) even far post-capped characters.&lt;br /&gt;
&lt;br /&gt;
If you want the most raw power that&#039;s applicable to the largest number of creatures, electrical is probably it. You&#039;ll just need to be aware of specific watery rooms not to hunt in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Weapon Type===&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
These are presented in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Brawling====&lt;br /&gt;
&lt;br /&gt;
Very few paladins brawl, but it is an option!&lt;br /&gt;
&lt;br /&gt;
At face value, the main mechanical reason to go this route is to synergize UC&#039;s relatively quick 2, 3, or 4-second attacks with paladins&#039; abundance of flares. It makes a kind of sense, though that&#039;s basically the entirety of the allure.&lt;br /&gt;
&lt;br /&gt;
The main trouble with this idea is that UC only maintains a speed advantage for so long. Between weapon techniques, feats, combat maneuvers, and shield maneuvers, paladins have numerous options that are all as fast as or faster than UC, but which work better with other aspects of the toolkit like Arm of the Arkati. Paladins only need sufficient levels and stamina to make frequent use of those techniques, feats, and maneuvers and then they&#039;ll be able to leave brawling paladins in the dust.&lt;br /&gt;
&lt;br /&gt;
Another possible disadvantage is a higher cost of gear upgrades than any other path &#039;&#039;if&#039;&#039; the paladin also wants to make use of a shield since then you have a whopping four pieces of gear to work on: shield, brawling weapon, footwear, and armor. Shields also penalize MM, UC&#039;s most important combat number. On the bright side, a brawler with a shield does at least have the big upside of far stronger AoE abilities via Shield Throw.&lt;br /&gt;
&lt;br /&gt;
If you want to try a brawling paladin for any reason, I won&#039;t call it great, but it&#039;s certainly viable. Nairdin&#039;s a famous paladin who did it for most of his life. Just don&#039;t expect it to work similarly to nor as effectively as how a brawling warrior or monk would if you&#039;re used to those.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
====Shields and One-Handed Weapons====&lt;br /&gt;
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Perhaps the most common paladin path players take is that of the shield, AKA the &amp;quot;sword and board&amp;quot; route. (By convention, it&#039;s often called that even if they use a blunt weapon or an edged weapon that isn&#039;t a sword.)&lt;br /&gt;
&lt;br /&gt;
This path can make for a borderline indestructible character if their training and playstyle are built around it. The Divine Shield aura is obviously at its best with shields as the name implies, aiding with that indestructibility via high block chance. It also periodically allows 1-second single-target offensive shield maneuvers. In addition, shield paladins have access to two physical AoE abilities they can rotate between on when the other is on cooldown--Shield Throw and their AoE weapon technique--while other builds would need to train two weapon types to do that. For a paladin who regularly or even exclusively fights swarms, the ability to use AoEs more frequently significantly elevates the offensive power level of shields on a DPS basis once they have the stamina to support it.&lt;br /&gt;
&lt;br /&gt;
As for downsides, the natural overarching point is that a defensive build doesn&#039;t have the power of an offensive build except, sometimes, in that swarm-specific scenario. (More on this in the Caveats section.) Abilities like Chastise and Spin Attack can be the same speed with two weapons or a single big weapon as with a single small weapon. Attacks like Flurry and Pummel reach near-identical (and potentially even exactly identical) speed thresholds with two weapons as with a single weapon despite firing off twice as many attacks. Finally, a two-handed weapon or two-handed polearm build also costs less in gear upgrades than a shield build since it only has two pieces of gear instead of three.&lt;br /&gt;
&lt;br /&gt;
Excoriate (covered in more detail later) is detached from weapon attributes like damage factor and weighting, making it exactly as powerful for all paladin builds. Relatively speaking, that elevates the average attack power for a shield paladin more than it does for other paladins (who also still like Excoriate). Divine Incarnation Smite is also detached from weapon attributes, but has a limited number of charges per hunt and gets a great deal of its power from Religion lore training, which shield paladins won&#039;t necessarily have much of since they have stronger incentives than other builds to focus on Blessings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shields and Polearms====&lt;br /&gt;
&lt;br /&gt;
This is similar to the shield and one-handed weapon build, but with two major differences that warrant its own section.&lt;br /&gt;
&lt;br /&gt;
The very good news is that Radial Sweep, the polearm reaction technique and the only reaction among all weapon types that does AoE damage, can trigger from blocking with a shield. Paladin block rate can get quite high with Divine Shield, so this specific paladin build is second only to warriors at how often it can fire off Radial Sweeps. It&#039;s arguably better overall than a shield and polearm warrior because the paladin gets the benefit of double plasma flares from Holy Weapon. Radial Sweep does have a 15-second cooldown because of its power, so it&#039;s not fully spammable, but it&#039;s definitely a great hit when you can get in.&lt;br /&gt;
&lt;br /&gt;
The very bad news is that the shield and polearm path costs 6 more PTPs and 3 more MTPs per level than training a shield and a one-handed weapon, which will probably require sacrifices elsewhere of power, utility, or both. It&#039;s a perfectly fine path, but make sure you know what you&#039;re getting into by using a character planner or experimenting on the test server.&lt;br /&gt;
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&lt;br /&gt;
====Two-Handed Polearms or Two-Handed Weapons====&lt;br /&gt;
&lt;br /&gt;
Another paladin option is to pick up any huge two-handed weapon from a [[maul]] to a [[lance]] to a [[claidhmore]] and go to town!&lt;br /&gt;
&lt;br /&gt;
As mentioned previously, certain weapon-based abilities like Chastise or Spin Attack pack far more of a punch with a big weapon than a single small weapon while not being any slower (at least once you get the Agidex), so you&#039;ll certainly feel the power. Another selling point is that using a two-handed weapon is the cheapest path for gear upgrades since you only have two pieces of gear (armor and weapon). Furthermore, THWs (specifically those, not two-handed polearms) are the cheapest path in terms of training points other than a shield paladin who&#039;s not maxing Shield Use. (More on this in the caveats and rabbit holes section.)&lt;br /&gt;
&lt;br /&gt;
On the less bright side, shields are obviously far safer defensively. Big weapons also aren&#039;t stronger than two small weapons. That&#039;s partially just the math of it when comparing like to like, such as a 4-second swing vs. a 4-second swing, but it tilts further in favor of two small weapons when considering specifics like flares or the fact that, unlike Chastise or Spin Attack, Guardant Thrusts and Thrash (respectively the polearm and two-handed weapon assaults) &#039;&#039;are&#039;&#039; slower than Flurry and Pummel (the edged and blunt weapon assaults).&lt;br /&gt;
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====Two Weapon Combat====&lt;br /&gt;
&lt;br /&gt;
The final paladin option we&#039;ll go over in detail here is using two weapons for overwhelming attacks!&lt;br /&gt;
&lt;br /&gt;
This is the most offensively powerful path even just on the baseline strength of two weapons, but gets even better with any combination of Battle Standard flares, Fervor flares, or the Zealot AS buff, which are all roughly twice as powerful with two weapons as with one. Anything weapon-based--Chastise, Spin Attack, assaults, AoE techniques--is at its most powerful for the two weapon paladin.&lt;br /&gt;
&lt;br /&gt;
For downsides, once again, the most obvious is that shields are far safer defensively. Training point-wise, this path ranges from exactly the same cost as a two-handed weapon build to slightly more expensive than a shield and a two-handed polearm, depending on a player&#039;s tolerance for offhand misses. (Before cap, I wouldn&#039;t recommend either of those extremes of 1x or 2x TWC training; more on that in the Caveats section.) In terms of gear upgrades, a two-handed weapon or two-handed polearm build is also cheaper than this route.&lt;br /&gt;
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&lt;br /&gt;
====Caveats and Rabbit Holes====&lt;br /&gt;
&lt;br /&gt;
You might still be undecided on your weapon path or just wondering about some of the more vague wording, so here are additional notes for digging deeper:&lt;br /&gt;
&lt;br /&gt;
* When talking about the advantage of having Shield Throw &#039;&#039;and&#039;&#039; an AoE weapon technique, I initially wrote &amp;quot;double up on AoEs&amp;quot; instead of &amp;quot;use AoEs more frequently,&amp;quot; but it&#039;s not quite that simple. In the first place, it depends on how often a character would use two AoEs instead of one even if they &#039;&#039;could&#039;&#039; do so, which wouldn&#039;t be every time. For example, if they&#039;re in a room of three creatures and the first AoE kills two of them, then the ability to use another one is irrelevant. Beyond that, all paladins have [[Glorious Momentum]] from level 40 on (more on this later), which allows even a paladin who only knows one physical AoE to sometimes ignore cooldowns and use it twice in a row anyway.&lt;br /&gt;
* For similar reasons, I mentioned two weapons being &amp;quot;roughly&amp;quot; twice as powerful as a single one-handed weapon because it&#039;s not as simple as saying that it&#039;s exactly twice as powerful. In any instance where the first strike happens to kill a creature, the fact that the second weapon &#039;&#039;would have&#039;&#039; been available as a followup is irrelevant.&lt;br /&gt;
* If you&#039;ve also been getting advice from others before reading this guide, you might have heard that shields are the cheapest path for training points. I actually had written that in here out of reflex because it was true for decades: when paladins had a 2x Shield Use cap, training a one-handed weapon along with it cost 24 PTPs per level (after the almost always inevitable PTP to MTP conversion that paladins get to). Now, however, paladins have a 3x Shield Use cap, so it works out to 29 PTPs. Meanwhile, maxing a two-handed weapon works out to 24 PTPs. Still, like I implied, someone could stop at 2x Shield Use if they wanted, taking the shield option down to 21 PTPs per level so it can be the cheapest again.&lt;br /&gt;
* Alternatively, someone might say that the shield path is cheaper because the non-shield paths have to train Dodging. This is a questionable line of reasoning, though. For one thing, some shield paladins do train Dodging, in which case they don&#039;t get to hold that over the heads of other builds. Even if they don&#039;t train Dodging, though, the training points saved from not doing so would end up spent somewhere else. As an example, let&#039;s say that they put it to use getting 1.5x Combat Maneuvers because they wanted more AS to make up for using a lighter weapon. That extra 0.5x CM costs more than 1x Dodging would. In short, you have to analyze the &#039;&#039;entire&#039;&#039; training point cost of either path to get the full picture of which is truly cheaper for your specific plan.&lt;br /&gt;
* Speaking of training point costs, the Two Weapon Combat range runs from 24 PTPs at 1x TWC (counting training the weapon skill too) to 42 PTPs at 2x TWC. 1x TWC has an 80% offhand hit rate against like-level creatures; 2x TWC has a 100% hit rate against anything up to five levels above. 1.5x TWC, which would be 33 PTPs, has a 100% hit rate against like-level and, assuming it works fairly uniformly, drops 4% for every level above you. My TWC paladin didn&#039;t even go past 1.2x before cap, which is 27.6 PTPs and an 88% hit rate against like-level. If I remember correctly, she didn&#039;t even go past 1.4x (a 96% offhand hit rate) until several times cap. How much TWC you &amp;quot;need&amp;quot; depends how comfortable you are with offhand misses. Some people fixate on them and can&#039;t tolerate a single miss; I take the stance that if I have an 88% hit rate against like-level, then I&#039;m hitting about 188% as hard as a single weapon from a shield build, which is perfectly good with me. If you&#039;re interested in TWC, figure out your tolerance threshold for either missing with the offhand or having fewer training points to spend on diversifying, then go from there.&lt;br /&gt;
* Another perspective I&#039;ve occasionally heard from players is that shield paladins are a natural default option. I don&#039;t agree or even particularly understand this perspective since they usually articulate it based around the idea that, because paladins have a shield-specific aura and are one of the three professions who have shield maneuvers, it would somehow be a waste to not use those parts of the toolkit. However, I don&#039;t hear anyone claim that shield warriors or shield rogues, the &#039;&#039;other&#039;&#039; two professions with shield maneuvers, are a natural default option. Play what you want! You&#039;ll be making tradeoffs no matter what you do.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Training Plan: Skills==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your paladin&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
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These are skills you consistently train with little to no deviation. This section and the following refer to pre-cap training.&lt;br /&gt;
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* &#039;&#039;&#039;Your chosen weapon type&#039;&#039;&#039;: Max every level. If using shields, minimum two times per level for those too. If using Two Weapon Combat, I&#039;d say at least once per level for the TWC skill, then push toward your tolerance threshold in the 1.2x to 1.5x range by the midgame after you&#039;ve hit your early breakpoints and have more flexibility with training points.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: At least once per level. You can push further whenever you want to learn specific maneuvers. If you&#039;re playing a shield paladin, this might need to be pushed a bit more heavily to compensate for the relative weakness of a single one-handed weapon.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least once per level. Twice per level later in life if or when you really want more stamina. There&#039;s also a good case for rushing the first 15-20 ranks for an early burst of 4-7 health per rank, depending on race, along with having a little more buffer on stamina.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: Once per level. If you&#039;re playing a non-shield paladin, this might need to get pushed further toward the mid-game, if not sooner, to compensate for slightly worse DS. (Note: Some shield paladin players advocate no ranks of Dodging before cap. I don&#039;t agree, but more on that later.)&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Once per level. There&#039;s a decent case for pushing the first 20-40 ranks slightly ahead of schedule for an early burst of 90-140 mana.&lt;br /&gt;
* &#039;&#039;&#039;Spell research&#039;&#039;&#039;: Once per level. Some typical paths include A) taking [[Paladin Base]] to 35 ([[Divine Intervention (1635)|Divine Intervention]], 40 ([[Divine Word (1640)|Divine Word]], or 50 ([[Divine Incarnation (1650)|Divine Incarnation]] ranks before touching [[Minor Spiritual]], B) training 1, 3, or 7 ranks of Minor Spiritual after any of those Paladin Base marks, C) never stopping Paladin Base once per level and just slipping in Minor Spiritual ranks here and there as you can, or D) skimping on other skills and/or spells to get 20 Minor Spiritual for [[Lesser Shroud (120)|Lesser Shroud]] ahead of schedule because it&#039;s the only defensive buff in Minor Spiritual that you can&#039;t have other characters cast on you.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Shields and Dodging Are Not Mutually Exclusive!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As I mentioned in the Shield Paladin path section, they can be borderline indestructible if they build for that. One way to &#039;&#039;not&#039;&#039; build for that is to be one of the paladin players who train 0 ranks of Dodging because you&#039;ve read (or heard from somebody else who read) that shields decrease the amount of DS you get from training Dodging. That&#039;s true, but let&#039;s assess this further.&lt;br /&gt;
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First, even for a tower shield full plate paladin, Dodging gives 0.33615 DS per rank in offensive stance. That&#039;s admittedly much less than the 0.6225 DS that a non-shield paladin would get, but it&#039;s still substantial! More importantly, though, Dodging is also a crucial part of defense against SMR attacks, which are one of the few means that creatures have to simply kill paladins despite all their redux, crit reduction, and plate armor. SMR attacks don&#039;t become particularly prominent until level 60 or so, so I do understand the idea of not training Dodging with a shield paladin in the early game, but by the midgame and on you&#039;re going to need either Dodging or some other buffer against SMR attacks, like 2x Perception or 2x Physical Fitness, to avoid getting destroyed.&lt;br /&gt;
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Even in the early game, though, I still think a shield paladin should begin on Dodging after they&#039;re done with reaching some of the early thresholds like 70/110 Armor Use (90/130 with spells) that will keep points tight early on. Consider the alternative: by saving training points via ignoring Dodging, a paladin could work on spells beyond 1x, Combat Maneuvers beyond 1x, or lores.&lt;br /&gt;
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...but wait. Pushing spells above 1x is mostly for improving offense. Pushing Combat Maneuvers is mostly for improving offense. Training lores offers minor benefits to defense and enormous benefits to offense. Why be a shield paladin, the defense-oriented build, then ignore a cheap defensive skill like 1x Dodging in favor of training expensive offense-boosting skills like spells at 2x cost, CM at 2x cost, and lores? (Respectively ~6.18, ~2.364, and ~3.636 times as expensive as 1x Dodging.) Unless you&#039;re taking advantage of full outside spellups, which has its own sidebar a little further below, there&#039;s still great value to Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Combat Maneuvers and Two-Handed Weapons or Two Weapon Combat Are Not Mutually Exclusive!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I&#039;ve never encountered a paladin who believes otherwise, but &#039;&#039;just in case,&#039;&#039; the same advice from above for shield builds applies in reverse to non-shield builds. If you&#039;ve embarked on the path of an offense-oriented paladin, don&#039;t stop at 0.5x Combat Maneuvers so you can snap up a few extra Dodging ranks. Stopping at 1x Combat Maneuvers, sure, that makes sense, but the game offers the low-hanging fruit of 1x costs with the expectation that you&#039;ll take advantage of them. You admittedly might not even need the AS from Combat Maneuvers on a Zealot paladin, but the maneuver points and boost to SMR offense are keys to a sufficiently wide toolkit of options for successful offense.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Breakpoint Skills===&lt;br /&gt;
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Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
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* &#039;&#039;&#039;[[Armor Use]]&#039;&#039;&#039;: 70 and 110 are your major breakpoints. In conjunction with your [[Defense of the Faithful (1608)|Defense of the Faithful]] spell taking the totals to 90 and 130, these breakpoints respectively allow for metal breastplate and full plate. Metal breastplate is worth aiming for as quickly as you feel reasonably comfortable with because it has a very strong damage factor advantage over even chain hauberk. Full plate can be delayed into the 40s or even 50s if you want, though many players choose to hurry along the 110 mark too since it&#039;s the final armor goal from a mechanical standpoint.&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, good breakpoints are 10, 24, and 50 for hitting extra targets with your weapon techniques. For shield paladins only, 30 is also a threshold that unlocks the ability to learn Shield Strike Mastery.&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]]&#039;&#039;&#039;: Before cap, good breakpoints are 10, 24, 25, and &#039;&#039;maybe&#039;&#039; 50 (it&#039;s possibly excessive). 10, 24, and 50 are all for hitting extra targets with your AoE spells. 25 adds an extra daily use of [[Verb:MANA#Mana_Spellup|MANA SPELLUP]] and allows you to [[Multicast]] a buff spell two times at once. 50 adds another daily use of MANA SPELLUP. (50 also technically allows you to multicast three times at once, but that&#039;s only helpful for casting Minor Spiritual spells on other characters; two self-cast spells already maxes out buff duration.)&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Lore, Religion|Religion]] and/or [[Spiritual Lore, Summoning|Summoning]] lore&#039;&#039;&#039;: 25 ranks of Religion will max out [[Judgment (1630)|Judgment]]&#039;s chance of forcing the enemy to kneel at 85%, which can be pretty strong if you push Paladin Base hard and can reliably land that spell. Alternatively, if you don&#039;t push Paladin Base hard and could use a boost to your magical offense, each of the first 25 ranks of Summoning will push enemy TD down by 1 against the spell infused in your [[Holy Weapon (1625)|bonded weapon]]. If you want to run [[Web (118)|Web]] as your infused spell, you&#039;ll need 27 ranks of Summoning to be able to do that. Strictly speaking, nothing stops you from taking 25 ranks of Religion &#039;&#039;and&#039;&#039; 25-27 ranks of Summoning pre-cap, but I generally wouldn&#039;t recommend it due to too great an opportunity cost of training points not spent elsewhere.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;A Spellup Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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This is for those of you who take regular advantage of full spellups by any means--alts, Dreavenings, friends, MHOs, the invoker, or any other way. The DS benefits of a full outside spellup will leave you virtually indestructible against enemy AS attacks until the level 40s, if not later. (Almost definitely later on a shield build unless you&#039;re slacking on Shield Use &#039;&#039;and&#039;&#039; Dodging.) Since armor is primarily (not entirely) for mitigating AS-based hits, this playstyle lends itself to not pushing Armor Use as heavily as others. It can also skimp on various other defensive skills, which is why some players gravitate toward getting outside spells as long as they can.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Niche Skills===&lt;br /&gt;
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Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
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* &#039;&#039;&#039;[[Arcane Symbols]] and [[Magic Item Use]]&#039;&#039;&#039;: These are the most cost-effective means to improve your ability to create and upgrade Battle Standards, the paladin profession service. Of the two, Magic Item Use is more broadly useful due to extending the duration of [[small statue]] drops and the fact that rangers are capable of teaming up with other professions like clerics, sorcerers, and wizards to create magic items on demand. That said, Arcane Symbols allows reading scrolls you loot, which can be valuable for identifying which ones are worth selling to the pawnshop and which are worth trying to sell to other players.&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and eating herbs faster. Paladins are tied with clerics for training this skill more inexpensively than anyone besides empaths, so it&#039;s certainly worth considering. Voln paladins should especially look into this, but even Sunfist paladins, who can already eat herbs at the fastest speed, might enjoy not having to spend mana and stamina to do it.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Free extra silvers!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s twice as expensive as First Aid. Speeds up foraging bounties. Slightly reduces duration of stuns, which is potentially helpful; paladins can just [[Divine Intervention (1635)|BESEECH]] out of stuns, but 35 mana per unstun does add up quickly. I like Survival, but I certainly understand why others leave it for the late game.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
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Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
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Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
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What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Post-Cap Skills===&lt;br /&gt;
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Eventually you can train everything if you play long enough, but here are some considerations for if or when you reach post-cap.&lt;br /&gt;
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&#039;&#039;&#039;Spiritual Lores&#039;&#039;&#039; to their collective 202 cap:&lt;br /&gt;
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As is common with lores for most professions, they&#039;re a very expensive skill with high opportunity cost that leaves many players ignoring them pre-cap outside of low-hanging fruit early thresholds. In paladins&#039; case, that would be the 25 Religion and 25 Summoning benchmarks I mentioned before. Lores offer myriad offensive and defensive benefits, but they&#039;re less powerful for the exp than maxing Multi-Opponent Combat and Combat Maneuvers on the offensive side or Dodging and Physical Fitness on the defensive side. However, lores &#039;&#039;are&#039;&#039; more powerful for the exp than Ascension benefits, so post-cap is the time to prioritize lores and work out your plan. I&#039;ll touch on this more in lores&#039; own dedicated section.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Use]]&#039;&#039;&#039; to 300:&lt;br /&gt;
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The DS benefits of overtraining armor are fairly minimal, even in full plate. The improved maneuver defense is only slightly more substantial. Maxing out three armor specializations is another niche benefit, as you can certainly run into situations where the ability to switch between (say) Armored Casting, Armored Blessings, and Armor Support might be helpful. Individually, each of these three perks to finishing Armor Use--DS, maneuver defense, and flexibility--is pretty minimal, but, taken together, they do build a cumulative case.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Use]] if not normally using a shield or [[Two Weapon Combat]] if normally using a shield&#039;&#039;&#039;:&lt;br /&gt;
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There&#039;s something to be said for the flexibility of having two different playstyles at your disposal. Two Weapon Combat paladins have overwhelming offensive power, but what if the enemy &#039;&#039;also&#039;&#039; has overwhelming offensive power and taking just a couple of hits can spell doom? I&#039;m admittedly mostly thinking of bosses like the [[Silver-scaled cold wyrm|wyrm]] with her 900+ AS mstrikes rather than ordinary hunting, but even so, blocking some of her shots with a shield might be the difference between victory and defeat.&lt;br /&gt;
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On the flip side, shield paladins have far superior defensive prowess, but they don&#039;t always &#039;&#039;need&#039;&#039; more defensive prowess. For example, some creatures have fairly low AS and can&#039;t significantly damage a paladin with physical attacks anyway, while other creatures are casters against whom DS and blocking will never come into play. In cases like that, the greater offensive power of Two Weapon Combat would serve the paladin better.&lt;br /&gt;
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&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
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Archery isn&#039;t the worst option for diversifying your offense. AS-based ranged attacks don&#039;t bring much to the table for paladins, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time and pairs well with paladins&#039; myriad flares. I wouldn&#039;t do it, but it&#039;s out there as a thought.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Paladins can retain 25% redux--a great threshold--by stopping their spell training at 195 total ranks or fewer. Retaining 33.33% redux requires stopping around 149 or fewer.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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As an alternative to diversifying your offense or armor specializations, you could also simply move on to Ascension. For that, see the Ascension section toward the end of this guide.&lt;br /&gt;
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==Training Plan: Exclusive Choices==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush can knock down a room of creatures and inflict the Vulnerable status, which makes followup unaimed attacks more likely to hit body parts that will significantly damage the creature. Bull Rush does fairly minimal damage on its own, but is a very solid crowd control combat maneuver, especially before a paladin gets enough CS for Judgment to fill a similar role reliably.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Raises TD by 2 per rank. I actually max this in the late game because paladins have just enough spiritual TD that the small boost from Combat Focus can be the difference between getting hit by an enemy spiritual spell or avoiding it. However, even just two or three ranks would usually accomplish the same thing for much fewer combat maneuver points. Definitely don&#039;t bother with this until endgame or near it, though.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Movement]]&#039;&#039;&#039;:&lt;br /&gt;
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A negligible DS boost that&#039;s virtually worthless &#039;&#039;unless&#039;&#039; you want the Side by Side maneuver because you&#039;ll be group hunting regularly, in which case you need two ranks as a prerequisite.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Toughness]]&#039;&#039;&#039;:&lt;br /&gt;
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The first rank gives +15 max health for 6 combat maneuver points, which is a reasonable pickup for the endgame if nothing else seems worthwhile. It&#039;s not a priority, though. Even halflings and gnomes shouldn&#039;t really need it earlier in life since [[Vigor (1616)|Vigor]] already increases max health. As for the second and third ranks, the juice isn&#039;t worth the squeeze. Players who are willing and able to afford Bloodstone Jewelry can also just use that for vastly more max health than Combat Toughness offers.&lt;br /&gt;
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&#039;&#039;&#039;[[Disarm Weapon]]&#039;&#039;&#039;:&lt;br /&gt;
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A 2-second setup maneuver that attempts to get rid of the enemy&#039;s weapon. Paladins don&#039;t need to train this to defend against it since Holy Weapon already quickly returns disarmed weapons to their hand, nor do they necessarily fear enemy creatures&#039; AS-based attacks badly enough to warrant spending time getting rid of their weapon. That said, it&#039;s still a pretty strong debuff of sorts against specifically two-handed weapons (including polearms) because it&#039;ll knock out a huge chunk of a creature&#039;s DS in the process. Worth considering, but not a staple.&lt;br /&gt;
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&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
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Now here&#039;s a staple! Feint is the premier combat maneuver for lowering enemies&#039; stance so you can obliterate them afterward. Highly recommended if you&#039;re a Divine Shield or Fervor paladin, but still recommended even on a Zealot paladin. Even paladin AS can&#039;t power through &#039;&#039;every&#039;&#039; turtled creature, barring the extreme top ends of gear, enhancives, or Ascension experience.&lt;br /&gt;
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&#039;&#039;&#039;[[Precision]]&#039;&#039;&#039;:&lt;br /&gt;
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Worth a look if you&#039;re using a weapon that can deal slash damage, which is slightly tougher to land lethal blows with than crush or puncture damage. Even just the first rank for 4 points will cut out most slash-based damage. (Just remember to actually use CMAN PRECISION with your weapon in hand to set the damage type you want! Simply learning the maneuver without configuring it won&#039;t do anything!)&lt;br /&gt;
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&#039;&#039;&#039;[[Side by Side]]&#039;&#039;&#039;:&lt;br /&gt;
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Good straightforward AS and DS boost, but for group hunters only.&lt;br /&gt;
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&#039;&#039;&#039;[[Spike Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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You&#039;ll need this as a prerequisite if you want Shield Spike Focus on a shield paladin, but otherwise it&#039;s frivolous at best. Armor spikes from offensive maneuvers aren&#039;t terribly significant.&lt;br /&gt;
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&#039;&#039;&#039;[[Spin Attack]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily a top tier paladin maneuver not despite the overlap with Chastise, but because of it.&lt;br /&gt;
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Spin Attack is an unaimed attack that swings 2 seconds faster than your normal attacks (that&#039;s cutting attack speed in half for most weapon types!) while also having a minor AS boost for that one attack and a boost to Dodging for 10 seconds afterward. It even still fires off infused spells from Holy Weapon in the process.&lt;br /&gt;
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The swing speed benefit is the same whether you&#039;ve learned 1 rank or 5 ranks of Spin Attack, making the first 2 CM points an incredible value. (More ranks increase the AS and Dodging boosts.) Get it to have in your toolbox for times when both Chastise and your weapon type&#039;s assault technique are on cooldown.&lt;br /&gt;
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&#039;&#039;&#039;[[Sunder Shield]]&#039;&#039;&#039;:&lt;br /&gt;
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A flat 2-second setup maneuver that can get effectively rid of enemy shields. When it&#039;s good, it&#039;s really good for the same reasons that Disarm Weapon is. There are, however, far fewer creatures that use shields than creatures that use weapons. Worth considering, but not a staple.&lt;br /&gt;
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&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
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Actually quite good if you&#039;re using blunt weapons because it pairs well with Concussive Blows, adding another 2d16 of damage to those flares on top of the AS boost that higher Strength represents in the first place. That said, Surge of Strength really comes across as a &amp;quot;max it or skip it&amp;quot; type of combat maneuver, which means it might have to be saved for the endgame since the whole package costs 30 total CM points. Rank 5 has 75% uptime as a 90-second effect with a 120-second cooldown, but lower ranks have 150, 180, 240, and 300-second cooldowns.&lt;br /&gt;
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If you&#039;re not using blunt weapons, I&#039;d still consider this for races who aren&#039;t dwarves, giants, or half-krolvin. Paladins have a pretty good selection of combat maneuver options, but not amazing to the level of warriors or rogues, so you might (or might not) find that you can spare points for your final build.&lt;br /&gt;
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&#039;&#039;&#039;[[Tainted Bond]]&#039;&#039;&#039;:&lt;br /&gt;
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Tainted Bond makes an Ensorcell AS boost linger for two attacks instead of one. If you have a T5 Ensorcell, you should almost definitely get this, but if you don&#039;t, don&#039;t. It&#039;s also not worth rushing to a T5 Ensorcell and rocketing the gear difficulty of your weapon up just for Tainted Bond.&lt;br /&gt;
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&#039;&#039;&#039;[[True Strike]]&#039;&#039;&#039;:&lt;br /&gt;
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True Strike is an unaimed attack that swings 1 second faster than your normal attacks while penalizing the enemy&#039;s EBP against it and having a higher floor on your d100 roll by changing it to anywhere from 20+d80 (minimum 21 roll from rank 1 True Strike) to 60+d40 (minimum 61 roll from rank 5 True Strike).&lt;br /&gt;
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Spin Attack is generally better than True Strike in a vacuum because it&#039;s faster, but True Strike offers something that&#039;s more unique from Chastise than Spin Attack is. True Strike is a solid toolkit option to consider if you regularly face particularly EBP-heavy creatures. Even just one or two ranks will really cut into how well they can avoid your attack.&lt;br /&gt;
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&#039;&#039;&#039;[[Weapon Specialization]]&#039;&#039;&#039;:&lt;br /&gt;
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A paladin must-have that simply increases AS and SMR power, including that of all the offensive and setup maneuvers listed above.&lt;br /&gt;
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===Shield Maneuvers===&lt;br /&gt;
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This time I &#039;&#039;will&#039;&#039; go over every shield maneuver since almost all of them are at least worth a look.&lt;br /&gt;
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&#039;&#039;&#039;[[Block Specialization]]&#039;&#039;&#039;:&lt;br /&gt;
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Offering 5% block rate per rank, this is a bread and butter must-have passive for dedicated shield paladins. The first rank is a great early buy at a cost of only 4 shield points, but the next two cost 8 and 12, which could be worth delaying for a while so you can diversify your shield maneuver options early in life with other low-hanging fruit options.&lt;br /&gt;
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&#039;&#039;&#039;[[Block the Elements]]&#039;&#039;&#039;:&lt;br /&gt;
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Reduces incoming crits from enemy flares and bolt splashes. The first rank is pretty strong value at 5-10 crit padding for 6 shield points, but the next two ranks are another 12 and 18 points to bump that crit padding up to 10-15 or 15-20. In practice, I don&#039;t find that there are enough creatures who can use flares or hit a paladin with bolts to justify more than a single rank, which is already pretty hefty protection. However, if you simply despise getting hit with all your being and want marginal gains, it&#039;s an option!&lt;br /&gt;
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&#039;&#039;&#039;[[Large Shield Focus]] or [[Tower Shield Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Another bread and butter must-have passive that will improve all of your offensive shield maneuvers and is a necessary prerequisite to train certain options. The final two ranks should be saved for at or near the endgame due to diminishing returns, though. Large shields have a faster Shield Throw and result in very slightly better DS after you have Dodging. Tower shields hit harder with virtually all shield maneuvers and have a few exclusive maneuver options.&lt;br /&gt;
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&#039;&#039;&#039;[[Phalanx]]&#039;&#039;&#039;:&lt;br /&gt;
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Amazing additional block chance if you regularly group hunt with other shield users who also train Phalanx (available to warriors and rogues in addition to paladins), but it does nothing outside group hunts. You&#039;ll know if you want it.&lt;br /&gt;
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&#039;&#039;&#039;[[Prop Up]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires Large Shield Focus or Tower Shield Focus to be rank 3 before you can train this. Prop Up ranks each give you one-third chance to avoid being knocked down for 6, 12, and 18 shield points. Here&#039;s another passive where the first rank offers solid value, but the next two can be pretty difficult to justify until much later in life. Paladins are already very durable even if they do get knocked down, so it doesn&#039;t have to be a priority either.&lt;br /&gt;
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&#039;&#039;&#039;[[Protective Wall]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires Tower Shield Focus to be rank 3 before you can train this. Protective Wall has two ranks and the first rank only benefits party members, halving the DS lost from being stunned, webbed, immobile, unconscious, rooted, or prone. The second rank only benefits you with the same effect. Some players see this as the primary reason to use a tower shield over a large shield; I&#039;d argue that &#039;&#039;almost everything else&#039;&#039; is the reason to use a tower shield, though. If you&#039;re a group hunter, Protective Wall will help your partners, but if you&#039;re going solo, you can already get out of almost all of those status conditions already via Divine Intervention without spending valuable shield points.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Bash]]&#039;&#039;&#039;:&lt;br /&gt;
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Basic offensive shield skill that hits and applies Vulnerable. It&#039;s not amazing, but it&#039;s not bad and you have to train it to learn Shield Strike or make Shield Strike stronger. Whether you use it or just train it as a prerequisite, you&#039;ll have it!&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Charge]]&#039;&#039;&#039;:&lt;br /&gt;
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Far more powerful single-target maneuver than Shield Bash. This attack is 1 second slower, but has potential killing power (rarely, but it can get there) and, in addition to applying Vulnerable, it also staggers (adds RT), adds Weakened Armament (reduces armor protection), and can drop the enemy&#039;s stance. Shield Charge simply works well in a vacuum, so it&#039;s a pretty strong contender for your first offensive shield maneuver.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Forward]]&#039;&#039;&#039;:&lt;br /&gt;
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Passive ability that gives a 30-second Shield Use buff of +10 per rank after using an offensive shield maneuver. In practice, that&#039;s long enough that it basically feels like it&#039;s always active. Like many other passives, the first rank is great value even early, but the latter two can be delayed until after fleshing out your versatility.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Mind]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires that you&#039;ve trained Spell Block. Use 10 stamina to block the next CS-based spell, then the ability is on cooldown. I have a very low opinion of this one in all except the most dangerous Ascension hunting grounds, where it&#039;s only a pretty low opinion. Enemy CS spells aren&#039;t particularly dangerous to paladins anywhere else, you already have Faith Shield for the instances where they &#039;&#039;are&#039;&#039; dangerous, and the Spell Block prerequisite is, itself, also really weak for paladins.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Push]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Probably the most pointless shield maneuver. This one pushes a creature out of the room, but even if you don&#039;t feel comfortable fighting a particularly dangerous creature, just leave the room yourself. No need to spend stamina and RT on making it go away, never mind the shield points.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Spike Mastery]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Requires training the Spike Focus combat maneuver. This passive lets your spikes flare reactively if you block an enemy attack while in offensive, advance, or forward stance. Pretty good if you&#039;re a capped character just finding yourself with 20 shield points and 12 combat maneuver points to spare. I wouldn&#039;t go out of my way to make room for Shield Spike Mastery if other combat maneuvers and shield maneuvers seem appealing enough to eat up all your points, though. It&#039;s specific to spike damage; any other flares on your shield can still happen without this.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Shield Strike]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
An absolute must. This requires at least two ranks of Shield Bash. Shield Strike uses what&#039;s called a &amp;quot;minor bash&amp;quot;--a light, weak shield attack--that&#039;s immediately followed up by a strike with your weapon at 2 RT less and 15 stamina more than swinging with your weapon would be. Its strength is derived from training both Shield Strike itself and Shield Bash.&lt;br /&gt;
&lt;br /&gt;
In a vacuum, Shield Strike is really good, but like I always say, nothing&#039;s in a vacuum. Weapon technique assaults and Chastise are both even better uses of stamina, making this your third best option at most even in a strictly one-on-one scenario. If you regularly hunt multiple creatures in a room, then weapon technique AoEs and Shield Throw are also better uses of stamina. So, in practice, you might use Shield Strike as its own ability pretty rarely.&lt;br /&gt;
&lt;br /&gt;
The actual reason that makes Shield Strike a must-have is the next item on the list...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Shield Strike Mastery]]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This passive requires at least three ranks of Shield Strike and 30 ranks of the Multi-Opponent Combat skill. It adds a minor bash right before the first hit of your assault technique, including the potential of any flares and spikes. That&#039;s it and that&#039;s all it needs to be to claim the title of the best shield maneuver once you have the whopping 30 spare points for it. Assault techniques are your best option for completely obliterating a single target and this makes them even better. Simple as that!&lt;br /&gt;
&lt;br /&gt;
And, yes, this does count to trigger the Shield Forward buff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Shield Throw]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Shield Throw is the deadliest shield maneuver per second of RT and smashes the room for AoE damage. It doesn&#039;t add any other effects like Shield Bash or Shield Charge, but is just for sheer damage. Since it&#039;s SMR-based, leading with Judgment and following up with Shield Throw gets pretty devastating! You&#039;ll certainly want at least one rank of this immediately.&lt;br /&gt;
&lt;br /&gt;
Shield Throw is the only offensive shield maneuver that makes any kind of mechanical argument for large shields, since at least it&#039;s 1 second faster than tower shields; however, tower shields do still hit harder, as they do with all the other previously mentioned shield maneuvers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Shield Trample]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The slightly more damaging shield version of Bull Rush. It&#039;s no more a killing move than Bull Rush is, but offers the same solid crowd control. Training both of them is redundant. I&#039;d generally recommend going with Shield Trample if you have a particularly good shield (meaning lots of flares). If not, then go with whichever one you feel is facing worse competition for the combat maneuver points or shield points it&#039;s eating up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Shielded Brawler]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
If you&#039;re set on using a shield &#039;&#039;and&#039;&#039; brawling, then the better option is a rogue or warrior. Those professions not only have Grapple/Kick/Punch Specialization, but also Small Shield Focus and Light Armor Specialization. That enables them to brawl with a shield while only barely hindering their MM at a -5 penalty.&lt;br /&gt;
&lt;br /&gt;
Mechanically speaking, the only thing that gets a brawling paladin to make sense is the sheer number of flares. The whole idea presumes, however, that you&#039;re using a cestus or similar -5 MM held brawling weapon. (The alternative of not using a brawling weapon means not getting any benefit from Holy Weapon, which is basically off the table.) Wearing full plate takes away another -8 MM for a total of -13, though you can eventually get it down to -5 MM at or near cap with 280 Armor Use. A large or tower shield piles on another -19 MM on its own, though maxing Shielded Brawler can take that down to -9. Overall, though, that still stacks up to -22 MM, which very seriously cuts into the the strength of UC&#039;s basic attacks.&lt;br /&gt;
&lt;br /&gt;
Some especially mechanically savvy players might be thinking things like &amp;quot;What if I stop at metal breastplate instead of wearing full plate? Then I save myself 3 MM so I can better absorb the hit of -9 MM from my shield.&amp;quot; In that case, though, you&#039;d be a house divided who&#039;s sacrificing defense by wearing worse armor so that you can get defense by using a shield.&lt;br /&gt;
&lt;br /&gt;
All of this said, if you&#039;re absolutely set on using a shield &#039;&#039;and&#039;&#039; brawling &#039;&#039;and&#039;&#039; being a paladin, then get Shielded Brawler.&lt;br /&gt;
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 &lt;br /&gt;
&#039;&#039;&#039;[[Spell Block]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Lets you block bolt spells with an ensorcelled, veil iron, or kroderine shield. You don&#039;t need to block bolt spells because paladins have fantastic DS against them and it&#039;s very likely you&#039;ll never get hit by a bolt spell in your life. That&#039;s if you&#039;re training Dodging, anyway. Even if not, Minor Spiritual spells still give good enough bolt DS to make them unthreatening.&lt;br /&gt;
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&#039;&#039;&#039;[[Steely Resolve]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The other tower shield-only ability paladins can learn. This one costs 30 stamina to give you a 60-second buff of +15 DS per rank and +15% chance to block attacks per rank. It has a 300-second cooldown. Even though I think tower shields are definitely the mechanical pick for paladins, it&#039;s sure not because of this. The only context where I have any respect for Steely Resolve is in boss battles that are short and high intensity. Anywhere else, you&#039;re already virtually impossible to kill because you&#039;re a shield paladin, so there&#039;s no merit to spending 30 stamina and 24 shield points just for frivolous overkill levels of defense 20% of the time (because it&#039;s a 60-second duration effect with an overlapping 300-second cooldown).&lt;br /&gt;
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&lt;br /&gt;
===Armor Specializations===&lt;br /&gt;
&lt;br /&gt;
Paladins&#039; five armor specializations, three of which are unique to them, offer a variety of combat benefits.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Blessing]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The description on Armor Blessing is a bit deceptive; it claims to help mitigate wound stacking (such as multiple rank 1 wounds to the same body part turning into a rank 2 wound) from magical sources, but what it really means is sources that aren&#039;t designated in the code as physical attacks. In practice, it applies to a number of things that might seem physical, like various creature-specific maneuvers.&lt;br /&gt;
&lt;br /&gt;
That said, how good is this? It can save some time in eating herbs, save some silver for buying them, and most notably sometimes bail you out of a bad situation. In particular, preventing two rank 2 arm, hand, or leg wounds from stacking into a rank 3--a severed limb--is an enormous difference maker. For anything short of that, paladins do have many ways to get themselves out of bad situations with or without Armor Blessing.&lt;br /&gt;
&lt;br /&gt;
Still, due to paladin nuances I&#039;ll mention with the alternative armor specializations, I think it&#039;s completely reasonable that some players treat Armor Blessing as a sort of default armor specialization for a solo-oriented paladin. It arguably offers the greatest mechanical benefit.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Spike Mastery]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Lets your armor spikes fire off reactively when you get hit. This one&#039;s not an armor adjustment like paladins&#039; other options, but simply a passive buff, so it might be worth picking up if you have armor spikes and get hit by enough AS attacks. It&#039;s comparatively slightly less valuable for shield paladins due to their higher attack avoidance rate.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Support]]&#039;&#039;&#039;:&lt;br /&gt;
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A classic. When maxed, it reduces effective encumbrance in plate armor by 35 pounds. (Chain would be 30 pounds, scale 25 pounds, leather 20 pounds, and robes 15 pounds.) Anything with less carrying capacity than a dwarf would get good use from it, but the question isn&#039;t whether Armor Support is good; it&#039;s whether Armor Support is &#039;&#039;better&#039;&#039; than the alternatives. On the smallest races--gnomes and halflings--it probably is. On anything else, that&#039;s a question that only you can answer out as you play and learn your own habits with loot.&lt;br /&gt;
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&#039;&#039;&#039;[[Armored Casting]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Armored Casting entirely prevents spells from failing via fumbles (1 rolls) or hindrance, but if they &#039;&#039;would&#039;&#039; have failed, they succeed at the cost of coming with hard RT. In cloth, leather, or scale armor, maxed armored casting only gives 3 hard RT, making it a very useful armor adjustment for professions in those armor types. Since spells are 2-3 RT, those armor types can only lose 0-1 total RT in exchange for spells never failing. In chain, it&#039;s 4 hard RT, so armored casting is excellent for them too.&lt;br /&gt;
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In paladins&#039; conventional plate armor, Armored Casting results in 5 hard RT, which makes it more of an open question as to whether using this armor adjustment is a net positive or net negative. A 3-RT spell becoming 5 RT is a win because the alternative of casting the spell twice (a failed attempt, then a successful one) would have been 6 RT. On the other hand, a failed 2-RT spell becoming 5 RT is a loss because casting the spell twice would have only been 4 RT.&lt;br /&gt;
&lt;br /&gt;
In other words, whether Armored Casting is useful to adjust your own plate armor depends heavily on which spells you typically cast. Even if you do primarily cast 3-RT spells, there&#039;s an argument that Blessings or Support are still better. All that said, if you&#039;re a social sort, Armored Casting is a stellar aid for any of your friends who cast spells and have hindrance.&lt;br /&gt;
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&#039;&#039;&#039;[[Armored Fluidity]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This adjustment does nothing for a solo paladin because it doesn&#039;t stack with [[Faith&#039;s Clarity (1612)|Faith&#039;s Clarity]], but how about for other characters?&lt;br /&gt;
&lt;br /&gt;
Maxed Armored Fluidity cuts spell hindrance in half. This sounds powerful, is powerful, and was the staple paladin armor adjustment for many years since it&#039;s unique to paladins and they used to not have Armor Support nor Armored Casting. However, as good as Fluidity is in a vacuum, nothing&#039;s in a vacuum and the newer Armored Casting is superior in a wide variety of situations. (Not all!)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s consider an example of a ranger in brigandine armor casting Moonbeam or Spike Thorn.&lt;br /&gt;
&lt;br /&gt;
* Moonbeam with maxed Armor Fluidity: 3% of the time, Moonbeam needs to be cast twice because the first time failed, requiring 2 casts and 4 soft RT total&lt;br /&gt;
* Moonbeam with maxed Armored Casting: Moonbeam casts never fail, but 6% of the time, they require 3 hard RT instead of 2 soft RT&lt;br /&gt;
* Spike Thorn with maxed Armor Fluidity: 3% of the time, Spike Thorn needs to be cast twice because the first time failed, requiring 2 casts and 6 soft RT total&lt;br /&gt;
* Spike Thorn with maxed Armored Casting: Spike Thorn casts never fail, but 6% of the time, they require 3 hard RT instead of 3 soft RT&lt;br /&gt;
&lt;br /&gt;
In short, Armored Casting saves mana on all spells and also saves RT on 3-RT spells. The question is whether the character can survive hard RT and the answer should usually be yes because A) with Armored Casting, the spell actually goes through and hopefully makes an impact, but B) even in the event that spell doesn&#039;t make an impact, like a low roll that misses, the situation will usually have been &#039;&#039;even worse&#039;&#039; in Armored Fluidity because the spell wouldn&#039;t have worked then either, but the character would have been standing around in more total RT.&lt;br /&gt;
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One major exception is bolting, where being caught in hard RT in offensive is potentially dangerous enough to warrant preferring Fluidity over Casting. Some other unusual corner cases can make Fluidity preferable, but they &#039;&#039;are&#039;&#039; corner cases and I have to stretch to find them; for example, getting caught in hard RT via Casting can make it easier for a character to be left behind by their group if the leader isn&#039;t using the GroupMovement flag.&lt;br /&gt;
&lt;br /&gt;
Another notable exception is for post-cap characters who have unlocked [[Gemstones]] and acquired a rare Grace of the Battlecaster property. This property, which can reduce hindrance by up to 5%, stacks with Armored Fluidity and makes various 0% hindrance builds possible that otherwise wouldn&#039;t be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Further Character Progression==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats and boons? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
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===Feats and Boons===&lt;br /&gt;
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Paladins gain new abilities called feats and boons at various levels:&lt;br /&gt;
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====Level 15 Paladin Boons: [[Devout Guardian]] and [[Devout Resolve]]====&lt;br /&gt;
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Starting at level 15, paladins who know [[Rejuvenation (1607)]] have a 20% chance to gain the 30-second Devout Guardian effect after taking damage. This allows them to cast Rejuvenation with 0 RT while ignoring most wounds. (They can&#039;t ignore fully severed limbs, for example.) If the paladin does cast Rejuvenation while Devout Guardian is in effect, that triggers Devout Resolve, which creates a new 30-second window in which the paladin ignores most wound penalties for combat purposes.&lt;br /&gt;
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====Level 20 Paladin Feat and Boon: [[Chastise]] and [[Righteous Rebuke]]====&lt;br /&gt;
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Chastise, used with the FEAT CHASTISE command, is a very powerful ability unique to paladins. For only 10 stamina, this unaimed attack with a 15 second cooldown hits a single target 2 seconds faster than your normal swing while having 125% of your normal damage factor and guaranteed Guiding Light flares if you have them from Holy Weapon or Consecrate. Each Chastise also has a 20% chance to trigger Righteous Rebuke, a boon that drops your next spell to 1 cast RT and cuts its mana cost by up to 20 down to a minimum of 0.&lt;br /&gt;
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Furthermore, every sixth Chastise you connect with has 150% of your normal damage factor instead of 125% and fires off your infused spell from Holy Weapon without consuming a charge in addition to all the normal Chastise benefits. (Note: You won&#039;t have spell infusion yet when you very first learn Chastise. You&#039;ll have to reach at least level 25 for that.)&lt;br /&gt;
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Early on, while you only have enough stamina to choose one out of assault techniques or Chastise, assaults are still the better of the two for one-handed weapons, but I&#039;d give Chastise the edge for two-handed weapons and polearms. Damage factor multipliers get even stronger when there are higher damage factors to be multiplied, after all! Damage factor multipliers also get better when there are twice the damage factors to be multiplied, so Chastise is also stronger for a TWC build than a shield build; it&#039;s just that TWC assaults are stronger still.&lt;br /&gt;
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Chastise is incredible value for every paladin and, when it&#039;s not on cooldown, you&#039;ll likely slam creatures with it pretty regularly while stamina lasts. &lt;br /&gt;
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====Level 30 Paladin Feat and Boon: [[Excoriate]] and [[Ardor of the Scourge]]====&lt;br /&gt;
&lt;br /&gt;
Excoriate, used with the FEAT EXCORIATE command, is another very powerful ability unique to paladins. Once again it has a 15 second cooldown, but this one&#039;s a single-target plasma damage magical SMR attack with 3 seconds cast RT that also applies -20% plasma resistance for the next plasma damage within 30 seconds. Each Excoriate also has a 20% chance to trigger [[Ardor of the Scourge]], a boon that allows your next assault technique within 30 seconds to ignore its cooldown and incur no additional cooldown while also stacking +10 AS with each round of attacks.&lt;br /&gt;
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Furthermore, every sixth Excoriate you connect with will hit much harder, applies -40% plasma resistance instead of -20%, and hits two targets if there are two or hits the same target twice if there&#039;s only one.&lt;br /&gt;
&lt;br /&gt;
Since Excoriate is an SMR-based attack, it gets huge bonuses when enemies are prone, stunned, immobilized, or otherwise disabled. (In practice, every sixth Excoriate is so powerful that even landing at all is usually enough, but it&#039;s important for the other five Excoriates!) Since it&#039;s magical, you can also deal damage with it just as effectively from guarded stance as offensive stance.&lt;br /&gt;
&lt;br /&gt;
The most unique thing about Excoriate is that it can trigger flares from your right hand weapon. At the time of this writing, there&#039;s actually no other means in the game to fire off a melee weapon&#039;s flares from guarded stance. (Flares from runestaves or from &#039;&#039;non-weapon&#039;&#039; sources like Fervor or Battle Standard do fire from guarded stance.) Even if you&#039;re only using a basic paladin bonded weapon, that&#039;s still a worthy perk because, of course, paladin bonded flares are plasma and Excoriate just gave the enemy a plasma weakness. If you start stacking script flares, holy fire flares, and potentially other flares, then we&#039;re really talking about a strong benefit that carves out its own lane.&lt;br /&gt;
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Unlike Chastise, Excoriate doesn&#039;t offer any advantage to THWs, polearms, or TWC since it only looks at one weapon and doesn&#039;t use any aspects of that weapon other than its flares.&lt;br /&gt;
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====Level 40 Paladin Boon: [[Glorious Momentum]]====&lt;br /&gt;
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(Also requires 75 ranks of a weapon skill, but by level 40 you should have 84.) The Glorious Momentum boon rewards mixing might and magic while taking on swarms. By casting Pious Trial, Aura of the Arkati, or Judgment--a paladin&#039;s three AoE spells--and hitting three or more creatures, a paladin has a 20% chance to make the paladin&#039;s next assault technique, Shield Trample, or Shield Throw have +25 AS, +15 SMR power, no stamina cost, and no cooldown while ignoring any current cooldowns.&lt;br /&gt;
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===Secret Sauce of Lores===&lt;br /&gt;
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This section reviews the various benefits of the three spiritual lores for Paladin Base spells. We&#039;ll start with a comprehensive overview in bullet point form. For the summation-based lore benefits, I&#039;ll list comparative benchmarks at the nearest thresholds to 50, 100, and 150 ranks to illustrate the quick early gains of each lore as well as the diminishing returns from going hard in just one or two. (I&#039;ve opted not to illustrate the nearest threshold to 200 because, due to the nature of seed summation benefits, most paladins will ultimately train each of the three lores to at least some degree.)&lt;br /&gt;
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&lt;br /&gt;
====Lore Overview====&lt;br /&gt;
&lt;br /&gt;
(If thinking about the math of all these numbers makes your head hurt, feel free to skip to the &amp;quot;In a Nutshell&amp;quot; sections below that summarize each lore.)&lt;br /&gt;
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&#039;&#039;&#039;Blessings&#039;&#039;&#039;&lt;br /&gt;
* More DS and TD from Mantle of Faith (+5 at 0 ranks, +14 at 54 ranks, +18 at 104, +21 at 152, +24 at 209)&lt;br /&gt;
* Extra duration added to Bless or Symbol of Blessing after Consecrate (+50% at 0 ranks, +100% at 10 ranks; doesn&#039;t get any better than that)&lt;br /&gt;
* Extra swings for EVOKE Consecrate plasma flares (flat +1 per rank)&lt;br /&gt;
* Increased odds of Consecrate or Holy Weapon plasma flare triggering twice (assumed to be a 20% base chance at 0 ranks, +32% (52%) at 52 ranks, +48% (68%) at 102 ranks, +60% (80%) at 150 ranks)&lt;br /&gt;
* Longer refresh of food/drink from Consecrate (unknown to what degree)&lt;br /&gt;
* Extra HP and stamina regeneration from Rejuvenation (+15 at 0 ranks, +45 at 55 ranks, +57 at 105 ranks, +66 at 153 ranks)&lt;br /&gt;
* Reduced enemy Force on Force impact with Defense of the Faithful&#039;s Beacon of Courage in effect (ignores 1 foe at 0 ranks, 5 foes at 46 ranks, 9 foes at 108 ranks, 11 foes at 145 ranks)&lt;br /&gt;
* Greater block rate with Divine Shield (+10% at 0 ranks, +18% at 52 ranks, +22% at 102 ranks, +25% at 150 ranks)&lt;br /&gt;
* More Combat Maneuvers ranks from Patron&#039;s Blessing (+10 at 0 ranks, +18 at 52 ranks, +22 at 102 ranks, +25 at 150 ranks)&lt;br /&gt;
* Increased max health from Vigor (there&#039;s a baseline, but it&#039;s dependent on Constitution bonus, so we&#039;ll just look at the lore benefits only: +0 at 0 ranks, +18 at 54 ranks, +20 at 91 ranks, +23 at 154 ranks)&lt;br /&gt;
* Extra damage weighting for Fervor (+10 at 0 ranks, +15 at 50 ranks, +17 at 110 ranks, +18 at 140 ranks)&lt;br /&gt;
* Extra resistance from Divine Incarnation Armor (50% at 0 ranks, 62% at 45 ranks, 70% at 95 ranks, 76% at 143 ranks)&lt;br /&gt;
* Extra daily uses of Divine Incarnation Armor (1 use at 0 ranks, 2 uses at 50 ranks, 3 uses at 125 ranks; doesn&#039;t go higher)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
* More DS from Higher Vision (+10 at 0 ranks, +16 at 45 ranks, +20 at 95 ranks, +23 at 143 ranks)&lt;br /&gt;
* Increased DS debuff from Aura of the Arkati (-10% at 0 ranks, -15% at 30 ranks; doesn&#039;t go any lower)&lt;br /&gt;
* Increased EBP debuff from Aura of the Arkati (-5% at 0 ranks, -12% at 49 ranks, -16% at 99 ranks, -19% at 147 ranks)&lt;br /&gt;
* Extra flare chance for Fervor (15% at 0 ranks, 33% at 54 ranks, 41% at 104 ranks, 47% at 152 ranks)&lt;br /&gt;
* More AS from Zealot (+30 at 0 ranks, +40 at 55 ranks, +44 at 105 ranks, +47 at 153 ranks)&lt;br /&gt;
* Extra TD for Faith Shield (+50 at 0 ranks, +68 at 45 ranks, +74 at 68 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra CS for spells infused into Holy Weapon via scrolls (0 baseline with flat +1 per each of the first 50 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Increased kneel chance with Judgment (35% at 0 ranks, 85% at 25 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra raises per day with Divine Word (1 baseline with flat +1 per every 20 ranks up to 140; doesn&#039;t go higher)&lt;br /&gt;
* Added double strike with Divine Incarnation Smite (0% at 0 ranks, 30% at 45 ranks, 70% at 105 ranks, 100% at 150 ranks)&lt;br /&gt;
* Increased stance ignoring with Divine Incarnation Onslaught (50% at 0 ranks, 57% at 56 ranks, 60% at 110 ranks, 62% at 156 ranks)&lt;br /&gt;
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&#039;&#039;&#039;Summoning&#039;&#039;&#039;&lt;br /&gt;
* Extra RT for Pious Trial slow effect (+2 RT at 0 ranks, +3 at 10 ranks, +4 at 25 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra chances to debuff with Templar&#039;s Verdict if an attack made after it misses (3 chances at 0 ranks, 4 chances at 50 ranks, 5 chances at 100 ranks, 6 chances at 150 ranks)&lt;br /&gt;
* Increased crit rank from Consecrate or Holy Weapon second plasma flare (+0 crit ranks at 0 ranks, +1.2 crit ranks at 51 ranks, +2 crit ranks at 105 ranks, +2.6 crit ranks at 156 ranks)&lt;br /&gt;
* Increased damage factor for Arm of the Arkati (10% at 0 ranks, 16% at 45 ranks, 20% at 95 ranks, 23% at 143 ranks)&lt;br /&gt;
* Increased maximum Swift Justice charges for Divine Shield (2 charges at 0 ranks, 3 charges at 40 ranks, 4 charges at 105 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Allows self-cast Aid the Fallen (unlocked at 20 ranks)&lt;br /&gt;
* Added debuff for infused Holy Weapon spells (flat -1 DS per each of the first 25 ranks)&lt;br /&gt;
* Increases maximum spell level possible to infuse in Holy Weapon (+0 at 0 ranks, +9 at 54 ranks, +13 at 104 ranks, +16 at 152 ranks)&lt;br /&gt;
* Extra duration for Divine Incarnation Zeal (30 seconds at 0 ranks, 34 seconds at 46 ranks, 38 seconds at 108 ranks, 40 seconds at 145 ranks)&lt;br /&gt;
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That&#039;s a lot to digest, so let&#039;s break it down in chunks and figure out which benefits matter most!&lt;br /&gt;
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====Blessings in a Nutshell====&lt;br /&gt;
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A clear winner if you&#039;re using the Divine Shield aura, with the extra block rate going a long way to make shield paladins indestructible. That benefit isn&#039;t even entirely defensive in nature, just mostly so, since more shield blocks also means more reactive flares. Another strong Blessings benefit is the double plasma flare for Consecrate or Holy Weapon, though that one does really want to also tag team with Summoning lore to make the second flare hit hard and often instead of just often.&lt;br /&gt;
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The extra DS and TD from Mantle of Faith and the extra stamina recovery for Rejuvenation are also good benefits, but, like I implied earlier, the alternatives for your exp have to be considered. Compared to all but the earliest ranks of Blessings, Dodging and Physical Fitness are much cheaper paths to, respectively, more DS and more stamina. There&#039;s no TD alternative, though, so evaluate the entire package of Blessings. More AS from Patron&#039;s Blessing is in a similar boat; it&#039;s quite good, but not as good as maxing Combat Maneuvers, so there&#039;s an order of operations here. (The Blessings AS benefit also isn&#039;t as good as the Religion AS benefit, but the latter only applies if Zealot is your aura.)&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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Extra max health from Vigor via Blessings ranks is a bit frivolous since you already get extra health from just Constitution and Paladin Base training. The Blessings benefit does ramp up pretty quickly, at least, and you can wrangle a good bit of extra health without even trying. If you plan on getting Bloodstone Jewelry, the value of max health drops further.&lt;br /&gt;
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More Fervor damage weighting isn&#039;t too impressive because it starts at a high baseline of 10 even with no lores, so it basically has diminishing returns from the outset. Divine Incarnation Armor similarly starts at a powerful baseline of 50% before lores. Between redux, plate armor, Divine Intervention, potentially a P5 Battle Standard if you have it, and potentially a shield if you have that, the odds of being able to salvage a situation at (say) 70% resistance that you can&#039;t salvage at 50% resistance are extremely low at best. Similarly, it&#039;s not terribly likely that you&#039;d need to activate the emergency mode multiple times per day.&lt;br /&gt;
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The Consecrate benefits &#039;&#039;other&#039;&#039; than secondary flare rate are basically fluff or QoL that saves tiny amounts of mana.&lt;br /&gt;
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Finally, reduced enemy Force on Force with Beacon of Courage is nearly useless in almost all scenarios since paladins are already naturally going to train Multi-Opponent Combat. 50 ranks of MOC and 0 Blessings would already mean no penalty against five creatures with Beacon of Courage up; 100 ranks of MOC and 0 Blessings would mean no penalty against seven creatures.&lt;br /&gt;
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====Religion in a Nutshell====&lt;br /&gt;
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The low-hanging fruit of 25 Religion ranks for Judgment that I mentioned earlier is vital for paladins who use that spell even slightly often. Aside from that early breakpoint, the big win from training Religion for almost any paladin has to be Aura of the Arkati&#039;s EBP debuff to stop creatures from avoiding your attacks. The debuff starts at a pretty low baseline and scales quite well for how strong the effect is.&lt;br /&gt;
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Double strike Divine Incarnation Smite also has extreme killing power against anything crittable, bordering on a guaranteed one-shot when it does hit twice. It&#039;s not &#039;&#039;quite&#039;&#039; guaranteed, but it&#039;s vastly closer to that than not. Still, there is the obvious disclaimer that a 100 SMC paladin can only use Smite 10 times per 10 minutes. The ramp up for how often you get double strikes is also pretty slow, making it more targeted at a far post-cap paladin than anyone else.&lt;br /&gt;
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Religion ranks are to Fervor what Blessings is to Divine Shield: if you&#039;re set on using Fervor, Religion takes that aura to another level with fast scaling and a powerful effect to boot. Many high Religion paladins use Zealot anyway, however; the scaling Religion AS benefits are much more marginal, but they do start from a high baseline of 30 and work on every attack. As ever, high baselines are a double-edged sword. If you&#039;re into Zealot for the AS, consider all options: maxing Combat Maneuvers is a better path to AS than all but the earliest ranks of Religion, so this is what you&#039;d top off with down the road.&lt;br /&gt;
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Same goes for the Higher Vision DS benefit; it&#039;s reasonable and it&#039;s there, but Dodging is more efficient, so max that first. The Blessings DS benefit via Mantle of Faith is also better than the Religion DS benefit via Higher Vision.&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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Extra uses of Divine Word are cool if you cast it often, but potentially useless to players who never resurrect others. You&#039;ll know if it&#039;s valuable to you or not.&lt;br /&gt;
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More TD with Faith Shield is pretty good when it &#039;&#039;is&#039;&#039; good, but excessive in most cases since the baseline +50 is very high already. Even if you do need extra TD, it&#039;s still a spell with a cooldown. On the bright side, the Religion benefit scales pretty quickly before capping off at just 68 ranks. Divine Incarnation Onslaught is another very high baseline at 50% stance ignoring, which should usually get the job done after an Aura of the Arkati even if you had 0 Religion to benefit either spell.&lt;br /&gt;
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More CS for infusing spells from scrolls into your Holy Weapon is actually very powerful in a vacuum since you can put far stronger spells into your weapon than anything in Paladin Base. However, nothing&#039;s in a vacuum, so I hav a small caveat, a medium caveat, and a big caveat. The small caveat is that Religion needs to tag team with Summoning to make this idea work at all since non-native spells count as higher spell levels than they normally would and you can&#039;t infuse them without a good buffer of Summoning. The medium caveat is that, even with up to a +50 CS boost, you still need high baseline CS of your own (via high spell ranks, heavy quartz orbs, and potentially even Transcend Destiny) to get non-native spells into the range of hitting creatures consistently. The big caveat is that regularly sourcing scrolls with killer spells like Dark Catalyst, Divine Fury, or Wither is a royal pain.&lt;br /&gt;
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====Summoning in a Nutshell====&lt;br /&gt;
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Summoning works wonders for Arm of the Arkati, making every melee hit land harder. This is already a premier paladin spell, but it&#039;s especially potent for non-shield builds as big weapons or two weapons reap more benefit from percentage boosts to their offense. I can&#039;t stress enough that even though Arm of the Arkati isn&#039;t nearly as flashy and in your face as Zealot or Fervor, the sheer invisible math of it makes it arguably the most powerful of the three effects. It&#039;s not an aura itself either, so it can stack with one of the auras.&lt;br /&gt;
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As for other Summoning benefits that scale into the endgame, higher crit ranks for the second Holy Weapon or Consecrate plasma flares really raises the power floor on those. However, this benefit does want to operate alongside Blessings lore to increase the odds of a double flare happening in the first place.&lt;br /&gt;
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The first 25-27 ranks of Summoning are also crucial for spell infusion, both in the sense of debuffing creatures (25 ranks) and the sense of being able to infuse Repentance (9 ranks) or Web (27 ranks).&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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More Swift Justice charges for Divine Shield are a decent benefit, but that aura heavily favors Blessings lore overall, so the Summoning benefit is probably only worth thinking about as part of a bigger picture where you&#039;re taking Summoning primarily for other reasons. Even then, while the 40 breakpoint isn&#039;t a big ask, the next breakpoint being at 105 &#039;&#039;is&#039;&#039; a huge commitment.&lt;br /&gt;
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Pious Trial doubles its slow effect at just 25 Summoning, but I don&#039;t encounter many paladins who cast this spell with any regularity. It&#039;s pretty strong, but paladins are loaded with options ranging from very strong to extremely strong, so it can fall by the wayside.&lt;br /&gt;
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Self-cast Aid the Fallen at 20 ranks used to be more useful, but Battle Standard can now do a similar thing with no lore required.&lt;br /&gt;
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Templar&#039;s Verdict extra debuff chances are another hard case of the high baseline blues where you&#039;ll virtually never benefit from having more than the 3 you&#039;d get even with no training.&lt;br /&gt;
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Having a longer window of time for Divine Incarnation Zeal to fire off flares doesn&#039;t seem to have any value since the total number of flares is limited by divine energy, not time.&lt;br /&gt;
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====So What Do I Do?====&lt;br /&gt;
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Whatever you want. Paladin players see viability in virtually any split of lores.&lt;br /&gt;
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===Gear Upgrades: Armor===&lt;br /&gt;
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Even though fancy gear is more a luxury than a necessity for paladins, you might as well upgrade your paladin&#039;s gear eventually if you enjoy them! But how and in what way? This is going to go quickly because I generally think that armor scripts or materials aren&#039;t worth it unless you have a lot of money burning a hole in your pocket. I&#039;ll cover both scripts and materials, but do note that if you want both, it&#039;s 50k more expensive than buying each individually would have been and you generally have to start with the material. (Transmuting an armor from one material to another is only offered for limited periods of time in rotating selections, so you can&#039;t count on its availability. Adding scripts to existing armor is always there at Duskruin.)&lt;br /&gt;
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&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
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* [[Adamantine]]: Has a chance to disarm or break weapons that connect with it, though its minimum weight is 50% heavier than standard armor materials. Its base cost is 40k bloodscrip, so it&#039;s for long-term projects that begin with fairly heavy spending. Non-shield paladins would get better use out of it than shield paladins due to taking more hits. Adamantine can&#039;t be worn until at least level 65.&lt;br /&gt;
* [[Obskruul]]: Has impact flares and a 5 AvD advantage. Not bad as a long-term project since the 5 AvD is the equivalent of an extra 5 enchant that would be otherwise impossible. It&#039;s worth noting that the base cost is 25k bloodscrip, so unless you go to a minimum of a +35 enchant normally, getting the extra 5 AvD via obskruul is a less efficient path than simply enchanting.&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, though shield paladins might potentially get more use out of zelnorn due to taking fewer hits. (On the other hand, rusalkan &#039;&#039;shields&#039;&#039; are much more powerful than the armor, so see those below.) Some contact-based combat maneuvers like Bull Rush can also trigger this.&lt;br /&gt;
* [[Somnis]]: Can put enemies to sleep after they hit you. Great stuff! But is it 100k bloodscrip great? I&#039;d be hard pressed to say so, but I acknowledge that it&#039;s a powerful effect.&lt;br /&gt;
* [[Zelnorn]]: Uses half of what &#039;&#039;would&#039;&#039; be the DS from its enchant as AS instead. If you want to have the highest AS possible, here&#039;s the armor for you! Its base cost is 50k bloodscrip, so, like other materials, it best serves as a long-term project that begins with fairly heavy spending. The big downside is that zelnorn doesn&#039;t allow flares in the ability slot (AKA category B). Zelnorn can&#039;t be worn until at least level 60.&lt;br /&gt;
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&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
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* [[Animalistic Spirit Armor]]: Much more aimed at warriors and open rogues than paladins. The reactive flares are non-damaging knockdowns, which paladins are already good at via Judgment, Shield Trample, or Bull Rush. Revenge Flares have some value, but aren&#039;t at their best on paladins, who have low evade rates. Stamina regen is decent, but expensive compared to buying stamina regen enhancives. Extra DS is fine, but extraneous. This is a fine package, but nothing overwhelmingly must-have.&lt;br /&gt;
* [[Ethereal armor]]: Again, extra DS and a flare chance for crit padding are pretty extraneous to a paladin. If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it.&lt;br /&gt;
* [[Forest Armor]]: Random boosts of 3-5 AS and CS for random durations. Not terrible and this is, if nothing else, one of the cheapest armor scripts around. Worth considering.&lt;br /&gt;
* [[Ithzir Armor]]: Cool abilities involving healing and emergency escape, but not 500k bloodscrip cool.&lt;br /&gt;
* [[Mana-Infused Armor]]: Mana, damage padding, crit padding, AS and CS, and an emergency button to drive creatures out of the room. The AS and CS buff is three minutes of guaranteed +25 AS and +15 CS, which is great. However, it&#039;s 476k bloodscrip to get to that point (and 676k total to also have the emergency button).&lt;br /&gt;
* [[Parasite Armor]]: Health recovery is redundant on paladins due to Rejuvenation. It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip.&lt;br /&gt;
* [[Sprite Armor]]: Extra DS and maneuver defense are extraneous. However, the Sprite Armor wiki page doesn&#039;t adequately cover what &#039;&#039;does&#039;&#039; make this worth considering at its full unlock (and only at its full unlock): it can store up to 900 mana, which you can infuse into it at random amounts by touching the armor (on a five-minute cooldown). You extract the mana at 90% efficiency, which means it&#039;s a mana battery of 810 mana on demand. This would already be pretty cool, but what kicks it up another level is that whatever random amount the game takes when you infuse mana, the armor stores four times that much. Putting this all together: if you touch the armor and the game takes 50 mana from you, it puts 200 mana into the armor, which you can then get back out of the armor as 180 mana. It&#039;s more or less as close to infinite mana as you&#039;re going to get, hindered only by the fact that it takes random amounts of mana and there&#039;s a cooldown. Is all of that worth 115k bloodscrip? You decide.&lt;br /&gt;
* [[Valence Armor]]: Now we&#039;re talking because we&#039;ve come to the first armor script that has damaging reactive flares, which are great since paladins take a lot of hits--and even better for non-shield paladins (or shield paladins not using Divine Shield). Of course, since they &#039;&#039;know&#039;&#039; damaging reactive flares are great, the base armor is 25k bloodscrip, which might feel steep for people without giant stashes of money. If you absolutely must have non-vanilla armor of some sort, I think this is a fine default that&#039;s better than any of the other script options and most or all of the material options, but I do have an alternative suggestion below.&lt;br /&gt;
* [[Voln armor]]: Extra DS, sheer fear protection, crit padding, and an emergency escape button. Nothing a paladin badly needs.&lt;br /&gt;
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&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
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If you absolutely must have non-vanilla armor of some sort, then I think Valence Armor is a fine default script while adamantine or zelnorn are fine default materials depending on whether you favor defense (adamantine) or offense (zelnorn).&lt;br /&gt;
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However, my actual answer to the armor question is simply:&lt;br /&gt;
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* Go to playershops and spend 1-3 million silver on full plate that has flares, then get it upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
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Think about it. You could pay 25k bloodscrip for Valence Armor to have disintegrate flares or 25k bloodscrip for obskruul to have impact flares, just as an example, or you could just buy flares in a playershop for the equivalent of 1-3 million silver. The pay event counterparts don&#039;t exceed the playershop item unless you spend &#039;&#039;even more&#039;&#039; than those base 25k bloodscrip costs to start piling on ability slot flares (Valence Armor) or scripts (obskruul).&lt;br /&gt;
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As always, everything is subject to your budget range. If you want to immediately come in and spend big, that option is there too.&lt;br /&gt;
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===Gear Upgrades: Shields===&lt;br /&gt;
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&#039;&#039;&#039;No script, flourish, or material, but simply cast Consecrate on a vanilla shield&#039;&#039;&#039;:&lt;br /&gt;
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This is where I think you should begin if you&#039;re uncertain or dipping your toe in the water. For 50,000 silver or less, you can get a basic shield at the game&#039;s baseline expectation of +20 enchantment. Even a vanilla shield becomes potent enough in a paladin&#039;s hands due to Consecrate as long as you remember to refresh its plasma flares when they run out.&lt;br /&gt;
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There&#039;s nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later! Just don&#039;t sink silver into too far upgrading such a vanilla shield with Enchant, Ensorcell, or Sanctify; you&#039;re likely to want a better baseline eventually and the silvers spent on those services can be used more effectively elsewhere.&lt;br /&gt;
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&#039;&#039;&#039;Start with a special material&#039;&#039;&#039;:&lt;br /&gt;
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* [[Adamantine]]: Has a chance to disarm or break weapons that connect with it, though its minimum weight is 50% heavier than standard shield materials. Its base cost is 40k bloodscrip, so it&#039;s for long-term projects that begin with fairly heavy spending. Adamantine can&#039;t be used until at least level 65.&lt;br /&gt;
* [[Kroderine]]: Some professions consider kroderine a neat budget way to get triple dispel flares for 30k bloodscrip instead of the 90k it would normally cost. That said, this isn&#039;t what paladins are looking for. Kroderine comes at a +22 enchant and is impossible to further Enchant, Ensorcell, Bless, or Sanctify. You also can&#039;t cast Consecrate on it for double plasma flares and it&#039;s debatable whether triple dispel flares are better than that or, even if so, how much so. Most importantly, though, holding a kroderine shield cuts your maximum mana in half. It&#039;s just too big a price to pay for too little benefit.&lt;br /&gt;
* [[Low steel]]: A high-end expensive option at 300k bloodscrip that inflicts a damage over time (DoT) psychic flare that deals damage and inflicts RT. Any enemy that gets hit by this flare is basically dead--not literally so, but I mean that it&#039;ll be so stalled out in RT that you&#039;ll essentially have won. The cost is steep, but the power is immense. Of course, there&#039;s the lingering question of how much more powerful low steel psychic flares are than the double plasma flares you get for free as a paladin. I wouldn&#039;t blink if someone said ten times more powerful, but it is, of course, difficult to beat free on sheer value!&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. The shield version of this is a lot better than the armor version since offensive shield maneuvers are much more powerful overall than contact maneuvers that use armor, making it easier to fit into your routine without going out of your way. Low steel might be even more powerful still, but unlike with low steel, you can stack the rusalkan flares &#039;&#039;and&#039;&#039; your own double plasma flares from Consecrate. It&#039;s a close call.&lt;br /&gt;
* [[Zelnorn]]: Uses half of what &#039;&#039;would&#039;&#039; be the DS from its enchant as AS instead. If you want to have the highest AS possible, here&#039;s the shield for you! Its base cost is 50k bloodscrip, so, like other materials, it best serves as a long-term project that begins with fairly heavy spending. The big downside is that zelnorn doesn&#039;t allow flares in the ability slot (AKA category B)--and that&#039;s a far bigger downside than its armor counterpart since flares really help shields at least try to keep up in the offense department. Zelnorn can&#039;t be used until at least level 60.&lt;br /&gt;
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Whether you&#039;ll be using materials or not, let&#039;s move on and look at the script options!&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Shield]] script&#039;&#039;&#039;:&lt;br /&gt;
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While Animalistic Spirit&#039;s weapon counterparts are extremely popular even without upgrades, off-the-shelf Animalistic Spirit shields face a few unique challenges due to their default grapple damage. Almost all of the offensive shield maneuvers worth using already knock down creatures, which renders grapple frivolous. That means you need to pay extra to either change the damage type or buy the Revenge Flares unlock, which allows blocking in forward, advance, or offensive stance to fire off grapple flares and knock enemies down passively. Wild Backlash is also a good unlock for paladins, who benefit from both sides of the DS and TD debuff, but the power of Wild Backlash is tied to the unlock tier of Animalistic Fury. The problem with that is that there&#039;s almost difference in the power of the Animalistic Fury flares themselves &#039;&#039;unless&#039;&#039; you change the damage type.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy Shield]] script&#039;&#039;&#039;:&lt;br /&gt;
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The good news is that Energy Shields come in lightning flare variety off the shelf and don&#039;t need an unlock to fire off flares when blocking. (You can choose fire, ice, or impact instead if you want.) The bad news is that both their OTS versions and their unlocks are far more expensive than Animalistic Spirit or Phytomorphic Shields without a corresponding power increase. I love Energy &#039;&#039;Weapons&#039;&#039; and highly recommend them, which we&#039;ll get to below, but can&#039;t do the same for their shield version.&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic_Weapon-Shield|Phytomorphic Shield]] script:&#039;&#039;&#039;&lt;br /&gt;
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Slam dunk shield script. These have default disintegrate flares and unlock paths to simultaneously debuff enemy DS and buff your AS (or debuff TD and buff your CS if you prefer as a toggleable choice), add Disoriented status that makes it more difficult for enemy creatures to cast spells, or both. Since shield maneuvers are frequently setups for a followup weapon attack, these debuffs and status-inducing effects are just what the doctor ordered.&lt;br /&gt;
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Whether you&#039;re looking to spend exactly 10k bloodscrip and no more or for a long-term project, this is &#039;&#039;the&#039;&#039; shield script right now.&lt;br /&gt;
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===Gear Upgrades: Weapons===&lt;br /&gt;
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I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]] with more information on scripts, specifically, but I&#039;ll use this section to cover some personal favorites, flourishes, materials, and paladin-specific considerations for scripts!&lt;br /&gt;
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&#039;&#039;&#039;No script or flourish, but simply bond to a vanilla weapon&#039;&#039;&#039;:&lt;br /&gt;
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Start here. You won&#039;t have trouble finding any weapon base on the cheap and your baseline vanilla weapon will be even better than your baseline vanilla shield due to Holy Weapon and Arm of the Arkati. Again, nothing wrong with starting small; the higher exp of my two paladins actually used two plain eonake war hammers from level 10 to 100 and even for a while beyond before finally upgrading. (I do have to acknowledge that capped hunting in 2017 was a very different thing than capped hunting in 2025.)&lt;br /&gt;
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Just don&#039;t sink silver into too many upgrades on a vanilla weapon with Enchant, Ensorcell, Sanctify, or weighting; get a better baseline to build on eventually. If you really want some middle ground between a starter vanilla weapon and a long-term project piece, then I recommend checking the market and asking around, as people frequently sell vanilla-ish weapons with tons of player services on them at massive discounts when they themselves have outgrown those items and upgrade to bigger and better things. You can then turn around and sell it later when it&#039;s your time to move forward.&lt;br /&gt;
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&#039;&#039;&#039;Create or buy a perfect forged weapon&#039;&#039;&#039;:&lt;br /&gt;
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[[Forging]] your own weapon can eventually create what&#039;s known a perfect weapon, which has 6% better damage factor and +3 AvD compared to vanilla weapons of the same base. This is a time-consuming endeavor that can take weeks or potentially months, but many players find it rewarding to create a weapon that&#039;s truly their own with their crafting mark on it. Paladins are [[Forging#Profession_Modifiers|among the best at forging]]. That doesn&#039;t mean that they&#039;ll produce a perfect weapon faster than other professions after becoming masters, but rather that they&#039;re likely to become masters slightly faster than other professions.&lt;br /&gt;
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You can also potentially buy a perfect forged weapon from someone else, especially if you use fairly common weapon bases. This is a vanilla-ish path that doesn&#039;t look flashy or do anything fancy like scripts, but has comparable power to the un-upgraded version of most scripts and leaves room for expansion to add scripts or flourishes later. The lower exp of my two paladins has been using a perfect forged white ora broadsword from somewhere around the low level 30s to 3x cap. Meanwhile, the higher exp paladin upgraded from her vanilla eonake war hammers to a perfect eonake war hammer and a perfect zorchar war hammer.&lt;br /&gt;
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&#039;&#039;&#039;Start with a special material&#039;&#039;&#039;:&lt;br /&gt;
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Various ores are available at pay events to create weapons from. Let&#039;s briefly review those:&lt;br /&gt;
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* [[Adamantine]]: A much better armor or shield material than weapon material since the weapon version can only disarm or shatter an enemy&#039;s weapon when you parry. Possibly reasonable in the hands of a Parry Mastery warrior for 40k bloodscrip, but paladins don&#039;t have anywhere near their level of parrying ability.&lt;br /&gt;
* [[High Steel]]: Extraplanar bane material with 8 crit weighting and anti-Ithzir fade mechanics. There was a time when almost all capped creatures were extraplanar, but that time has been erased with Ascension hunting grounds--at least for now. Even back then, players largely didn&#039;t consider it worth the 150k bloodscrip.&lt;br /&gt;
* [[Kroderine]]: You can&#039;t bond to it with Holy Weapon, making it an automatic non-starter for paladins even disregarding its other disadvantages like being impossible to Enchant, Ensorcell, Bless, or Sanctify. Other professions sometimes regard kroderine weapons as a neat budget way to get triple dispel flares for 30k bloodscrip, but paladins simply have better options in their own toolkit.&lt;br /&gt;
* [[Low steel]]: A high-end expensive option at 300k bloodscrip that inflicts a damage over time (DoT) psychic flare that deals damage and inflicts RT. Any enemy that gets hit by this flare is basically dead--not literally so, but I mean that it&#039;ll be so stalled out in RT that you&#039;ll essentially have won. The cost is steep, but the power is immense. Again, though, you could just be using your own double plasma flares for free, so there&#039;s a question of how much power you need and at what price.&lt;br /&gt;
* [[Pure coraesine]]: I&#039;ve never heard of anyone even attempting to use this with a paladin, which makes sense because I don&#039;t see why they would. Even assuming you can bond to pure coraesine with Holy Weapon, which I&#039;m not certain you can since it&#039;s not blessable, you wouldn&#039;t get your double plasma flares since it has innate air flares that are weaker. It also takes up the script slot. If that&#039;s not enough, it&#039;s also 400k bloodscrip, which means you could have been getting low steel instead with bloodscrip to spare!&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. The weapon version of this is even better than the shield version, which is already a lot better than the armor version, since weapon attacks are the bulk of your offense. Low steel might be even more powerful still, but unlike with low steel, you can stack the rusalkan flares &#039;&#039;and&#039;&#039; your own double plasma flares from Consecrate. It&#039;s a close call.&lt;br /&gt;
* [[Vethinye|Starsong, AKA vethinye]]: A 100k raikhen base cost material that flares disruption. Like rusalkan, the flares are in the material slot, which means you still get your plasma flares! Starsong can be upgraded up to twice for 150k raikhen per upgrade, which can make it flare disruption up to one extra time per upgrade. Fully upgraded, it flares disruption 1 to 3 times; if there&#039;s only one creature against the room, all three flares would hit the same creature, but if there&#039;s more than one, then additional flares would hit other creatures. I&#039;d say the highest value bang for your buck here is the basic 100k flare, but it&#039;s still behind the value proposition of scripts... which in turn are behind the value proposition of perfect forged weapons, which in turn are behind the value proposition of basic weapons. Free is infinitely cheaper than non-free, but non-free isn&#039;t infinitely stronger than free. Ultimately, everything has to be evaluated through the lens of what you want from your endgame weapon and how much you&#039;re willing to spend to get it. If scripts seem expensive to you, starsong probably isn&#039;t the way. If they seem reasonable to you, then consider starting here. If scripts seem &#039;&#039;cheap&#039;&#039; to you, then perhaps look at the more expensive materials like low steel or xazkruvrixis just below...&lt;br /&gt;
* [[Xazkruvrixis]]: The most expensive option at 500k bloodscrip, but this is even more imposing than low steel because its flares simply cause instadeath. That&#039;s it! It takes up the flare slot, so you won&#039;t get your own double plasma flares, but this is obviously better; the question is whether it&#039;s 500k bloodscrip better, which is your call.&lt;br /&gt;
* [[Zelnorn]]: An excellent material for armor and shields, but a terrible material for weapons because it works in reverse: it trades half of the &#039;&#039;AS&#039;&#039; of its enchant for extra &#039;&#039;DS.&#039;&#039; An easy skip that&#039;s not worth 50k bloodscrip.&lt;br /&gt;
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Whether you&#039;ll be using forging, materials, neither, or both, let&#039;s move on and look at the script options!&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
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Incredible variety of flavor messaging makes this script very popular among all professions! The default grapple damage type isn&#039;t particularly deadly on its own, but does frequently knock creatures down, which makes for excellent followups. If you find that you tend to lead off battles with [[Repentance (1615)|Repentance]] or [[Judgment (1630)|Judgment]] (or, for that matter, [[Web (118)]]), then the grapple type will be redundant and you might be better served elsewhere; however, if you tend to lead with [[Aura of the Arkati (1614)]], it can be very useful. You can also convert the dmaage type of Animalistic Spirit, though that&#039;s an extra expense.&lt;br /&gt;
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Wild Backlash is at its best here because paladins can benefit from both sides of its DS and TD debuff. However, the strength of the debuff depends on upgrading Animalistic Fury, which won&#039;t be an appreciable power increase on its own unless you&#039;ve also changed Animalistic Fury&#039;s damage type. That said, if you do change the damage type, upgrade Animalistic Fury, and unlock Wild Backlash, all of that also comes together to kick Revenge Flares up a notch. I said with Animalistic Spirit &#039;&#039;armor&#039;&#039; that Revenge Flares weren&#039;t at their best, but the armor version is only for evade while the weapon version works with evade and parry--plus the weapon version incorporates the Wild Backlash debuff.&lt;br /&gt;
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Despite a high ceiling of how much you can spend, the entry point is only 10k bloodscrip and the a la carte unlocking paths make upgrading in the future easy and flexible. Still, I&#039;d say paladins have an even better script option from the same creator, so see Phytomorphic Weapons below.&lt;br /&gt;
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&#039;&#039;&#039;[[Blink_weapon|Blink Weapon]] script&#039;&#039;&#039; (price: 750k bloodscrip):&lt;br /&gt;
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Extremely expensive, but almost certainly the most powerful option for any one-handed paladin weapon and even some of the faster two-handed ones. It adds the chance to shoot even more spells out of your weapon while swinging it; compared to the spell infusion from paladin bonding itself, the upsides are that it can even fire off AoE spells like Judgment and doesn&#039;t require recharging, but the downside is that it&#039;s only a flare chance instead of guaranteed on demand.&lt;br /&gt;
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Most paladin players reading this guide because they need advice probably shouldn&#039;t be thinking about Blink Weapons for years, if ever, but I can&#039;t judge if you have tons of disposable income and want immense power immediately!&lt;br /&gt;
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&#039;&#039;&#039;[[Briar_flare_items|Briar Weapon]] script&#039;&#039;&#039; (price: 350k to 360k bloodscrip for T3 (don&#039;t get T1 or T2, which are basically just more expensive grapple flares)):&lt;br /&gt;
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T3 Briar Weapons have grapple flares with a much higher damage ceiling than ordinary grapple flares (including the ones from Animalistic Spirit), also poison the enemy, and furthermore charge an internal counter for an activated ability that gives two minutes of +25 AS. In practice, they recharge so quickly that they usually amount to always having the AS boost.&lt;br /&gt;
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Paladins already have some of the game&#039;s highest AS, so Briar Weapons can be your path to jaw-dropping overkill AS. In practice, it&#039;s usually not a significant mechanical difference, but more for fulfilling a personal need to have the highest number possible. The cost is also high enough that Briar Weapons are another case where most paladin players reading this guide probably shouldn&#039;t be considering them for a long while, if ever.&lt;br /&gt;
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&#039;&#039;&#039;[[Coraesine_Relic|Coraesine Relic]] script&#039;&#039;&#039; (price: 750k bloodscrip):&lt;br /&gt;
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Another alternative to Blink as the strongest possible paladin option. Coraesine relics can flare to swing up to five extra times, though each extra swing consumes 10 stamina and 10 mana until you run out (at which point it won&#039;t be making extra swings). These extra swings are even more powerful for paladins than almost all other professions because of all the extra flares you can get going!&lt;br /&gt;
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In scenarios like boss battles, this is definitely the most burst damage you&#039;ll find anywhere. In normal hunting that lasts longer than a few minutes, though, those costs of stamina and mana are very real and will need support from enhancives and Ascension. Some people will swear by coraesine relics, but I definitely side with Blink Weapons out of the two 750k options.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
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Energy Weapons are one of the only scripts that can come with lightning flares off the shelf, making them an extremely powerful budget option. (You can choose fire, ice, or impact instead if you want.) Their upgrade path also potentially has more raw power than comparable scripts, but less versatility. Energy Weapons have three power modes: standard, drained, and surged. You can ignore drained and surged if you want and just stick to conventional flare power. If you&#039;re willing to try the other two, then you can use the weakest form, drained flares, to store energy to unleash the strongest form, surged flares on demand when you need them.&lt;br /&gt;
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I highly recommend Energy Weapons if you&#039;re looking for something that delivers sheer power off the shelf without going wild on spending, but aren&#039;t a TWC paladin. (If you are a TWC paladin, see Twin Weapons further below.) Higher unlock tiers remain an option because they do improve the power, but only moderately so. If you&#039;re willing to spend a bit more than the 10k OTS cost, but not tons more, then maybe see Knockout/Skullcrusher or Phytomorphic Weapons below.&lt;br /&gt;
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&#039;&#039;&#039;[[Iasha_white_ora_weapon|Iasha Weapon]] script&#039;&#039;&#039; (price range: doesn&#039;t matter because you shouldn&#039;t buy it):&lt;br /&gt;
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I&#039;m only bringing this up to explain that it&#039;s a trap. It&#039;s cheap and it might look aimed at paladins, but Iasha will cut you off from using your own toolkit&#039;s flares in Consecrate or Holy Weapon, which are free, more powerful, don&#039;t add gear difficulty, don&#039;t take up the script slot, and don&#039;t require that the weapon remain white ora forever.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. If you&#039;re using a blunt weapon, it doesn&#039;t get much more powerful than this without costing a ton by getting into Blink Weapon territory. (Honestly, I&#039;d take Knockout over Briar Weapon on a paladin despite the latter costing three and a half times as much. Briar is at its most efficient for archers, where +25 is a greater percentage boost.)&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than Animalistic Spirit. Some people pick Animalistic Spirit for their handwear or footwear and Knockout for the other.&lt;br /&gt;
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As for Skullcrusher, see everything I just said about Knockout, because these are mechanically identical and cost the same, but go into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; a script if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Blessings, Religion, or Summoning&#039;&#039;&#039; (price: 400k bloodscrip):&lt;br /&gt;
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This is another very high end offering that&#039;s at the peak of power, this time in the realm of flourishes. While normal flares have a 20% rate, Lore Flares start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. Blessings Lore Flares deal the always-favored lightning damage and increase AS by 10 for 10 seconds, allowing stacks of up to three without refreshing the duration. Religion Lore Flares deal plasma damage and heavy damage over time (DoT) afterward, but only hit the undead. Summoning Lore Flares deal plasma damage and moderate DoT that&#039;s weaker against the living and stronger against the undead.&lt;br /&gt;
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Paladins like all three of their spiritual lores, so reaching 171 ranks in one of them requires either a hefty tradeoff of other lores or heavy investment via enhancives and Ascension.&lt;br /&gt;
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Blessings is pretty clearly the strongest for paladins. Still, as great as lightning is, it&#039;s not such an enormous margin over plasma that it should necessarily throw you off of Summoning if you were training that for the lore&#039;s core benefits. Religion Lore Flares are a bit difficult to justify unless you&#039;re certain you almost exclusively hunt undead. Both of my paladins favor Religion lore because I like the core benefits, but if I were to spend on Lore Flares, then I&#039;d go with Blessings anyway for the versatility of hitting everything.&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic_Weapon-Shield|Phytomorphic Weapons]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit script that you can tailor to your liking by altering its messaging with foraged plants. This comes with a default disintegrate damage type, which, while not amazing like lightning, is perfectly suitable for almost all creatures other than water elementals.&lt;br /&gt;
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Phytomorphic Weapons&#039; unlockables are what really make them shine! Deciduous Decay makes its flares simultaneously debuff enemy DS and buff your AS--or, if you prefer, it can debuff enemy TD and buff your CS. You can toggle which one it does. As good as Animalistic Spirit&#039;s Wild Backlash is, this is the even stronger version in most cases due to being able to specialize in the exact needs of your hunting ground, playstyle, and training. Arboreal Agony makes the flares also have a chance to add Disoriented status that makes it more difficult for enemy creatures to cast spells. Stopping creatures from casting spells is one of very few things that the paladin toolkit isn&#039;t inherently good at.&lt;br /&gt;
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If you&#039;re looking to spend exactly 10k bloodscrip and never any more no matter how long you play, then my recommendation remains with Energy Weapons. However, for anyone else looking into the midrange of a low entry point that has room to grow, the a la carte unlocks and high ceiling earn Phytomorphic Weapons a top recommendation from me for any non-TWC paladin. (Still high honors for TWC paladins, for that matter, but up next is my preferred pick for them!)&lt;br /&gt;
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&#039;&#039;&#039;[[Twin Weapons]] script&#039;&#039;&#039; (price range: 7.5k to 117.5k bloodscrip per weapon (minimum 15k total to start)):&lt;br /&gt;
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With the caveat that Twin Weapons are for Two Weapon Combat only, they&#039;re uncontested as the best bang for your buck. Like Energy Weapons, these offer lightning flares off the shelf, which is already an immediately strong starting point. (You can choose fire, ice, or impact instead if you want.) Unlike Energy Weapons, the main hand Twin Weapon has one of the best script perks in the game: the ability to flare an entire second swing of your weapon! (Before you start picturing that these are coraesine relics at 2% the price, not quite. The second swing rate ranges from 1% to 7% depending on the unlock tier. On the bright side, unlike coraesine relics, there&#039;s also no mana or stamina cost.)&lt;br /&gt;
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Twin Weapons also have various other perks of temporarily raising AS, DS, or TWC skill. They also have a pretty flexible upgrade path that allows only upgrading the main hand weapon or the offhand weapon depending on which perks you prefer instead of having to spend equal amounts on both. (The main hand perks are far more powerful because of the double swing.)&lt;br /&gt;
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All of this said, I&#039;m talking about sheer power. That&#039;s where Twin Weapons can&#039;t be bested without spending five to fifty times as much. If you want versatility, you might still prefer Phytomorphic, which is completely reasonable.&lt;br /&gt;
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&#039;&#039;&#039;Miscellaneous alternatives: [[Duskbringer_weapons|Daybringer or Nightbringer]], [[Parasitic_Weapon|Parasitic Weapons]], or [[Sprite_Weapon|Sprite Weapons]] scripts&#039;&#039;&#039;:&lt;br /&gt;
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I&#039;d describe this trio of scripts as wonderfully flavorful options. Mechanically, compared to other options in their off the shelf form with no upgrades, they&#039;re about as strong as Phytomorphic Weapons and stronger than Animalistic Spirit due to better damage types, but less strong than Energy Weapons (and especially Twin Weapons for TWC paladins). Where they fall a bit behind is that their upgrade paths are completely linear, bundling aspects into the cost that you might not necessarily want. Still, if you love the flavor of these scripts, I don&#039;t think you can go wrong with any of them. They&#039;re not the best of the best, but they&#039;re still in the ballpark.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. For example, buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, despite the name, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout or Skullcrusher adds 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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Paladins&#039; own profession service is great for just about every profession and even better for paladins themselves!&lt;br /&gt;
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From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.) These flares randomly deal rank 1-7 crits; however, as a paladin-only benefit, there&#039;s a 20% chance that the flare will instead randomly rank 5-9 crits, which is a giant power boost on average. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Second tier Battle Standards create an aura that fires off attacks at nearby creatures every 10 seconds or so for 3 minutes. I mention them here because they have quite a long cooldown until your standard is upgraded to at least tier 5, at which point it&#039;s a mere 15 minutes--basically once per hunt!&lt;br /&gt;
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Lastly, fifth tier Battle Standards can reduce incoming crits while retaliating with an SMR-based flare and sixth tier Battle Standards offer a once-per-day activated ability to &#039;&#039;always&#039;&#039; reduce incoming crits and flare back for the next 30 seconds.&lt;br /&gt;
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Just looking at the above, I could still make the case that Battle Standards are still better for faster attacking professions and builds like monks, bards, and wizards. However, what cinches the deal for paladins is that, as long as they do the most recent cast on their own Battle Standard, it never runs out of charges. In other words, Battle Standards are a permanent upgrade for paladins themselves, but an upgrade with semi-regular upkeep costs for other professions. That&#039;s an enormous difference with this much power!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Every paladin will want one of these sooner or later. Tier 5 at minimum, but tier 6 if you like that ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith_(1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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Bloodstone Jewelry is another great buy for paladins because they get good benefits out of health since they take lots of hits, great benefits out of mana since they cast lots of spells, and great benefits out of stamina since they use lots of maneuvers! They&#039;re truly the total package for paladins.&lt;br /&gt;
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(Caveat: If the paladin is mostly trying to play like a warrior and rarely uses spells, then I&#039;d recommend just buying stamina regen enhancives instead for much cheaper. So much of what makes Bloodstone Jewelry good for paladins is the assumption that they&#039;ll use all three resources out of health, mana, and stamina.)&lt;br /&gt;
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The extra health damage at the fifth tier is another good selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it affects every attack instead of 20% of attacks. On average, you&#039;ll get the Major Bleed effect after every 8.3 attacks.&lt;br /&gt;
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As for the temporary healing, paladins can also make better use out of that than almost all other professions other than warriors and maybe Kroderine Soul monks. TWC paladins or two-handed paladins will get more value than shield paladins, who take fewer hits, but even the latter will still appreciate a mid-hunt refresh!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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For paladins, Bloodstone Jewelry is the second best of the charging-based services. (Not counting Battle Standard since it won&#039;t &#039;&#039;be&#039;&#039; charging-based for the paladins themselves.) Get it some time after you&#039;re done with Lucky Items. More on those below!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like many of the most recent profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for paladins? Well... &amp;quot;not very&amp;quot; would be my answer. The combat-oriented perks only offer tiny improvements to things that paladins already range from good to incredible in. (By contrast, casters see excellent benefit from things like FOF defense and the myriad bonuses to maneuver defense.) That leaves the utility perks like  Swift Recovery and finding children for bounties, but that&#039;s a bit niche for how much it costs.&lt;br /&gt;
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Poisoncraft is typically a selling point for melee characters, but paladins already have tons of flares even without it. I&#039;m a huge advocate of creating more screen scroll, but, in the spirit of being responsible with your silvers, I can&#039;t seriously argue for Poisoncraft unless you&#039;ve already exhausted all or almost other avenues of flares.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Think about Poisoncraft far down the road when you have so many silvers you don&#039;t know what to do with them. Other than that, I can&#039;t justify it for paladins.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves AS while enchanting armor or shields improves DS. The most straightforward of all services and still one of the best! Paladins already have great offense and defense, but making it even greater certainly can&#039;t hurt when it&#039;s their bread and butter.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your gear up to +30. It gets expensive afterward and paladins have the offense and defense for +35 to arguably be excessive and to &#039;&#039;definitely&#039;&#039; be heavily diminishing returns, but if you have to spend silver on something eventually, further enchanting remains an option.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling weapons adds a flare chance for either an AS boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong, but the flares give AS boosts most of the time, which is merely alright for paladins mechanically.&lt;br /&gt;
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Ensorcell evenly scales up its AS bonus; a fifth tier (T5) Ensorcell increases AS by 25 while a first tier (T1) increases AS by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15. For that reason, I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy; you already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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That said, people subjectively place different values on numbers going up, so some players will want T5 Ensorcell for the AS boost! Paladins also have the option of learning the [[Tainted Bond]] maneuver, which effectively doubles the efficiency of Ensorcell by making sure that, if it triggers on an attacks, it&#039;ll also trigger on the next attack. If you do decide on T5 Ensorcell, just make sure to get most or all of your enchanting and sanctification done first since ensorcelling adds much more gear difficulty than the other two gear services.&lt;br /&gt;
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As for Ensorcelling armor and shields, that improves CvA, which isn&#039;t exactly a major paladin weakness, but also isn&#039;t so much of a strength that there&#039;s no merit to it. I wouldn&#039;t prioritize it at all compared to many other services, but it&#039;s probably worthwhile eventually. Like with weapons, though, try to save Ensorcell for last.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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At least T1 Ensorcell on weapons, but I can&#039;t necessarily criticize T5 either. Just don&#039;t go to T5 Ensorcell before Sanctify (if you intend to do Sanctify) or the latter will get excessively expensive due to Ensorcell&#039;s gear difficulty. As for armor and shields, get T5 for them over a very long time horizon.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible. When maxed out, they have a 20% chance of rolling every combat action that you and every combat action taken against you to take the better of two rolls. In case that&#039;s too abstract to understand, the point is that they improve virtually every offensive and defensive aspect of combat.&lt;br /&gt;
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It&#039;s like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue from at least &#039;&#039;&#039;three perspectives&#039;&#039;&#039; that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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The least exciting perspectives (which is saying something because it&#039;s still extremely exciting!) is to say that, on average over an infinite number of combat actions, they&#039;re 3 better than they would have been. In other words, on average, 3 more AS, 3 more DS, 3 more CS, 3 more TD, 3 more SMR offense, and 3 more SMR offense. It really is a lot of benefit from a single item!&lt;br /&gt;
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The most exciting perspective involves considering best case scenarios like your offensive 1 roll becoming a 100 roll or an enemy&#039;s open roll SMR instadeath attack becoming a normal roll that doesn&#039;t even connect. While these events are comparatively rare, they do happen more often than you might think due to how many combat actions you see in a typical day of hunting.&lt;br /&gt;
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The middling perspective involves looking at probabilities. There&#039;s roughly a 5% chance that an enemy SMR attack will be an open roll. To put that in perspective, it&#039;s more likely that not (a ~51.23% chance) that you&#039;re going to get open rolled within 14 enemy SMR attacks. However, with a maxed out Lucky Item, it&#039;s only more likely than not (a 50.04% chance) that you&#039;re going to get open rolled by the time creatures have thrown &#039;&#039;17&#039;&#039; SMR attacks at you. Looking at it another way, let&#039;s say creatures throw exactly 20 SMR attacks at you. Under normal conditions, there&#039;s a 64.2% chance that at least one of them will have been an open roll; with a maxed Lucky Item, it&#039;s only a ~55.8% chance.&lt;br /&gt;
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Even if you ignore a best case scenario like turning an open roll into an outright miss, it&#039;s still a &#039;&#039;great&#039;&#039; case scenario to turn an open roll into a non-open roll--and that&#039;ll happen a lot!&lt;br /&gt;
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Even better yet, that the benefit of Lucky Items is so abstract and mathematical that many players don&#039;t actually understand it (nor does the game openly show what &#039;&#039;would&#039;&#039; have happened if not for the Lucky Item), so you can almost always get away with paying extremely little for a ludicrously powerful service.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Simply fantastic service for paladins, especially at the prices you&#039;ll probably pay.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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The benefits of +5 bonus to a stat are moderate at best for paladins. Standout options include:&lt;br /&gt;
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* Strength to increase AS and decrease encumbrance (particularly notable for small races)&lt;br /&gt;
* Agility or Dexterity to reach an Agidex threshold (Agility gives more maneuver defense, but Dexterity gives crit weighting)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to increase CS&lt;br /&gt;
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That&#039;s for now. &#039;&#039;&#039;In the future,&#039;&#039;&#039; Mystic Tattoos are going to get a significant buff; at the time of this writing, the current proposal is that you&#039;ll also be able to pick a skill to get +10 bonus to, have flares to double the stat and skill bonus, have a cooldown-based activated ability to double the stat and skil bonus, and ignore enhancive limits. When such time comes, recommended skills include weapon skills, Combat Maneuvers, or lores.&lt;br /&gt;
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For now, Mystic Tattoos are fine for paladins, albeit not a priority.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Pick it up on the cheap when you can and after getting many other services and gear upgrades.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area. There&#039;s a case to be made for getting one or two resistances worked on pre-cap, but I&#039;d usually say that pre-cap creatures aren&#039;t deadly enough on average to make it a priority.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds. Before cap, think about it if you can get it cheaply or know that you&#039;ll be dealing with a specific damage type for a long while.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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On a weapon, the first five tiers of Sanctify add AS against undead while the sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit. The first five tiers also negate undead damage resistance, but that&#039;s generally irrelevant on a paladin weapon because Holy Weapon or being a holy armament already eliminates that; it would only help something like a Two Weapon Combat paladin wielding a non-holy offhand weapon.&lt;br /&gt;
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On a shield or armor, the first five tiers of Sanctify add DS, TD, and sheer fear protection against undead while the sixth tier once again adds a holy fire flare. The sheer fear protection is minimally useful since paladins already have their Dauntless spell, so even without being in Voln nor having Sanctify, they&#039;d need to be hunting undead fourteen or more levels higher to get hit by fear in the first place. That&#039;s not happening outside specific Ascension hunting grounds.&lt;br /&gt;
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For weapons and shields, the sixth tier of Sanctify is amazing because the holy fire flares are extremely powerful if you spend any time at all hunting undead. The question is just whether you&#039;re willing to pay for the subdued value of the first five tiers to get there. 10 AS, 10 DS, and 6 TD aren&#039;t nothing, but like I keep saying, paladins don&#039;t have trouble with sheer AS or DS numbers even without.&lt;br /&gt;
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For armor, the reactive holy fire flares are still good if you get a lot. They&#039;re a bit better on non-shield paladins who take more hits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Paladins get comparatively less benefit from the main tiers than most professions due to already having holy weapons, so, in my opinion, either commit to seeing through the entire holy fire path for the awesome flares at the end of the rainbow or don&#039;t bother sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
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Crit weighting is always a great buy for melee characters, especially up to the 5 CER (50 services) mark. Afterward, scaling costs kick in and it&#039;s twice as much per CER to 10, then three times as much (as the original rate) per CER to 15, four times as much per CER to 20, and ten times as much per CER to 40. That&#039;s all notwithstanding the added gear difficulty; 10 CER is just 100 gear difficulty, but 15 is 225, 20 is 400, and it adds up fast. Many people stop at 10 CER, if that high, for pragmatic reasons.&lt;br /&gt;
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As for paddings, paladins join warriors as are one of the two professions that can get pretty good use out of crit padding and damage padding alike. The benefits of crit padding are obvious in just reducing instadeath one-shots or hard hits that begin death spirals, but damage padding needs more elaboration. With paladins&#039; redux and full plate, they don&#039;t take extremely hard individual hits all that often, but the first 5-6 CER of damage padding can save them from getting plinked to death by enemy mstrikes.&lt;br /&gt;
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5 CER of damage padding is a reasonable stopping point due to scaling costs above there; 6 CER of damage padding is also reasonable because it always reduces exactly 6 damage per hit, but 7 or more CER randomizes between 6 and its maximum range. For example, if you have 7 CER damage padding, the game will reduce 6 damage half the time and 7 damage half the time; if you have 10 CER damage padding, it&#039;ll reduce a hit by 6, 7, 8, 9, or 10 damage each 20% of the time. Some players don&#039;t like the psychology of knowing they&#039;re not always getting full value. You can still do it if you have silver to burn, though!&lt;br /&gt;
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Whatever you decide on weighting and padding, it&#039;s still almost always cheaper to wait for the automated WPS smithy that comes around every couple of months than to pay warriors. It is, however, &#039;&#039;faster&#039;&#039; to pay warriors, so it depends on your patience level.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get weighting and padding and get it pretty, but probably not from warriors unless unless a friend or alt is providing it for free or near-free. Use the much more affordable WPS wagon and get to at least 5 CER on your weapon and armor.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Enchant gear up to +30 quickly&lt;br /&gt;
* Battle Standard up to P3 as soon as you&#039;re capable of doing it&lt;br /&gt;
* Ensorcell weapon to T1 relatively quickly&lt;br /&gt;
* Weighting to 5-10 CER over time, but start early (via WPS wagons, not warriors)&lt;br /&gt;
* Padding to 5-6 CER or even 5-6 CER of each type over time, but start early (via WPS wagons, not warriors)&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Either Sanctify weapons and armor all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Bloodstone Jewelry when you can spare funds and still handle all of the above&lt;br /&gt;
* Battle Standard up to P5 as soon as you&#039;re capable of doing it&lt;br /&gt;
* Mystic Tattoo when you can spare funds and still handle all of the above&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly enchant gear past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell armor over time, if ever&lt;br /&gt;
* Sanctify armor very far post-cap when hunting Ascension grounds&lt;br /&gt;
* Slowly Ensorcell weapons past T1 over time, if ever&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
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Congratulations, you&#039;ve got two or even three caps worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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When you should start heavily devoting a percentage of exp into [[Ascension]] Training Points is a matter of great debate that&#039;s beyond the scope of this guide. &#039;&#039;Within&#039;&#039; the scope of this guide, however, is the question of what you do with them whenever you&#039;ve started.&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So, whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Reduced RT at various Agidex thresholds, increased maneuver defense every two ranks, increased evade chance, and between +0.6225 DS (full plate with no shield) and +0.33615 DS (full plate with tower shield) in offensive per two ranks. Highly recommended for aelotoi, dark elves, forest gnomes, half-elves, sylvans, erithians, or humans since their natural, unenhanced Agidex is a mere 6 bonus away from the next reduced RT threshold. Split gains between Agility and Dexterity for the most efficient path.&lt;br /&gt;
* &#039;&#039;&#039;Blunt/Edged/Polearm/Two-Handed Weapons&#039;&#039;&#039;: +1 AS per rank. Get it if you like numbers going up, but I&#039;d argue that at least the first four ranks of Dexterity and first 10-20 ranks of Stamina Regeneration are actually better for offensive power.&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 AS per two ranks and increased maneuver offense and maneuver defense every rank (but half as much defense increase as Agility, so basically the same rate per two ranks). A solid pickup after sinking 5-50 points each into more important things like your weapon skill, Agidex, and Stamina Regeneration.&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Reduced RT at various Agidex thresholds, increased crit weighting, and increased maneuver defense every two ranks (but half as much increase as Agility). Highly recommended for all paladins this time due to the weighting, but still &#039;&#039;even&#039;&#039; more recommended for the races listed under Agility due to the reduced RT threshold. Split gains between Agility and Dexterity for the most efficient path.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: Increases evade chance and adds between +0.6225 DS (full plate with no shield) and +0.33615 DS (full plate with tower shield) every rank. Note: that&#039;s every one rank, not every two ranks like Agility. Improving Dodging is more one-dimensional than improving Agility, but it&#039;s at least worth considering. It&#039;s probably more worthwhile for a dwarf or giant paladin than most other races since they take a minor hit to DS from their race-based Agility penalties, but even then, I&#039;d personally rather just take Agility for its more multifaceted benefits even though the DS gains are  slower.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: Get it for exp whenever you get bored of the diminishing returns grind of having trained other Common Ascension skills. Aelotoi, dwarves, erithians, forest gnomes, halflings, and humans might want to pick this up sooner than others; Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, so 35 Logic bonus is an especially attractive target as a multiple of both. These races&#039; natural Logic boost brings them to 30 already, so 15 ATPs into Logic gets them to the 35 mark.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction of 2 pounds per rank. Definitely one to at least to consider for sheer QoL if your paladin isn&#039;t a giant, half-krolvin, or dwarf who can carry things for days.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: Another option for increasing DS, this time at 0.433 DS per rank for a tower shield or 0.383 DS per rank for a large shield. The best DS gains you&#039;ll get out of Ascension, though it&#039;s a pretty one-dimensional benefit to most other things&lt;br /&gt;
* &#039;&#039;&#039;Spirit Mana Control&#039;&#039;&#039;: This is here for one reason only: spell infusion with high mana cost spells. Every 2 SMC bonus lets your bonded weapon hold 1 more mana over the baseline of 30. The unenhanced paladin max of 201 SMC bonus holds 130 mana, which is good for 8 charges of Repentance, but putting 13 ATPs into 9 ranks of SMC brings that up to 9 charges, reducing the amount of time you&#039;d have to spend refreshing your bonded spell.&lt;br /&gt;
* &#039;&#039;&#039;Spiritual Lores&#039;&#039;&#039;: I can only give general advice here: look into your spells and figure out if any thresholds are close enough to be quick wins from doing some Ascension training. Definitely max out lores with normal exp before even considering this route in Ascension, though.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: The most universally powerful option. Meeting Agidex thresholds is still more powerful for the races who can do that, but 10-20 ranks of Stamina Regen adds a degree of combat flexibility that will make far more of a difference than the equivalent in AS would.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 AS per two ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks. You also need 31 or more Strength bonus for the CLENCH MUSCLE command to show off your powerful muscles! For most races, I&#039;d put this in the same tier of value for your ATPs as Combat Maneuvers; you&#039;ll want it eventually, but many other things are more important. Gnomes and halflings might want Strength a lot sooner than most, though.&lt;br /&gt;
* &#039;&#039;&#039;Wisdom&#039;&#039;&#039;: Great for helping spells land in Ascension areas, but unnecessary in non-Ascension capped hunting. If you want it, you&#039;ll know you want it.&lt;br /&gt;
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I&#039;ll also give &#039;&#039;&#039;Trading and Influence&#039;&#039;&#039; their own segment since it&#039;s complicated. The following assumes that A) you&#039;ve already maxed Trading in normal exp (if you haven&#039;t, do that instead since it&#039;s much cheaper exp-wise) and B) you took my advice and tanked Discipline or Intuition, not Influence.&lt;br /&gt;
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* Half-elves and giants can put a mere 4 ATPs into 4 ranks of Trading to max out silver gains at 28%.&lt;br /&gt;
* Sylvans and humans can spend 13 ATPs total across 7 ranks of Trading and 4 ranks of Influence to max out at 28%.&lt;br /&gt;
* Aelotoi, burghal gnomes, dark elves, forest gnomes, halflings, and half-krolvin can put a mere 2 ATPs into 2 ranks of Trading to bump up to the next tier of silver gains! ...though the bad news is that that next tier is &#039;&#039;27%&#039;&#039;, not 28%, due to their Influence penalties. Getting them to 28% requires 18 ATPs total across 11 ranks of Trading and 6 ranks of Influence.&lt;br /&gt;
* Dwarves are the worst off here, as they&#039;d need 9 ATPs total across 5 ranks of Trading and 4 ranks of Influence to reach 27%. For 28%, it&#039;s 41 ATPs total across 15 ranks of Trading and 8 ranks of Influence.&lt;br /&gt;
* Elves and erithians reach 28% with no Ascension Trading or Influence. In fact, they can even stop normal exp Trading itself at 201 ranks instead of 202.&lt;br /&gt;
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Now that we&#039;ve covered all the Common Ascension skills, let&#039;s move on to the big Elite Ascension skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is the Goal&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve spent 150 ATPs in Common, you can begin spending 10 or more ATPs per rank of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;usually relevant to paladins in green&amp;lt;/font&amp;gt; and &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;possibly&#039;&#039; relevant to paladins in blue&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* Automatic Success of Certain Spells&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* UC - Tier Up Probability&lt;br /&gt;
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Let&#039;s break these benefits down further since they range from minor to major.&lt;br /&gt;
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* Increased CS is a big one. Non-Ascension capped hunting and pre-cap hunting doesn&#039;t assume that paladins are heavily pushing spell training, so creatures are designed to be pretty easily hittable. Ascension creatures live in a very different world, metaphorically speaking, and you&#039;ll want all the CS you can get.&lt;br /&gt;
* Improving EBP is a great defensive benefit. Offensively, it&#039;s a bit less potent since paladins already have Aura of the Arkati to debuff enemy EBP, but this is still good!&lt;br /&gt;
* More FOF defense is helpful since paladins are frontline tanks, but don&#039;t have a natural 2x MOC cap to mitigate as much DS pushdown from swarms as warriors and monks do.&lt;br /&gt;
* Sheer fear resistance isn&#039;t useful to paladins pre-cap because undead need to be at least 14 levels above them to inflict it due to Dauntless--or 17 levels above if they&#039;re Voln paladins. Ascension hunting in the Hinterwilds actually has undead that spawn anywhere from level 103 to 119, though, which means that a non-Voln paladin either needs tier 5 sanctified armor or some Transcend Destiny to avoid sheer fear entirely. Even a Voln paladin still needs tier 2 sanctified armor (or a tier 4 sanctified shield) or Transcend Destiny to avoid it. Other Ascension areas&#039; undead aren&#039;t quite that high level, though, so I&#039;ve only highlighted this Transcend Destiny benefit in blue.&lt;br /&gt;
* Paladins have plenty of SMR-based offense to capitalize on with Transcend Destiny: their combat maneuvers, shield maneuvers, Excoriate, and 1650 Smite.&lt;br /&gt;
* Paladins don&#039;t have plenty of SSR-based offense; in fact, they have none. However, the Voln society does have the extremely powerful Symbol of Sleep, so I highlighted this in blue.&lt;br /&gt;
* TD is another big benefit in the post-cap world of spell sever, where paladins--and everyone else--will get hit by enemy CS spells regularly. Even though paladins can just beseech away most hard hits, it&#039;s better not to get hit if they can help it!&lt;br /&gt;
* Better offhand hit rate for Two Weapon Combat against overleveled creatures is another excellent benefit in the Ascension world. Ordinary 202 max TWC ranks allows guaranteed offhand hits against up to level 105 creatures, but they do get much bigger than that now!&lt;br /&gt;
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Transcend Destiny is a slog after the first few ranks, no doubt, but every rank is a huge payoff. When the time comes, train it and love it!&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
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The bolt AS is near worthless, but the CS is alright for making some spells land a little more reliably. Other CS-related Gemstone properties are much stronger, though! Fine placeholder property as you look for better ones.&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
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Pretty good reactive AoE flare since many paladins take a lot of hits (though shield paladins take less of them than TWC or two-handed paladins). I wouldn&#039;t necessarily recommend keeping this in the long run, but it&#039;s a solid placeholder. (Please note that a rank 2 critical isn&#039;t the same as a rank 2 wound; almost all rank 2 criticals only deal rank 1 wounds.)&lt;br /&gt;
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&#039;&#039;&#039;Channeler&#039;s Edge&#039;&#039;&#039;&lt;br /&gt;
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 When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
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Now we&#039;re talking real CS-related benefits! This is basically 333% as powerful an effect as Arcane Intensity for the purposes of Templar&#039;s Verdict, Repentance, and Judgment, assuming your spell does land. Arcane Intensity &#039;&#039;is&#039;&#039;, however, infinitely more powerful for the purposes of Aura of the Arkati, which only cares about whether the spell connects at all.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
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Excellent property if you ever use Wall of Force and even better still if you &#039;&#039;also&#039;&#039; use Faith&#039;s Shield.&lt;br /&gt;
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&#039;&#039;&#039;Focused Storm&#039;&#039;&#039;&lt;br /&gt;
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 You gain a Focused Storm effect for each kill. Stacks up to 3 times. When your warding spells are successful, the endroll is increased by 2/3/4 per Focused Storm effect. Focused Storm falls off after 30 seconds without making a kill.&lt;br /&gt;
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120% as good as even Channeler&#039;s Edge since now the phantom endrolls go to +12 instead of +10. If you&#039;re looking to boost your magical power (which not every paladin is!) because you cast Judgment or Repentance a lot, this is a top tier among Common Gemstone properties.&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Defender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
&lt;br /&gt;
Straightforward defense boosts. I don&#039;t think paladins need much more in the way of defense, but if you want to keep tiptoeing toward invulnerability, this is one option!&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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Straightforward physical offense boost. It&#039;s not going to knock your socks off, but it&#039;s a good, simple staple that virtually every paladin will love.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
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 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
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Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Goes particularly well with Defense of the Faithful&#039;s Beacon of Courage effect in a group setting. Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
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 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
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This might be the highest ceiling Gemstone property of all. You&#039;ll need to stack some additional stamina regen from enhancives or Ascension to make it do truly busted things, but if you do it, the pot of gold at the end of the rainbow is recovering 50-90% of your stamina every minute so you can blast away wildly with Chastise, Spin Attack, and weapon techniques while still feeling like you never run out of stamina.&lt;br /&gt;
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In other words, you can think of Stamina Prism as indirect means to reduce your RT by freeing you to used reduced RT abilities more often. Strike like lightning!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
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Another top tier Common Gemstone property. In fact, it&#039;s probably &#039;&#039;&#039;the&#039;&#039;&#039; top tier Common Gemstone property because it&#039;s great for all paladins universally. No enhancives or Ascension needed like Stamina Prism, no specific build needed like its CS counterpart Focused Storm. Just destroy everything in sight with incredible force by virtue of having Storm of Rage.&lt;br /&gt;
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This property is amazing for every melee build of every profession, but even slightly more for paladins because damage factor buffs stack multiplicatively. Let&#039;s say you have 45 Summoning lore so your Arm of the Arkati spell grants +16% DF, then you get a maxed Storm of the Rage for +15% DF. Your resulting DF isn&#039;t 131%, but rather 100% * 115% * 116%* = 133.4%.&lt;br /&gt;
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&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
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Mini-Storm of Rage, but even mini-Storm of Rage is still amazing. Again, these buffs also stack multiplicatively, so get more of them! As for the downside of attacks hitting you harder, it&#039;s not that big a deal when you&#039;re a paladin protected by plate and redux.&lt;br /&gt;
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&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
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 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
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If you use swords, this is reasonable in tandem with the Slashing Strikes buff from Flurry active. The main problem here, despite being another DF booster, is that paladins don&#039;t have a way to force Major Bleed to happen on demand like some other professions. It&#039;s not exactly excellent here, but still a decent placeholder to use for a while if you find it.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
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I definitely wouldn&#039;t recommend this taking one of your three rare slots as your endgame unless you&#039;re completely set on being as close to invulnerable as possible, but if you happen to get one, it&#039;s a solid placeholder to use for a while.&lt;br /&gt;
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&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
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A very high quality Gemstone property that can pile on tons of damage, especially in boss battle scenarios or against particularly high health creatures. Unlike normal flares, Blood Boil flares can&#039;t outright kill on their own, nor can you land several of them on the same creature. Still, the sheer health damage will frequently exceed more conventional flares unless the creature is already very weakened.&lt;br /&gt;
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&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;&lt;br /&gt;
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 You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
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With no pun intended, this is sneaky good--but you do have to train Ambush to get full value. It doesn&#039;t require Stalking and Hiding training and simply auto-hides you, which is defensively useful, but the real benefit is that you can attack afterward &#039;&#039;from&#039;&#039; hiding with stance pushdown and crit weighting against the foe.&lt;br /&gt;
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However, the &#039;&#039;even more&#039;&#039; real benefit is that the game might do this on its own if you&#039;re using an assault technique or AoE technique. For example, you might get auto-hidden after the first attack of your assault, then the second automated attack of your assault will have the pushdown and weighting.&lt;br /&gt;
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An extremely powerful effect &#039;&#039;if&#039;&#039; you&#039;re willing to spend the exp on Ambush for it.&lt;br /&gt;
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&#039;&#039;&#039;Channeler&#039;s Epiphany&#039;&#039;&#039;&lt;br /&gt;
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 When your warding spells are successful, the endroll is increased by 2/4/6/8/10. Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
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This is the rare version of Channeler&#039;s Edge. On average, it works out to a boost of 12 instead of 10. You &#039;&#039;can&#039;&#039; stack them, so it&#039;s still better than Greater Arcane Intensity (coming up shortly in this list), but I&#039;d only recommend it as a long-term rare if you intend to be a very, very magic-heavy paladin.&lt;br /&gt;
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&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
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 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
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A universal 5% chance to avoid and (to an extent) counter AS attacks is pretty solid stuff. If you&#039;re bent on nigh-invulnerability or if you want to somewhat counteract the DS disadvantages of two-handed paladins or TWC paladins, go for it. For everybody else, players attack much more often than they &#039;&#039;get&#039;&#039; attacked, so a defensive benefit would need to be extraordinary to close that gap compared to an offensive benefit.&lt;br /&gt;
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&#039;&#039;&#039;Grace of the Battlecaster&#039;&#039;&#039;&lt;br /&gt;
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 Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
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Very subjectively powerful effect depending on how much you hate spell hindrance and would like to get it from 3% to 0%. I probably don&#039;t even have to say anything more; most people read that effect and either instantly fall in love or instantly write it off as pointless.&lt;br /&gt;
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&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
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A reasonable placeholder like its common counterpart. These are much better for bolting wizards than paladins; paladins generally only need a 101 endroll, as their spells don&#039;t scale particularly well (if at all in some cases) with higher endrolls.&lt;br /&gt;
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&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
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 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
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Top notch rare Gemstone property that&#039;s universally powerful for every profession. Like I said toward the start of the guide, flares are high variance, but the more of them you can chain together, the more likely it is that one of them will get the job done. Simple, clean power.&lt;br /&gt;
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&#039;&#039;&#039;Lost Arcanum&#039;&#039;&#039;&lt;br /&gt;
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 1 additional spell on you is protected from Spell Sever.&lt;br /&gt;
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Pretty good option, albeit a bit mechanically dull. I wouldn&#039;t exactly recommend it as the endgame for any paladin, but it&#039;s always at least as good as the third best spell that you&#039;d want it in spell sever that you normally can&#039;t have. Very good placeholder.&lt;br /&gt;
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&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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Journeyman Tactician, but twice as powerful. Needless to say, that&#039;s excellent in a vacuum!&lt;br /&gt;
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However, it&#039;s not in a vacuum. Part of what makes Journeyman Tactician such an easy recommendation is that you can have up to seven commons for your endgame list (or even as many as ten commons if you somehow decided that you were okay with having no rares or legendaries). You can only have up to three rares, so make sure that Master Tactician is among your top three (or at least close) before committing to using it long-term.&lt;br /&gt;
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If you&#039;re a TWC paladin, I think this is a pretty slam dunk pick because it does boost both weapons. If you&#039;re not a TWC paladin, then it&#039;s still good, but see Relentless just below for an alternative...&lt;br /&gt;
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&#039;&#039;&#039;Relentless&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again. The triggered attack can hit or miss as normal.&lt;br /&gt;
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Another stellar rare and a perfect example of why I was expressing caution about leaping to Master Tactician. 10 AS is great, but 25% retry chance on a missed attack is better on a shield paladin or two-handed paladin. Since they&#039;re attacking half as often as a TWC paladin, a missed attack is twice as punishing.&lt;br /&gt;
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Looking at it another way, turning a miss into a hit is infinitely better than turning a hit into a fractionally stronger hit. That won&#039;t always happen, as sometimes the creature will dodge the second try too, but the upside is too great to ignore when it works.&lt;br /&gt;
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All that said, Relentless isn&#039;t in a vacuum any more than Master Tactician is. If you regularly hunt with a warrior using Carn&#039;s Cry or a cleric casting Censure, for example, then you&#039;re already not missing much against immobilized creatures. Even if you hunt solo, there&#039;s also the question of how drastically your own Aura of the Arkati reduces enemy EBP depending on your  lore training. Consider everything in its context!&lt;br /&gt;
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&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
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I&#039;m only mentioning this to say that, no, unfortunately, it doesn&#039;t trigger from infused spells. If it did, I&#039;d call this no contest the best rare property for paladins. It also doesn&#039;t trigger from AoE spells like Judgment. If it did &#039;&#039;that&#039;&#039;, I&#039;d call it no contest the best rare property for particularly magic-heavy paladins.&lt;br /&gt;
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Still, caveats aside, Serendipitous Hex remains extremely powerful for paladins &#039;&#039;if&#039;&#039; they actually cast single-target spells like Web or Repentance on their own without spell infusion. That&#039;s an enormous if, though. If you&#039;re among the ones who do, then here&#039;s a strong contender for your endgame.&lt;br /&gt;
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&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You instantly regain all of your spirit. Cooldown: 60/40/20 mins.&lt;br /&gt;
&lt;br /&gt;
If you cast Divine Word even decently often or if you just plain hate long recovery time after death (especially looking at you low spirit recovery elves and dark elves!), I really like Spirit Wellspring as a toolkit option.&lt;br /&gt;
&lt;br /&gt;
I can&#039;t recommend it for your endgame combat setup, but just having this around to equip when needed is cool and you don&#039;t even have to upgrade it to get most of its value, nor do you have to luck into finding a Spirit Wellspring with a good common. Just having this rare already makes the Gemstone perfectly useable!&lt;br /&gt;
&lt;br /&gt;
(Note that you can&#039;t unequip a Gemstone while it&#039;s still on cooldown, so upgrading can still be worth it just to reduce that cooldown and allow swapping back to your other combat-oriented Gemstones more quickly.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
It&#039;s definitely not flashy, but small race paladins or anyone who regularly uses Armor Support as their armor specialization of choice might like this. For everyone else, I&#039;d personally consider it a good placeholder, at absolute least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Easily the most powerful legendary property for paladins of just about any kind. It&#039;s a 10% double attack chance on every attack! Do I even have to say more?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get Mirror Image at all costs. However, if you happen to find a different legendary that&#039;s also solid for paladins and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If Serendipitous Hex already sounded good to you, here&#039;s the far superior version of it! The same caveats do apply, though: no triggers from infused spells or AoE spells. If this is strong for you, it&#039;ll be incredible for you. It&#039;s just that there are many paladins for whom it&#039;s basically pointless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Extraordinary general purpose power for any solo hunter (of any profession) or a group hunting paladin who casts Defense of the Faithful to draw all attacks toward them, maximizing the flare value. Randomly killing enemy creatures by standing in the same general vicinity is pretty good!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here&#039;s my ideal layout for a traditional unarmed combat monk in descending order of priority.&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Polearm or Two-Handed Weapon Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Relentless (rare 1 of 3)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Chameleon Shroud (rare 2 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 3 of 3, but Defensive Duelist, Grace of the Battlecaster, and Master Tactician are similarly powerful for two-handed weapons; would definitely take Infusion for polearms due to Radial Sweep, however)&lt;br /&gt;
# Ephemera&#039;s Extension (common 3 of 7)&lt;br /&gt;
# Taste of Brutality (common 4 of 7)&lt;br /&gt;
# Journeyman Tactician (common 5 of 7)&lt;br /&gt;
# Burning Blood (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Shield Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Relentless (rare 2 of 3)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Blood Boil (rare 3 of 3)&lt;br /&gt;
# Taste of Brutality (common 3 of 7)&lt;br /&gt;
# Journeyman Tactician (common 4 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension (common 5 of 7)&lt;br /&gt;
# Journeyman Tactician (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Two Weapon Combat Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Blood Boil (rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Master Tactician (rare 3 of 3, but Grace of the Battlecaster and Relentless are similarly powerful)&lt;br /&gt;
# Taste of Brutality (common 3 of 7)&lt;br /&gt;
# Journeyman Tactician (common 4 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension (common 5 of 7)&lt;br /&gt;
# Burning Blood (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: paladins, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s only one topic in this section for now, but it&#039;s a relevant one since paladins have some of the game&#039;s best group spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hunting Partner Tactics and Synergy===&lt;br /&gt;
&lt;br /&gt;
Who do paladins team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer. Between that and paladins&#039; Aura of the Arkati, virtually everything will roll over to the duo&#039;s overwhelming offense. Warriors also get immense benefit from paladins&#039; Arm of the Arkati and potentially any of the three paladin auras, depending on what the warrior is doing. Conversely, paladins will enjoy an AS boost from Seanette&#039;s Shout or Coup de Grace.&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and Zealot can make their ambushes that much more potent. It&#039;s not overwhelming synergy, but it exists.&lt;br /&gt;
* &#039;&#039;&#039;Monks&#039;&#039;&#039; offer [[Mind Over Body (1213)|Mind Over Body]] stamina reduction or a [[Focus Barrier (1216)|Focus Barrier]] DS boost, either of which paladins put to great use. In turn, the Fervor aura or Judgment knockdown really power up monks.&lt;br /&gt;
* &#039;&#039;&#039;A paladin duo&#039;&#039;&#039; doesn&#039;t have any major synergy, as most duos of the same profession don&#039;t, but using two auras will at least be a notable power boost almost no matter which two auras or on which two builds. Even in the worst case where one paladin isn&#039;t using a shield and the other is using Divine Shield, they do still both get benefits!&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. On the paladin&#039;s end, melee rangers should love Zealot and Arm of the Arkati from their partner, along with armored casting or armored fluidity. Archer rangers, however, get very little from paladins other than perhaps Fervor.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; pair extremely well with paladins since Song of Tonis is the game&#039;s best group buff and has extreme synergy with Arm of the Arkati and Zealot or Fervor. Faster attacks that are also more powerful is all the right stuff.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that paladins can follow up on. Fervor is particularly useful to caster wizards out of the three auras while warmages absolutely revel in Zealot elevating their AS to more conventional levels.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing, but paladins appreciate them even more than most and the feeling is mutual. Paladins can use [[Defense of the Faithful (1608)|Defense of the Faithful&#039;s Beacon of Courage effect]] to keep the empath safe and tank all the hits, which the empath can then heal off. Non-shield paladins will appreciate the healing even more because they take more hits, but should be ready to send mana to the empath to make up for it. Warpaths will really love Zealot or Fervor among the auras.&lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer, [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), and [[Benediction (307)|Benediction]] as a group AS buff, so paladins get strong offensive and defensive boosts from the cleric. However, caster clerics get basically nothing from the paladin besides Fervor. War clerics love Zealot and Arm of the Arkati, though!&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; casting [[Major Elemental Wave (435)|Major Elemental Wave]] or [[Implosion (720)|Implosion]] after a paladin&#039;s Judgment is a pretty strong combo, albeit not amazing. The two professions otherwise don&#039;t add too much to each other as partners, but Fervor is at least something.&lt;br /&gt;
&lt;br /&gt;
Nearly regardless of team composition, your paladin training the &#039;&#039;&#039;Side by Side&#039;&#039;&#039; combat maneuver (which also requires two ranks of Combat Movement) can be helpful to groups. If there are at least two shield users, the &#039;&#039;&#039;Phalanx&#039;&#039;&#039; shield maneuver also helps. I mentioned &#039;&#039;&#039;Defense of the Faithful&#039;s Beacon of Courage effect&#039;&#039;&#039; for empaths because it&#039;s at its best by far there, but nothing stops paladins from acting as the tank for other professions too.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Paladin]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=252436</id>
		<title>Leafiara (prime)/Mechanical Musings/The Autumnwinds&#039; Magical Monk Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=252436"/>
		<updated>2026-01-28T03:16:00Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = The Autumnwinds&#039; Magical Monk Guide&lt;br /&gt;
|topic = Combat, Monks, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-06-19&lt;br /&gt;
|updated = 2026-01-27&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind, in loving memory of &#039;&#039;&#039;[[Saraphenia (prime)/Memorial|Saraphenia]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
&lt;br /&gt;
Last updated January 27, 2026.&lt;br /&gt;
&lt;br /&gt;
Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
==Introduction: How to Use This Guide==&lt;br /&gt;
&lt;br /&gt;
This guide is for all magical monks from 0 exp to 54,000,000! (What do I mean by a magical monk? One not using [[Kroderine Soul]]. Somebody else will have to write that guide!) I&#039;ll go over monks&#039; strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, or at least it can be.&lt;br /&gt;
&lt;br /&gt;
* If you want an exhaustive guide, read through it in order.&lt;br /&gt;
* If you want the opposite of an exhaustive guide, jump to the &amp;quot;tl;dr Recap: Cookie Cutter&amp;quot; section at the end.&lt;br /&gt;
* If you&#039;re not sure whether you want an exhaustive guide, read the &amp;quot;Why Play a Monk&amp;quot; section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you&#039;re intrigued afterward. The Cookie Cutter section provides an overview of &#039;&#039;what&#039;&#039; to do and gives a small window into what the rest of the guide covers, which is &#039;&#039;why&#039;&#039; to do it.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
&lt;br /&gt;
Speaking of experience, what&#039;s mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I&#039;m now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.&lt;br /&gt;
&lt;br /&gt;
Speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn&#039;t have had the passion or interest--at least on my own. When I say I&#039;ve written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I&#039;ll call it a job well done!&lt;br /&gt;
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No further ado. Let&#039;s get on with it!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Why Play a Monk or Why Not Play a Monk?==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a monk at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unarmed Combat===&lt;br /&gt;
&lt;br /&gt;
Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:&lt;br /&gt;
&lt;br /&gt;
# &amp;quot;Tiering up,&amp;quot; AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.&lt;br /&gt;
# Improving your [[multiplier modifier]] primarily through things like forcing a creature&#039;s stance down or inflicting status conditions.&lt;br /&gt;
&lt;br /&gt;
Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC&#039;s equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! &lt;br /&gt;
&lt;br /&gt;
I&#039;ll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still &#039;&#039;miss&#039;&#039; via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you&#039;ve played other physical characters and can&#039;t stand seeing a creature avoid an attack before it even gets to the roll, try a monk!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Gear Indifference===&lt;br /&gt;
&lt;br /&gt;
Monks have extremely low dependence on good gear.&lt;br /&gt;
&lt;br /&gt;
While GSIV is technically balanced around vanilla +20 gear, most people would agree there&#039;s a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I&#039;d put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!&lt;br /&gt;
&lt;br /&gt;
Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you&#039;re unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game&#039;s most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I&#039;d say monks are &#039;&#039;the best&#039;&#039; at not depending on gear nor even exp! Much more on that in the Ascension section.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Simplicity===&lt;br /&gt;
&lt;br /&gt;
Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it&#039;s difficult to get wrong. If you stick to unarmed combat, I&#039;d go so far as &#039;&#039;extremely&#039;&#039; difficult to get wrong.&lt;br /&gt;
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(If you want to do unusual things that don&#039;t involve UC, then read on in Odds and Ends!)&lt;br /&gt;
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&lt;br /&gt;
===Fun Factor===&lt;br /&gt;
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Once monks hit their stride by level 40--maybe even level 30--they&#039;re great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!&lt;br /&gt;
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Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game&#039;s coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!&lt;br /&gt;
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===Might and Magic===&lt;br /&gt;
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If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!&lt;br /&gt;
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===Downsides or Lack Thereof===&lt;br /&gt;
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Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks &#039;&#039;can&#039;&#039;, if they want, operate like warriors who have more DS (until very far post-cap) but don&#039;t wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don&#039;t have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there&#039;s a very real case that a monk can be a better choice than a warrior.&lt;br /&gt;
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[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo&#039;s Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks&#039; offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.&lt;br /&gt;
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The best I can muster for legitimate monk downsides are that they can&#039;t obliterate an entire swarm of creatures in six seconds or less (that&#039;s the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your monk? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-creation&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If making a monk sounds intriguing, let&#039;s get started!&lt;br /&gt;
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&lt;br /&gt;
===Choosing a Race===&lt;br /&gt;
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From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it&#039;s more a question of which ones are slightly better at any given thing. I don&#039;t think you can go wrong, which I don&#039;t say about other professions, so my honest suggestion is to pick whatever sounds interesting.&lt;br /&gt;
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If you&#039;re not sure what&#039;s interesting or are torn between options, my &#039;&#039;next&#039;&#039; suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk &#039;&#039;appear&#039;&#039; like other races, they can&#039;t perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!&lt;br /&gt;
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If verbs don&#039;t sound compelling either, then here&#039;s how I&#039;d rank monk races mechanically if I really had to:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;: What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means faster mstrikes and assault techniques--the most key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they&#039;re slightly below average on encumbrance.&lt;br /&gt;
# &#039;&#039;&#039;[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]&#039;&#039;&#039;: All of these races tie for third place Agidex and second place in my overall rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...&lt;br /&gt;
#* Aelotoi have a [[Logic]] bonus, so they gain exp slightly faster (1 per pulse) and [[Vertigo (1219)|Vertigo]] and [[Mindwipe (1225)|Mindwipe]] are slightly more reliable.&lt;br /&gt;
#* Dark elves&#039; [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.&lt;br /&gt;
#* Half-elves have the best carrying capacity of my top five picks. The dwarves and halflings bullet points have more to say about encumbrance.&lt;br /&gt;
#* Sylvans&#039; Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.&lt;br /&gt;
# &#039;&#039;&#039;[[Dwarf|Dwarves]] and [[Halfling]]s&#039;&#039;&#039;: Unlike the above grouping of races that play roughly identically, dwarves and halflings have substantial differences alongside some similarities. The most eye-catching similarity is excellent defense against elemental warding spells, which monks would normally be weak against; dwarves have +30 TD and halflings have +40 TD. Dwarves and halflings do have -10 and -5 Aura bonuses respectively, which also defends against elemental spells, so the real numbers could be considered more like +20 and +35. (Enemy elemental warding spells &#039;&#039;are&#039;&#039; sort of rare, but you might be glad for the benefit when you do run into them.) Their heights require keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat&#039;s Leap]] to target heads as a finisher if you&#039;re trying to aim, though not all monks do. Dwarves and halflings have Logic bonuses for exp, Vertigo, and Mindwipe purposes. As for the differences...&lt;br /&gt;
#* Dwarves are the only race that&#039;s both short and slow, ranking second to last in Agidex. Still, if you&#039;re okay with slower attacks, then elemental TD remains a rare and valuable selling point. More importantly, dwarves can carry a surprising amount due to huge [[Strength]] and [[Constitution]] bonuses along with identical body weight to dark elves. I rank dwarven monks the best of the slower races. Dwarves also have a slew of amazing verbs!&lt;br /&gt;
#* Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults while being about as close as invulnerable to enemy maneuvers as it gets. This alone (never mind also having the elemental TD bonus) is important enough that older versions of this guide used to rank halflings as the second best monk race. However, 2026 changes to average box sizes and drop rates exacerbate halflings&#039; severe [[encumbrance]] issues. The question is your tolerance level for either A) frequently pulling back from hunts to [[locksmith pool|drop off boxes]] or B) buying encumbrance-reducing items like silvery blue potions and [[Blue_feather-shaped_charm|blue feather-shaped charms]]. If you don&#039;t mind, then halflings remain a very powerful option. If you do mind, you might want to look elsewhere.&lt;br /&gt;
# &#039;&#039;&#039;[[Half-krolvin]]&#039;&#039;&#039;: The fourth best race for Agidex, though there&#039;s as much of a speed gap between third best and fourth best as between best and third best. Like dwarves, half-krolvin have a slew of amazing verbs. In pre-2026 versions of this guide, I didn&#039;t see much purely mechanical reason to choose a half-krolvin over the previous seven races or gnomes, but things have changed. Their second best carrying capacity helps much more than before. On the flip side, their Logic penalty hurts less in a world with new options in silver or Simucoins for vastly accelerated exp. If you want carrying capacity without sacrificing anything, but also not specializing in anything else, half-krolvin monks are a perfectly good place to be.&lt;br /&gt;
# &#039;&#039;&#039;[[Forest Gnome]]s and [[Burghal Gnome]]s&#039;&#039;&#039;: These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are minor enough that I don&#039;t think anyone should sweat it. It just comes down to the same question of whether you can live with the encumbrance issues. If you can, have at it.&lt;br /&gt;
# &#039;&#039;&#039;[[Giantmen]]&#039;&#039;&#039;: Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance &#039;&#039;doesn&#039;t&#039;&#039; slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. However, giants are the worst at mstrikes via natural stats. Agidex-boosting enhancives can fix that, but maintaining charges on numerous enhancives can get even more expensive than the small race path of maintaining encumbrance potions, so I personally wouldn&#039;t take the trade. Still, there&#039;s a reason that some players choose giants near exclusively. If returning to town sounds aggravating or if you want to maximize the amount of time you spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.&lt;br /&gt;
# &#039;&#039;&#039;[[Erithian]]s and [[Human]]s&#039;&#039;&#039;: These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!&lt;br /&gt;
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Races from half-krolvin up are close enough that I wouldn&#039;t quibble about any of them being seriously better than the others. I understand people&#039;s case for giants too, even though they&#039;re not my style (I&#039;m okay with returning to town every two or three boxes!), and gnomes are similar enough to halflings. I find erithians and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can&#039;t go wrong, exactly, but Perfect Self also makes the rich richer.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you&#039;re used to playing a halfling or gnome warrior who wears full plate, don&#039;t expect your encumbrance life to be similar on a halfling or gnome monk in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let&#039;s talk about GS&#039; encumbrance paradox!&lt;br /&gt;
&lt;br /&gt;
[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes.&lt;br /&gt;
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Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly &#039;&#039;that&#039;&#039; much of the gap, so be warned!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar 2, 2026 Edition!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t want to bog down the bullet points above by talking too much about encumbrance, which could have taken over the entire race section. In short, as of mid-January 2026, boxes drop a third as often as they used to, so encumbrance kicks in less often, but boxes also contain roughly three times as much as they used to, so once encumbrance does kick in, it kicks in much harder than it used to. You might jump from unencumbered to moderately encumbered in a single box.&lt;br /&gt;
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It might not be immediately apparent why I consider the loot changes to be impactful enough to move halflings down, half-krolvin up, and gnomes down, but not impactful enough to move giants or humans up. The answer is that the 2026 loot changes are a double-edged sword. While giants and (to a lesser extent) humans can handle the bigger boxes, that doesn&#039;t mean their containers can. For example, if you have a conventional &amp;quot;max deep&amp;quot; backpack (no epic deepening that can cost millions of silver) that holds 140 pounds and you find a 45 pound, 55 pound, and 65 pound box, you can&#039;t fit all of that inside even if your character can hold it no problem.&lt;br /&gt;
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Putting it another way, there&#039;s a point at which a character&#039;s max carrying capacity gets &amp;quot;wasted&amp;quot; because it exceeds the containers&#039; practical limits. I think giants are certainly over that. Humans aren&#039;t, necessarily, but carrying capacity can also be &amp;quot;wasted&amp;quot; in a different sense because the boxes themselves are less common. You have to be exactly on a threshold of weight at which you&#039;re saving encumbrance, which is a narrow margin in a world where encumbrance increases less incrementally before. In other words, the hit to the small races outweighs the gain to the large races as rankings go.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Placing Your Stats===&lt;br /&gt;
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At level 0, set Strength, Dexterity, and Agility high so you&#039;re at your best in combat and setting Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
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Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That&#039;s your cue to check in and decide your &amp;quot;real&amp;quot; stat placement!&lt;br /&gt;
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Here are my recommendations for each race. If you&#039;ve read Flimbo&#039;s older monk guide, a major difference between us is that he was on the side of tanking Influence while I&#039;m on the side of tanking Discipline or Intuition, which I&#039;ll explain.&lt;br /&gt;
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&#039;&#039;&#039;The Level 20 Stat Placement Tables!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
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&#039;&#039;&#039;Tanking Discipline Version &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;(Recommended!)&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||31||82||73||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||43||85||64||62||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||41||82||75||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||31||82||70||70||77||92&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||50||70||73||70||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||20||82||70||69||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||33||82||73||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||23||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||35||82||75||70||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||37||85||79||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||53||82||70||70||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||25||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||43||77||73||70||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Intuition Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||59||82||73||41||82||92&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||70||85||62||37||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||68||82||73||44||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||58||82||70||44||77||91&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||70||70||73||50||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||58||82||71||29||83||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||59||82||73||44||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||62||82||70||32||83||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||68||82||73||39||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||62||85||77||46||83||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||68||82||70||56||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||62||82||70||35||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||70||77||73||43||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline or Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, Influence, or occasionally Logic.&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wondering what relevant things each stat does, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). +1 TD against mental spells for every 1 bonus. Increased resistance to enemy warcries. Improves tattooing ability.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[Mana#Base_Mana|starting mana]] for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #1!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there&#039;s endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don&#039;t require good Agidex like hard-hitting melee weapons.&lt;br /&gt;
&lt;br /&gt;
Once mstrikes and weapon techniques are a regular part of your monk&#039;s arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren&#039;t the majority of commands in combat.&lt;br /&gt;
&lt;br /&gt;
Overall, in my example, there&#039;s a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #2!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s also endless debate across most professions on which stat to tank out of Discipline, Intuition, and Influence. The short answer is Discipline. The long answer requires more detail.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; monks&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition ultimately provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but it&#039;s once again more trivia than useful information. Warcry defense is at least potentially relevant, but many monks will rarely, if ever, interact with it. SSR bonus is a reasonable perk because Voln is the mechanically strongest society (a point that I &#039;&#039;do&#039;&#039; concur with the majority on) and SSR bonus improves the success rate of Symbol of Sleep, arguably Voln&#039;s strongest ability, along with a couple of its others. (More on Voln in the next section!) However, Influence also grants SSR bonus.&lt;br /&gt;
&lt;br /&gt;
The main reason that few players of any profession used to tank Discipline was experience. Instant Mind Clearers from login rewards can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the Wisdom of the Ages perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between that, the Ascension system introduced in 2020 (though that&#039;s more aimed at capped characters), and of course Perfect Self, it&#039;s far easier than ever to retain the all-important 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
One aspect of Discipline that has become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. If the trend keeps up, I can reevaluate Discipline in the future. However, for now, monks--at least magical monks using Dragonscale Skin (explained in the Feats section)--have better natural defenses against mental CS spells than any build of any other profession except for a warrior or rogue who has maxed or near-maxed spells, wears full plate, and uses a shield. Even that&#039;s debatable since it&#039;s assuming the warrior or rogue has infinite exp. Either way, the point is that magical monks have so much less to worry about from enemy mental spells than almost anyone else that tanking Discipline still leaves them ahead.&lt;br /&gt;
&lt;br /&gt;
Still, what if someone is set on maxing Discipline? Maybe they really do want the mental TD, or maybe they don&#039;t stay subscribed and don&#039;t do bounties. In that case, the question goes to whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. As already mentioned, Influence improves Symbol of Sleep and other Voln symbols. It also helps a little bit with Trading bonuses and making extra silver! (More on that in the Monk Merchants section toward the end.) As a monk, thank to Glamour, you can admittedly max Trading benefit in the end even if you do tank Influence, but that&#039;s a post-cap thing and this guide is aimed at everyone.&lt;br /&gt;
&lt;br /&gt;
The main argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it&#039;s much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter).&lt;br /&gt;
&lt;br /&gt;
To put it into perspective, my capped monk Tarine, who tanked Intuition (because Wisdom of the Ages didn&#039;t exist yet), has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive a difference!&lt;br /&gt;
&lt;br /&gt;
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn&#039;t maxed her stats yet, didn&#039;t have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn&#039;t sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn&#039;t appeal to me like improving the success of the absurdly powerful Symbol of Sleep.&lt;br /&gt;
&lt;br /&gt;
Even assuming that you &#039;&#039;do&#039;&#039; want improved defense, remember that having extra silver from higher Influence lets you pay for better gear and items, which are also their &#039;&#039;own&#039;&#039; paths to improved defense--and often simultaneously to improved offense as well. Ultimately, the Intuition benefit is more narrow than the Influence benefit. That said, the Discipline benefit is even more narrow still. That&#039;s my true choice for tank stat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Also, like I said in stats, Voln makes Influence very relevant, so it&#039;s worth considering right away. Which society is right for your monk?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)&lt;br /&gt;
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This society has a bit more mechanical appeal for monks.&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist&#039;s powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.&lt;br /&gt;
&lt;br /&gt;
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.&lt;br /&gt;
&lt;br /&gt;
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most or possibly all professions.&lt;br /&gt;
&lt;br /&gt;
Like all professions, monks get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat. There&#039;s also an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits. Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.&lt;br /&gt;
&lt;br /&gt;
Voln also features two UC-specific abilities in [[Kai&#039;s Strike]] and [[Kai&#039;s Smite]]. Kai&#039;s Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don&#039;t have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.&lt;br /&gt;
&lt;br /&gt;
Kai&#039;s Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn&#039;t. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren&#039;t those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.&lt;br /&gt;
&lt;br /&gt;
The idea of Kai&#039;s Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you&#039;re not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don&#039;t benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I&#039;d say it&#039;s a net loss for anyone with at least two flares.&lt;br /&gt;
&lt;br /&gt;
The inability to turn off Kai&#039;s Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai&#039;s Strike. Sanctify takes off 5% resistance per tier, so you&#039;d get 20% resistance while keeping your flares between blesses. While Kai&#039;s Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it&#039;s not a dealbreaker.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat Primer==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-unarmedcombat&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Still figuring out how unarmed combat works? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-unarmedcombat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s go over the unarmed combat system in more detail! If you&#039;re familiar with more conventional melee combat, put that knowledge aside--a great deal of it won&#039;t apply and might even interfere with understanding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beginner Basics===&lt;br /&gt;
&lt;br /&gt;
JAB, GRAPPLE, KICK, and PUNCH are your tools of the trade. What&#039;s the difference? Have a look at this table from the unarmed combat system page.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Attack Type&lt;br /&gt;
![[Armor|AG]]&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Scale&lt;br /&gt;
!Chain&lt;br /&gt;
!Plate&lt;br /&gt;
!Base [[Roundtime|RT]]&lt;br /&gt;
!Min [[Roundtime|RT]]&lt;br /&gt;
![[Critical table|Damage Type]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Jab]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.100&lt;br /&gt;
|.075&lt;br /&gt;
|.060&lt;br /&gt;
|.050&lt;br /&gt;
|.040&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[Jab critical table (UCS)|Jab]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Punch]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.275&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.170&lt;br /&gt;
|.140&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Punch critical table (UCS)|Punch]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[GRAPPLE (verb)|Grapple]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.160&lt;br /&gt;
|.120&lt;br /&gt;
|.100&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Grapple critical table (UCS)|Grapple]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Kick]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.400&lt;br /&gt;
|.350&lt;br /&gt;
|.300&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Kick critical table (UCS)|Kick]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Weak, but fast.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power, but less of the latter than punches.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Powerful, but slow (at least by UC standards).&lt;br /&gt;
&lt;br /&gt;
The use case for punches and kicks seems clear, but why jab when it&#039;s so weak and why grapple if punches are the same speed with more strength?&lt;br /&gt;
&lt;br /&gt;
One answer that applies to both jabs and grapples is the defining component of unarmed combat: &#039;&#039;&#039;positioning&#039;&#039;&#039;. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk&#039;s position, follow the combat prompts as they appear. Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
 You attempt to jab a mezic!&lt;br /&gt;
 As you strike, a deep golden light surrounds your hands!&lt;br /&gt;
 You have &#039;&#039;&#039;decent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137&lt;br /&gt;
  ... and hit for 4 points of damage!&lt;br /&gt;
  Fast slap only reddens the cheek.&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the cue to grapple:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
As you can see, the followup was significantly more powerful. That&#039;s partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here&#039;s one more example, this time going from good to excellent:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;jab&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You exploit the momentum of your previous strike to make a stronger attack against a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146&lt;br /&gt;
  ... and hit for 15 points of damage!&lt;br /&gt;
  Blow to kidney!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
 &lt;br /&gt;
 [2 seconds later...]&lt;br /&gt;
 &lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;excellent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158&lt;br /&gt;
  ... and hit for 48 points of damage!&lt;br /&gt;
  Powerful tug pulls right hip, and leg, free of the socket!&lt;br /&gt;
   A mezic falls to the ground grasping her mangled right leg!&lt;br /&gt;
 Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
This time the jab started at good positioning because of Rolling Krynch Stance (more on that in the Martial Stances section), but the followup grapple was still far more powerful. Tiering up is crucial!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting highlights can help! Since the text prompt is...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...you can either create four highlights for each individual message or create a highlight for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup&amp;lt;/font&amp;gt;, then four more highlights for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;jab attack!&amp;lt;/font&amp;gt; and the others.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, in unarmed combat&#039;s &#039;&#039;&#039;most basic form&#039;&#039;&#039; at the lowest levels, the use cases for each attack type are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning. &lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Only when needed to tier up.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Deliver a finishing blow during excellent positioning.&lt;br /&gt;
&lt;br /&gt;
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples. We&#039;ll get into that later, but first let&#039;s keep exploring the basics to lay the foundation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UAF, UDF, and MM===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to GemStone&#039;s AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a mezic!&lt;br /&gt;
 You have good positioning against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s look at an even more extreme example that doesn&#039;t go as well:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a spectral shade!&lt;br /&gt;
 You have good positioning against a spectral shade.&lt;br /&gt;
  UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102&lt;br /&gt;
  ... and hit for 1 point of damage!&lt;br /&gt;
  The spectral shade shakes off a weak arm grab.&lt;br /&gt;
&lt;br /&gt;
This is why I say you have to ignore what you know about AS-based combat.&lt;br /&gt;
&lt;br /&gt;
UAF isn&#039;t completely irrelevant, but the more important numbers are UDF and the &#039;&#039;&#039;multiplier modifier&#039;&#039;&#039; (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.&lt;br /&gt;
&lt;br /&gt;
What does that mean in practice? Higher lows and lower highs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rare that a monk outright &#039;&#039;couldn&#039;t possibly&#039;&#039; hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.&lt;br /&gt;
&lt;br /&gt;
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes&#039; stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is the number that drops so low in defensive that it can even become negative! This used to occasionally trip up Saraphenia&#039;s player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it&#039;s often easier to figure out that you&#039;re in the wrong stance because everything&#039;s failing to hit; that was how I&#039;d take notice and Leafi would tell Phenia to fix up her stance.&lt;br /&gt;
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Also unlike AS-based melee attacks, lying down not only doesn&#039;t reduce your UAF, but also doesn&#039;t even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you&#039;re not paying attention, you could be fighting from your back and not even know it! You&#039;d find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. Those can&#039;t be done from the ground.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release &#039;&#039;enemy creatures&#039;&#039; who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Mstrikes===&lt;br /&gt;
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As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you&#039;ll eventually be able to use mstrikes or weapon techniques. (I&#039;ll refer to these as &amp;quot;techniques&amp;quot; from here on. Despite the name, the brawling &amp;quot;weapon techniques&amp;quot; don&#039;t require weapons--unless you&#039;re thinking of your monk&#039;s hands and feet as weapons!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are your means to fit more attacks into less time.&lt;br /&gt;
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Covering mstrikes first!&lt;br /&gt;
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Mstrikes with no target specified, AKA &#039;&#039;&#039;unfocused mstrikes&#039;&#039;&#039;, can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA &#039;&#039;&#039;focused mstrikes&#039;&#039;&#039;, can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.&lt;br /&gt;
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For unarmed combat only, mstrikes also throw a bonus jab at enemies when you&#039;re at decent positioning against them and attacking them for the first time. Once you&#039;re into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.&lt;br /&gt;
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Mstrikes &#039;&#039;sort of&#039;&#039; have a cooldown after use, which is 15-20 seconds or so (depending on training). When on &amp;quot;cooldown,&amp;quot; you &#039;&#039;can&#039;&#039; still mstrike, but they&#039;ll consume a good chunk of stamina. (I can&#039;t give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.&lt;br /&gt;
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Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it&#039;ll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk&#039;s life, especially if you&#039;re a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn&#039;t increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.&lt;br /&gt;
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===Fury and Clash===&lt;br /&gt;
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The unarmed combat assault technique is &#039;&#039;&#039;[[Fury]]&#039;&#039;&#039;, which you learn with 25 ranks of Brawling (level 11). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There&#039;s no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it&#039;s not a major selling point.&lt;br /&gt;
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The AoE unarmed combat technique is &#039;&#039;&#039;[[Clash]]&#039;&#039;&#039;, which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn&#039;t include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist &#039;&#039;before&#039;&#039; Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities &#039;&#039;and&#039;&#039; seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.&lt;br /&gt;
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Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can&#039;t be used while they&#039;re on cooldown. They do have separate cooldown timers, so you can alternate between them.&lt;br /&gt;
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However, you can&#039;t alternate mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you &#039;&#039;can&#039;&#039; use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it&#039;ll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn&#039;t intend for players to insert mstrikes into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)&lt;br /&gt;
&lt;br /&gt;
RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it&#039;ll execute them as 2 RT, 2 RT, and 1 RT.&lt;br /&gt;
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Compared to focused mstrikes, Fury&#039;s structure has upsides and downsides. One upside is that you&#039;ll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can &#039;&#039;also&#039;&#039; interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It&#039;s also less likely that your target will be dead as soon your command gets sent to the server since attacks don&#039;t happen all at once. &lt;br /&gt;
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===Twin Hammerfists and Spin Kick===&lt;br /&gt;
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The other two UC techniques are &#039;&#039;&#039;[[Twin Hammerfists]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Spin Kick]]&#039;&#039;&#039;, respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won&#039;t lock you out of them.&lt;br /&gt;
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Twin Hammerfists is an [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! At only 2 RT and 7 stamina, it&#039;s a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.&lt;br /&gt;
&lt;br /&gt;
Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it&#039;s an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn&#039;t a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If highlighting tier up opportunities goes well for you, then &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;You could use this opportunity to Spin Kick!&amp;lt;/font&amp;gt; is another message to consider highlighting from level 35-36 on!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Beyond Basics: Synchronizing Everything===&lt;br /&gt;
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So far, I&#039;ve written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.&lt;br /&gt;
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However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let&#039;s put everything together into a cohesive whole.&lt;br /&gt;
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Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot (&amp;quot;flare slot&amp;quot;), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.&lt;br /&gt;
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Here&#039;s an example of a Twin Hammerfists firing off three flares:&lt;br /&gt;
&lt;br /&gt;
 Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist&lt;br /&gt;
 [SMR result: 316 (Open d100: 89, Bonus: 107)]&lt;br /&gt;
 Perfectly executed strike to the crimson angargeist&#039;s back!  It staggers!&lt;br /&gt;
 The attack exposes a vulnerability in a roiling crimson angargeist&#039;s defenses!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps emit a searing bolt of lightning! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Hard shot to the crimson angargeist&#039;s back sends it drifting forward!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps spray forth a shower of pure water! **&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Incredible strike to the crimson angargeist&#039;s back smashes through the chest!&lt;br /&gt;
   Too bad it melts back together.&lt;br /&gt;
 Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.&lt;br /&gt;
 &lt;br /&gt;
 ** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **&lt;br /&gt;
 &lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Strong strike splits the belly open, revealing ghostly organs.&lt;br /&gt;
   Haggis anyone?&lt;br /&gt;
&lt;br /&gt;
The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it&#039;s a great illustration because of the particulars.&lt;br /&gt;
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First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk&#039;s entire life. That&#039;s the least interesting thing to say here, though.&lt;br /&gt;
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The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water.&lt;br /&gt;
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Angargeists are non-corporeal undead. Normally Kai&#039;s Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn&#039;t allow for one-shotting it; you have to take out its entire health pool.&lt;br /&gt;
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2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you&#039;re fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.&lt;br /&gt;
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Speaking of uncrittable creatures or creatures you&#039;re otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.&lt;br /&gt;
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Here&#039;s a more nuanced look at the unarmed combat core attack types than before:&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can&#039;t hit a foe who&#039;s already downed, so it&#039;s not repeatable.)&lt;br /&gt;
* The fastest means of tiering up with single strikes.&lt;br /&gt;
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.&lt;br /&gt;
* Poor as the specified command of a Fury or mstrike since they have little or (usually) no speed advantage over the other commands in that case.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.&lt;br /&gt;
* The best aimed attack at excellent positioning. I&#039;m not particularly a fan of aimed UC attacks for reasons we&#039;ll delve into later, but it is there.&lt;br /&gt;
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.&lt;br /&gt;
* Poor as the specified command of an unfocused mstrike or Clash since it&#039;s unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but can&#039;t help tier up.)&lt;br /&gt;
* Good against individual threatening creatures that need to be slowed down.&lt;br /&gt;
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.&lt;br /&gt;
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The best finishing blow at excellent positioning per hit.&lt;br /&gt;
* The highest damage output per hit.&lt;br /&gt;
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or exactly as fast as the other commands.)&lt;br /&gt;
* Poor at tiering up with single strikes. (Same as above.)&lt;br /&gt;
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In short, pick the right tool for the right job. They can all be the right tool at times!&lt;br /&gt;
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===Macros and Aliases===&lt;br /&gt;
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If you&#039;re playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:&lt;br /&gt;
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* Jab&lt;br /&gt;
* Grapple&lt;br /&gt;
* Punch&lt;br /&gt;
* Kick&lt;br /&gt;
* Weapon Twinhammer&lt;br /&gt;
* Weapon Fury [Grapple/Punch/Kick (depending on your level, training, specialization, and preference)]&lt;br /&gt;
* Weapon Spinkick&lt;br /&gt;
* Mstrike Grapple&lt;br /&gt;
* Mstrike Punch&lt;br /&gt;
* Mstrike Kick&lt;br /&gt;
* Mstrike Grapple Target&lt;br /&gt;
* Mstrike Punch Target&lt;br /&gt;
* Mstrike Kick Target&lt;br /&gt;
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For macros, this just means tying each one you care about to a single key press. You can configure them in Options -&amp;gt; Macros if using [[Wrayth]].&lt;br /&gt;
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For Lich aliases, I&#039;ve set mine as jj for jab, gg for grapple, pp for punch, kk for kick, twin for Twin Hammerfists, utf for Fury Grapple (stands for &amp;quot;unarmed technique Fury&amp;quot;), uts for Spin Kick, mg for mstrike grapple, mp for mstrike punch, and mk for mstrike kick. I could create things like an mkt alias for mstrike kick target if I wanted, but in that case I just type out &amp;quot;mk target&amp;quot; or &amp;quot;mk [target noun].&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Training Plan: Skills==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your monk&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
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These are skills you consistently train with little to no deviation.&lt;br /&gt;
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* &#039;&#039;&#039;[[Brawling]]&#039;&#039;&#039;: Max every level.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more stamina early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more DS early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Combat Maneuvers as Core Skills?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I&#039;d say &#039;&#039;roughly&#039;&#039; 1x minimum is mandatory and you&#039;ll almost certainly want far more than that early on. However, philosophically, I don&#039;t consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That&#039;s why it&#039;s in the Breakpoint Skills section below!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Breakpoint Skills===&lt;br /&gt;
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Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
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* &#039;&#039;&#039;[[Two Weapon Combat]]&#039;&#039;&#039;: One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn&#039;t that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it&#039;s also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you&#039;re going self-spelled. Up to you!&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and &#039;&#039;possibly&#039;&#039; 90 or 100. The good technique breakpoints are 10, 24, 50, and &#039;&#039;possibly&#039;&#039; 100. If you&#039;re using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Mental]] up to 13 or 16 ranks&#039;&#039;&#039;: The major early benchmarks are [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I&#039;m not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body&#039;s stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.&lt;br /&gt;
* &#039;&#039;&#039;[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore&#039;&#039;&#039;: To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why anyone would train to account for the mstrike MOC thresholds &#039;&#039;and&#039;&#039; the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.&lt;br /&gt;
&lt;br /&gt;
My monk, Sariara, preferred Fury in most hunts while leveling, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don&#039;t even get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I&#039;ll discuss in the Offensive Specialization section.&lt;br /&gt;
&lt;br /&gt;
However, Clash is a very weak AoE technique compared to unfocused mstrikes. Mstrikes&#039; bonus jab allows double the number of attacks for the first engagement with the enemy, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she would use focused mstrikes for single targets, even though they&#039;re slightly weaker than Fury because of her Grapple Specialization, since that left the unfocused mstrike option open for battling hordes.&lt;br /&gt;
 &lt;br /&gt;
Your MOC training plan doesn&#039;t need to assume that mstrikes or techniques are either/or!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Niche Skills===&lt;br /&gt;
&lt;br /&gt;
Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]] and [[Mental Mana Control]]&#039;&#039;&#039;: Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game &#039;&#039;unless&#039;&#039; you&#039;re surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Monks get immense value out of at least the first 20 ranks. See the Trade Secrets section!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s more expensive than First Aid. Slightly reduces duration of stuns, but monks don&#039;t get stunned very often. Like First Aid, I recommend it during the first 19 levels. Afterward, train it only if you want to excel at skinning bounties &#039;&#039;and&#039;&#039; have already trained First Aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk mana sharing breakpoints!&lt;br /&gt;
&lt;br /&gt;
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.&lt;br /&gt;
&lt;br /&gt;
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.&lt;br /&gt;
&lt;br /&gt;
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.&lt;br /&gt;
&lt;br /&gt;
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.&lt;br /&gt;
&lt;br /&gt;
Just remember: 5, 7, 10, 24!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at 24 mana control, consider going to 25! This unlocks [[Multicast|multicasting]], the ability to cast a buff spell twice in one cast. For self-cast spells, that&#039;ll take you to full duration in 3 RT instead of 6, which is nice quality of life!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
&lt;br /&gt;
Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
&lt;br /&gt;
Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midgame and Later Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]] at half your level&#039;&#039;&#039;: After you&#039;re finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you&#039;re still not feeling hardy enough.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Spiritual]] up to 2 or 7 ranks&#039;&#039;&#039;: I&#039;d ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It&#039;s very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you&#039;re a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that&#039;s all the way at 20 ranks.) If you don&#039;t want to rely on the invoker or others, I&#039;d say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.&lt;br /&gt;
* &#039;&#039;&#039;Minor Mental up to 20 or 25 ranks&#039;&#039;&#039;: [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #4: The Spirit Barrier Irony!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! &#039;&#039;Lowering&#039;&#039; your UAF in exchange for increasing your DS via Spirit Barrier isn&#039;t nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren&#039;t like (weapon-using) rangers who would find trading &#039;&#039;AS&#039;&#039; for DS completely untenable. This spell can be worth a second look!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Post-Cap Skills===&lt;br /&gt;
&lt;br /&gt;
Eventually you can train everything if you play long enough, but here are some considerations for what to prioritize if or when you reach post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Edged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that&#039;s not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can&#039;t be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery is another possibility for diversifying. Unlike with katars, AS-based &#039;&#039;ranged&#039;&#039; attacks don&#039;t necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren&#039;t exactly &#039;&#039;poor&#039;&#039; at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Item Use]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Supplementing DS with [[small statue]]s is eventually a good idea for every profession and MIU bolsters their duration. (As a historical note, MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta&#039;Faendryl, the Ruined Temple, or the Sanctum of Scales. However, that&#039;s largely immaterial these days. [[Spell sever]] has supplanted spellburst in newer capped hunting grounds like the Hinterwilds, Moonsedge Castle, and the Hive--and, although these are technically Ascension grounds aimed at far post-cap characters, monks are able to do well in them long before other professions, including even at fresh cap, due to the unique qualities of unarmed combat.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual up to 20 or 40 ranks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It&#039;ll become apparent enough when that&#039;s the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I&#039;m fairly certain that my second monk Sariara never will. Voln already offers a fine substitute for fogging, Wall of Force isn&#039;t what it used to be when it had no cooldown, and having fewer spell ranks means more redux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental up to 48 or 50 ranks (or beyond)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they&#039;re more for hunting things like bandits and pirates or just messing around than for casting in &amp;quot;real&amp;quot; hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I&#039;ll elaborate further there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secret Sauce of Lores===&lt;br /&gt;
&lt;br /&gt;
This section contains tables to visualize lore thresholds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Telepathy Ranks&#039;&#039;&#039;||0||6||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039;&amp;lt;/font&amp;gt;||80||150&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mind Over Body Stamina Reduction&#039;&#039;&#039;||20%||25%||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;35%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Green&amp;lt;/font&amp;gt;&#039;&#039;&#039;: The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.&lt;br /&gt;
&lt;br /&gt;
Aside from Mind Over Body, a couple of Telepathy&#039;s more minor claims to fame for monks include:&lt;br /&gt;
&lt;br /&gt;
* 25 ranks allow [[Soothing Word (1201)|Soothing Word]] to remove sheer fear and grant 30 seconds of immunity to it&lt;br /&gt;
* 15, 45, and 90 ranks improve the spawn rate of [[Provoke (1235)|Provoke]]&lt;br /&gt;
&lt;br /&gt;
You can work around sheer fear in other ways by being in Voln or getting your robes sanctified, but the Soothing Word option exists.&lt;br /&gt;
&lt;br /&gt;
Provoke is an interesting niche, but not a major selling point in my eyes. Training 35 Minor Mental ranks asks a ton pre-cap and Provoke becomes less effective the more people are hunting in an area. Most capped hunting grounds are either very crowded, so Provoke does little, or they&#039;re not crowded because they&#039;re extremely dangerous, which makes Provoke a bad idea.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 2&#039;&#039;&#039;||&#039;&#039;&#039;Level 5&#039;&#039;&#039;||&#039;&#039;&#039;Level 15&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Full leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforced leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Double leather||Leather breastplate||Cuirbouilli leather||Studded leather&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||||Double leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Leather breastplate&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Cuirbouilli leather||Studded leather||Brigandine&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||||||Cuirbouilli leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Studded leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Brigandine&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||||||||Brigandine||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Double chain&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||||||||Double chain||Augmented chain&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||||||||Chain hauberk&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;105 Transformation&amp;lt;/font&amp;gt;|||||||||||||Metal breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;140 Transformation&amp;lt;/font&amp;gt;|||||||||||||Augmented breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;180 Transformation&amp;lt;/font&amp;gt;|||||||||||||Half plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You&#039;ll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it &#039;&#039;is&#039;&#039; amazing and I recommend it highly for a magical monk--I&#039;d consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won&#039;t be the majority of my readers.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Pink&#039;&#039;&#039;&amp;lt;/font&amp;gt;: My recommendations for which levels to meet which Iron Skin thresholds if you&#039;re undecided. You have more leeway at level 50 on to push lores higher, so I&#039;ve highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.&lt;br /&gt;
&lt;br /&gt;
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell&#039;s effect has improved over the previous breakpoint.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||&#039;&#039;&#039;Dragonclaw UAF Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Brace Disarm Rate&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0||10||25%&lt;br /&gt;
|-&lt;br /&gt;
||1||11||&lt;br /&gt;
|-&lt;br /&gt;
||3||12||27%&lt;br /&gt;
|-&lt;br /&gt;
||6||13||&lt;br /&gt;
|-&lt;br /&gt;
||7||||29%&lt;br /&gt;
|-&lt;br /&gt;
||10||14||&lt;br /&gt;
|-&lt;br /&gt;
||12||||31%&lt;br /&gt;
|-&lt;br /&gt;
||15||15||&lt;br /&gt;
|-&lt;br /&gt;
||18||||33%&lt;br /&gt;
|-&lt;br /&gt;
||21||16||&lt;br /&gt;
|-&lt;br /&gt;
||25||||35%&lt;br /&gt;
|-&lt;br /&gt;
||28||17||&lt;br /&gt;
|-&lt;br /&gt;
||33||||37%&lt;br /&gt;
|-&lt;br /&gt;
||36||18||&lt;br /&gt;
|-&lt;br /&gt;
||42||||39%&lt;br /&gt;
|-&lt;br /&gt;
||45||19||&lt;br /&gt;
|-&lt;br /&gt;
||52||||41%&lt;br /&gt;
|-&lt;br /&gt;
||55||20||&lt;br /&gt;
|-&lt;br /&gt;
||63||||43%&lt;br /&gt;
|-&lt;br /&gt;
||66||21||&lt;br /&gt;
|-&lt;br /&gt;
||75||||45%&lt;br /&gt;
|-&lt;br /&gt;
||78||22||&lt;br /&gt;
|-&lt;br /&gt;
||88||||47%&lt;br /&gt;
|-&lt;br /&gt;
||91||23||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn&#039;t make a huge difference. Brace, on the other hand, can be impactful &#039;&#039;if&#039;&#039; you&#039;re getting hit by physical attacks. I wouldn&#039;t go out of my way to push Transformation for Brace alone, but if you&#039;re already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we&#039;ll look at in the Meditation Resistance section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Training Snapshots===&lt;br /&gt;
&lt;br /&gt;
For illustration and discussion purposes, here&#039;s what my most recent monk Sariara has looked like at various level thresholds--or, in the case of level 30, what she &#039;&#039;should&#039;&#039; have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Level 20&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 40&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 60&#039;&#039;&#039;||&#039;&#039;&#039;Level 70&#039;&#039;&#039;||&#039;&#039;&#039;Level 80&#039;&#039;&#039;||&#039;&#039;&#039;Level 90&#039;&#039;&#039;||&#039;&#039;&#039;Level 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||0||0||0||0||0||0||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||24||48||74||100||114||134||134||144||144&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||44||65||85||105||125||149||165||187||207&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||24||35||55||55||55||55||55||60||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||44||64||84||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||44||64||125||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||10||10||10||10||20||20||38||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||5||5||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||15||15||15||15||15||15||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||20||30||40||50||60||72||82||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||10||10||10||20||20||40||40||60||60&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||10||10||10||10||10||10||40||0||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||20||30||20||25||30||35||40||42||42&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||40||43||42||48||60||72||83||95||167&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039;||0||0||0||0||3||3||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Mental&#039;&#039;&#039;||12||13||14||16||20||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;(spare TPs)&#039;&#039;&#039;||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s break down some of the more unusual things you might notice!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I could have done the one rank of Two Weapon Combat much sooner, but didn&#039;t particularly feel the need for the quick DS.&lt;br /&gt;
&lt;br /&gt;
Combat Maneuvers are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.&lt;br /&gt;
&lt;br /&gt;
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she&#039;d maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM &#039;&#039;is&#039;&#039; her second post-cap goal, finally; it&#039;s currently at 190 as she approaches 8.6m experience.)&lt;br /&gt;
&lt;br /&gt;
Max Brawling, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.&lt;br /&gt;
&lt;br /&gt;
Physical Fitness and Dodging are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks&#039; training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
I took a little bit of early Harness Power, then slacked off for a while, then finally only began pushing it in the late game as an efficient way to wear more spells in &#039;&#039;spellburst&#039;&#039; hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90).&lt;br /&gt;
&lt;br /&gt;
I started First Aid relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She eventually picked it back up post-cap, but the table only shows up to fresh 100.&lt;br /&gt;
&lt;br /&gt;
Swimming and Climbing are skills that you might not need at fresh cap if you intend to stick to a specific hunting ground for a long time. I dropped Swimming since the Sanctum doesn&#039;t have any water and the only swimming in the Hinterwilds can be bypassed with Water Walking or Symbol of Return (among other options), but hunters of the Atoll, Ruined Temple, or Sailor&#039;s Grief would want it. Conversely, I kept Climbing because the Sanctum has a pretty tough check, but various other hunting grounds don&#039;t. For where Saria&#039;s currently at long after the initial publication of this guide, she could actually skip both Swimming and Climbing.&lt;br /&gt;
&lt;br /&gt;
Saria heavily pushed Trading early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated.) Similar story for Minor Mental, which came out of the gate fast, then inched to 20 at level 60 and stayed there.&lt;br /&gt;
&lt;br /&gt;
Level 30 and 100 spare TPs are there because I was hoarding for the next MOC thresholds while level 70 spare TPs are there because I was hoarding for the 20 Minor Spiritual threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn&#039;t care about any of the in-between spells, so might as well preserve higher redux until then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Exclusive Choices==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meditation Resistance===&lt;br /&gt;
&lt;br /&gt;
One neat monk perk I haven&#039;t mentioned yet is that their [[Verb:MEDITATE#Damage_Resistance|MEDITATE verb]] allows them to gain resistance to one selected damage type! It offers 10% resistance to start, then improves at these thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||0||1||3||6||10||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;15&amp;lt;/font&amp;gt;&#039;&#039;&#039;||21||28||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;36&amp;lt;/font&amp;gt;&#039;&#039;&#039;||45||55||66||78||91&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||10%||12%||14%||16%||18%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;20%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||22%||24%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;26%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||28%||30%||32%||34%||36%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And if you decide to go ham post-cap with Ascension and enhancives:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||38%||40%||42%||44%||46%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted 15 and 36 Transformation because 20% and 26% (translation: &amp;quot;25% or more&amp;quot;) are extremely notable benchmarks. I &#039;&#039;could&#039;&#039; fully elaborate, but people who aren&#039;t Whirlin and me would probably get bored to tears by the rows and charts I&#039;d need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV&#039;s crit system, and how it relates to order of operations with redux and crit padding.&lt;br /&gt;
&lt;br /&gt;
Suffice it to say this:&lt;br /&gt;
&lt;br /&gt;
Because of rounding and the nature of GSIV crits, it wouldn&#039;t be merely &#039;&#039;underestimating&#039;&#039; 20% and 25% resistance to say that they&#039;re twice as effective or two and a half times as effective as 10% resistance, but &#039;&#039;completely off base&#039;&#039; by orders of magnitude. The upgrade is huge.&lt;br /&gt;
&lt;br /&gt;
That said, which damage type should you resist? You can change your type any time, but these jump out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold&#039;&#039;&#039;: Useful for Icemule-based hunting at various levels.&lt;br /&gt;
* &#039;&#039;&#039;Crush&#039;&#039;&#039;: A very common damage type, like all physical damage types. Particularly helpful for gigantic creatures that fall on you as they die.&lt;br /&gt;
* &#039;&#039;&#039;Electrical&#039;&#039;&#039;: The most lethal damage type, albeit somewhat rare. If you&#039;re hunting creatures that use it, though, protect yourself!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;: Useful for Teras Isle, among other specific areas.&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Great against various rock-themed creatures or shield-using creatures, among some others.&lt;br /&gt;
* &#039;&#039;&#039;Puncture&#039;&#039;&#039;: Another common physical damage type. Very deadly if it hits the eyes even on a fairly tame enemy attack, so 20% or 25% resistance will help immensely.&lt;br /&gt;
* &#039;&#039;&#039;Slash&#039;&#039;&#039;: The last of the common physical damage types. Probably the least impressive in a vacuum, but it &#039;&#039;is&#039;&#039; very common.&lt;br /&gt;
&lt;br /&gt;
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!&lt;br /&gt;
&lt;br /&gt;
The only damage types I&#039;d generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn&#039;t stop that aspect. Still, if you&#039;re in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything&#039;s worth considering in the right context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Grapple Specialization]], [[Kick Specialization]], and [[Punch Specialization]], which each improve their respective attacks, but which is right for you? I&#039;ll write about each one as if it&#039;s maxed, but during the earliest levels, these ramp up by gaining 20% of their max effectiveness per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. &amp;quot;Before&amp;quot; is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists.&lt;br /&gt;
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone.&lt;br /&gt;
* If you love Fury or hate setups, this could be the specialization for you!&lt;br /&gt;
* In a vacuum, grapples aren&#039;t ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.&lt;br /&gt;
* Grapple Specialization has little to offer if you exclusively use mstrikes. &amp;quot;Exclusively&amp;quot; is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Turns your [[Spin Kick]] into two Spin Kicks!&lt;br /&gt;
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It&#039;s great fun and can save you in situations where the other two specializations couldn&#039;t.&lt;br /&gt;
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it&#039;s flat out the best mstrike option.&lt;br /&gt;
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven&#039;t become as fast as they&#039;ll eventually be and Spin Kick might not even be an option yet (pre-level 35-36).&lt;br /&gt;
* While Spin Kick performs exceptionally well against like-level foes, it&#039;s not nearly as good against overleveled ones for two reasons: it&#039;s less likely to succeed and you&#039;re much more incentivized to disable those foes immediately. If they don&#039;t attack, you don&#039;t evade, so you don&#039;t Spin Kick.&lt;br /&gt;
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Punch Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.&lt;br /&gt;
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn&#039;t a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.&lt;br /&gt;
* Despite the above, the buff to Clash being minor doesn&#039;t matter if the monk isn&#039;t using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can&#039;t bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specialization Sidebar: Mstrikes with Specified Attack Types!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In case it isn&#039;t clear or in case going into math would be helpful...&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mstrike kick&#039;&#039;&#039; becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike punch&#039;&#039;&#039; can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they&#039;re slower because your Agidex isn&#039;t up to par, punches can still win overall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike grapple&#039;&#039;&#039; is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.&lt;br /&gt;
&lt;br /&gt;
In short...&lt;br /&gt;
&lt;br /&gt;
Use mstrike kick if you&#039;re a high Agidex race who&#039;s at or close to the peak of your Agidex growth.&lt;br /&gt;
&lt;br /&gt;
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you&#039;re a moderate Agidex race or a high Agidex race not yet near your peak, you&#039;re against foes in armor lighter than chain, and you trained Grapple Specialization, but you&#039;re in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)&lt;br /&gt;
&lt;br /&gt;
Use mstrike punch if neither of the above applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I&#039;ve been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).&lt;br /&gt;
&lt;br /&gt;
As for Punch Specialization, I wouldn&#039;t honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn&#039;t necessarily wrong either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Defensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one&#039;s a lot easier than the last!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Block Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they&#039;re expensive to train, monks can&#039;t learn shield skills, and shields significantly decrease their MM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Parry Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to parry melee or ranged attacks--assuming you have [[Brace (1214)|Brace]] active. After parrying, it gives a 25% chance of gaining the [[Counter]] effect, which means your next attack has 1 less RT and costs 25% less stamina (if applicable). This might sound neat until it&#039;s compared to...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say &amp;quot;Brawling&amp;quot; because I&#039;m not even limiting this to unarmed combat. Even if you&#039;re using brawling &#039;&#039;weapons&#039;&#039; like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Martial Stances===&lt;br /&gt;
&lt;br /&gt;
Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let&#039;s review them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Duck and Weave]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most flavorful martial stance.&lt;br /&gt;
&lt;br /&gt;
Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.&lt;br /&gt;
&lt;br /&gt;
This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker&#039;s AS and weapon type have to be good enough compared to the defending creature&#039;s DS and armor type to do meaningful damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Delightful, but bad. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Flurry of Blows]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The screen scrolliest martial stance.&lt;br /&gt;
&lt;br /&gt;
Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.&lt;br /&gt;
&lt;br /&gt;
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren&#039;t good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn&#039;t say it comes close to being worthwhile.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Again, great fun, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Inner Harmony]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most wasted potential of martial stances.&lt;br /&gt;
&lt;br /&gt;
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you&#039;d most want to remove are exactly the ones you can&#039;t because you can&#039;t use Inner Harmony while bound or RT-locked. [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]] this definitely isn&#039;t!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I appreciate the idea behind this stance, but it has little to no appeal in practice.&lt;br /&gt;
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&#039;&#039;&#039;[[Rolling Krynch Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Almost surely the best martial stance for UC monks.&lt;br /&gt;
&lt;br /&gt;
This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won&#039;t kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least &#039;&#039;might&#039;&#039; kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap.&lt;br /&gt;
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When I wrote that monks rarely one-shot creatures, that&#039;s true in a vacuum, but Rolling Krynch can at least open that door for them.&lt;br /&gt;
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Bottom line: the less time you spend in decent positioning, the better off you are, and that&#039;s what Rolling Krynch offers.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.&lt;br /&gt;
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&#039;&#039;&#039;[[Slippery Mind]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most defensive martial stance.&lt;br /&gt;
&lt;br /&gt;
When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you&#039;re in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don&#039;t avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
This stance is simple, but really good, offering two lines of defense against a monk&#039;s biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I&#039;d say it&#039;s the very best for a weapon-wielding monk in robes!&lt;br /&gt;
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&#039;&#039;&#039;[[Stance of the Mongoose]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most &amp;quot;almost got there&amp;quot; martial stance.&lt;br /&gt;
&lt;br /&gt;
This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you&#039;re running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you&#039;re doing that, thank you for making it this far into the guide for reasons I don&#039;t understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a more typical unarmed combat monk, the good news is that Stance of the Mongoose&#039;s retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it&#039;s always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it&#039;ll pick the tier up type.&lt;br /&gt;
&lt;br /&gt;
That last bit might sound good--and, truthfully, it &#039;&#039;is&#039;&#039; good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it&#039;s not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That&#039;s not necessarily saying much; I&#039;d put it distantly behind Rolling Krynch Stance and Slippery Mind. If you&#039;re running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m not knocking wildly niche monks. Many of my characters who &#039;&#039;aren&#039;t&#039;&#039; monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I&#039;m torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and &#039;&#039;can&#039;&#039; have immense defensive gain!)&lt;br /&gt;
&lt;br /&gt;
This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you&#039;re doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the &#039;&#039;creatures&#039;&#039; do--things you&#039;re actively trying to prevent them from doing, no less!--and, for that matter, only &#039;&#039;some&#039;&#039; of them do it and only &#039;&#039;some&#039;&#039; of the time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Striking Asp Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The best... uh... PvP martial stance?&lt;br /&gt;
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[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.&lt;br /&gt;
&lt;br /&gt;
Whoever this stance might be good for--if anyone, because I&#039;m not convinced it&#039;s worthwhile in any context other than PvP duels--it&#039;s not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp&#039;s own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs&#039; worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp&#039;s reduced stamina cost.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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No.&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Acrobat&#039;s Leap]]&#039;&#039;&#039;:&lt;br /&gt;
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Useful for short races to make up the height gap.&lt;br /&gt;
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&#039;&#039;&#039;[[Bearhug]]&#039;&#039;&#039;:&lt;br /&gt;
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Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that &#039;&#039;are&#039;&#039; so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don&#039;t necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. It&#039;s also a bit worse for small races, but, since it&#039;s an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first.&lt;br /&gt;
&lt;br /&gt;
Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you&#039;re already using them!&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a need of controlling the enemy hordes so you can systematically pick them off.&lt;br /&gt;
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&#039;&#039;&#039;[[Burst of Swiftness]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don&#039;t recommend using it until you have at least four ranks since the cooldown is very long before then.&lt;br /&gt;
&lt;br /&gt;
If your monk is a fast race, there&#039;s still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar &#039;&#039;mstrikes&#039;&#039;&#039; don&#039;t get faster than 5 seconds regardless of Agidex.) &lt;br /&gt;
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&#039;&#039;&#039;[[Cheapshots]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I love this suite of disabling skills on rogues and bards, but I don&#039;t think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can&#039;t, Cheapshots won&#039;t either since they&#039;re all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I&#039;d rather get Bearhug or Coup de Grace.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I like two or three ranks to slightly shore up TD weaknesses if you can spare the points, but it&#039;s not mandatory by any means.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Mobility]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points &#039;&#039;are&#039;&#039; a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.&lt;br /&gt;
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&#039;&#039;&#039;[[Coup de Grace]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.&lt;br /&gt;
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The AS/UAF buff isn&#039;t what matters (at least for solo UC-oriented monks; it&#039;s amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can&#039;t be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup&#039;s insta-kill, so it&#039;s another helpful option in your toolbox.&lt;br /&gt;
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&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
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Even though UAF attacks &#039;&#039;can&#039;&#039; power through turtled creatures, turning that &amp;quot;can&amp;quot; into &amp;quot;most likely&amp;quot; is ideal. Feint is the premier combat maneuver for lowering enemies&#039; stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier.&lt;br /&gt;
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&#039;&#039;&#039;[[Hamstring]]&#039;&#039;&#039;:&lt;br /&gt;
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I mention this for the katar builds. Hamstring can only be used with an edged weapon, but it&#039;s a devastatingly powerful setup-and-damage maneuver all in one. Two Weapon Combat characters will find it even more exceptional.&lt;br /&gt;
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&#039;&#039;&#039;[[Ki Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver&#039;s wiki page recommends it if you aren&#039;t using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.&lt;br /&gt;
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That said, the stamina cost to use it too often &#039;&#039;is&#039;&#039; real, even with Mind Over Body, so you&#039;ll need heavy Physical Fitness training. It&#039;s more of a midgame or late game skill to me.&lt;br /&gt;
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Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don&#039;t cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.&lt;br /&gt;
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&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
I&#039;d consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge&#039;s cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you&#039;re willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Further Character Progression==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats, meditating, or upgrading your monk&#039;s gear later? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
Monks gain new abilities called Feats at various levels, which are as follows:&lt;br /&gt;
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====Level 0 Monk Feat - [[Kroderine Soul]]====&lt;br /&gt;
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Kroderine Soul is an opt-in feat that I won&#039;t cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.&lt;br /&gt;
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In exchange, before level 30, you can&#039;t learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I&#039;ll explain in the level 30 feat section.&lt;br /&gt;
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====Level 0 Monk Feat - [[Martial Mastery]]====&lt;br /&gt;
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After you&#039;ve maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two &#039;&#039;additional&#039;&#039; weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I&#039;ll explain that too in the level 30 feat section.&lt;br /&gt;
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While Martial Mastery is technically learned automatically from level 0, most monks won&#039;t make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I&#039;ll speak more about that in the Odds and Ends section discussing builds off the beaten path.&lt;br /&gt;
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====Level 20 Monk Feat - [[Mystic Tattoo]]====&lt;br /&gt;
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Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from &#039;&#039;[[Stock_tattoo|nearly 1000 different options]]&#039;&#039; from a stock tattoo list! These are called mundane tattoos.&lt;br /&gt;
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From level 20 on, monks can upgrade a character&#039;s existing tattoo--including one for which the monk wasn&#039;t the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!&lt;br /&gt;
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For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer&#039;s choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)&lt;br /&gt;
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As profession services go--so I&#039;m comparing Mystic Tattoos to Battle Standards, [[Bloodsmith (1135)|Bloodstone Jewelry]], [[Covert Arts]], enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this &#039;&#039;can&#039;&#039; be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.&lt;br /&gt;
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Mystic Tattoos are in the midrange of profession service value overall; don&#039;t create a monk expecting to start rolling in silver like a cleric, sorcerer, or wizard eventually can (...at least not via tattooing, but more on the silver-making secrets of monks later!), but they&#039;ll likely make more from tattooing than non-capped bards, paladins, or rangers, or any level rogues or warriors do from their services. At the time of this writing, empaths make more than monks with their service, but they also have the newest service, so that might be a temporary situation. Either way, GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Advanced Tattooing Tips!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Mystic Tattoos were designed with the intent that a typically trained monk should be able to do a tier 1 at level 20, a tier 2 at level 40, a tier 3 at level 60, a tier 4 at level 80, and a tier 5 at level 100. In practice, I find that many monks are anywhere from 5-15 levels ahead of that schedule--&#039;&#039;and&#039;&#039; that&#039;s even assuming that you want a 100% success rate unboosted! Here are some options to jump ahead of the curve:&lt;br /&gt;
&lt;br /&gt;
* Use BOOST ENHANCIVE STATS (from [[Login_Rewards|daily login rewards]]) for +10 tattooing skill. (However, since this temporarily increases your max health and max spirit and your tattooing ability gets reduced when those two stats aren&#039;t full, you&#039;ll need to wait until health and spirit recover after using the boost. Voln members can do this most easily since Symbol of Renewal is one of the game&#039;s very few tools to instantly recover spirit.)&lt;br /&gt;
* Use BOOST GIFT EONAK (also from daily login rewards) to take the best of two rolls when determining your success. To put that in perspective, a 50% success rate would become 75% with Gift of Eonak active, a 60% success rate would become 84%, a 70% success rate would become 91%, an 80% success rate would become 96%, and a 90% success rate would become 99%.&lt;br /&gt;
* Suffusion allows converting your Motes of Tranquility to extra skill bonus on a single tattoo upgrade at a rate of 2000 motes to 1 skill bonus. Since it&#039;s a one-off boost and yet requires trading potentially weeks of resource gain, I don&#039;t recommend using suffusion for tattooing characters other than your own monk. Even with your own monk, I&#039;d usually just advise patience--but if patience isn&#039;t your thing, then trading off a week of resources for five levels or so of skill might appeal to you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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====Level 25 Monk Feat - [[Mystic Strike]]====&lt;br /&gt;
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A weird one, to say the least. FEAT MYSTICSTRIKE allows a monk to use a small amount of stamina to infuse their next physical UC or melee attack with an effect that debuffs a foe&#039;s defense against warding spells after it lands. While monks do have a few warding spells like Thought Lash, Vertigo, and Mindwipe, those spells are normally better off as setups--if they&#039;re even used at all--than something to set up &#039;&#039;toward&#039;&#039;.&lt;br /&gt;
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====Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]====&lt;br /&gt;
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At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.&lt;br /&gt;
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&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; is a straightforward buff that improves monks&#039; Iron Skin spell.&lt;br /&gt;
&lt;br /&gt;
Reviewing the basics of Iron Skin first, it improves a monk&#039;s robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA &#039;&#039;without&#039;&#039; Dragonscale Skin.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Dragonscale Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||Double chain||Augmented chain (23 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||Chain hauberk (24 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||105 Transformation|||||||Metal breastplate (33 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||140 Transformation|||||||Augmented breastplate (34 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||180 Transformation|||||||Half plate (35 benefit)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For illustration&#039;s sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she&#039;ll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.&lt;br /&gt;
&lt;br /&gt;
To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.&lt;br /&gt;
&lt;br /&gt;
The alternative to Dragonscale Skin, &#039;&#039;&#039;Mental Acuity&#039;&#039;&#039;, is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk&#039;s first 20 learned Minor Mental spells don&#039;t count. However, instead of a monk&#039;s first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won&#039;t necessarily be exactly twice.)&lt;br /&gt;
&lt;br /&gt;
The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it&#039;s not a route I&#039;m interested in.&lt;br /&gt;
&lt;br /&gt;
In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There &#039;&#039;are&#039;&#039; still reasons to do it. Saving 20 spell ranks&#039; worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks&#039; worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.&lt;br /&gt;
&lt;br /&gt;
Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I&#039;ll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can&#039;t cast Iron Skin &#039;&#039;unless&#039;&#039; they have Mental Acuity.&lt;br /&gt;
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&lt;br /&gt;
====Level 40 Monk Feat - [[Martial Arts Mastery]]====&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).&lt;br /&gt;
&lt;br /&gt;
If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.&lt;br /&gt;
&lt;br /&gt;
Level 40 draws a line in the sand, though, to establish that unarmed combat &#039;&#039;is&#039;&#039; the monk&#039;s wheelhouse because Martial Arts Mastery &#039;&#039;is&#039;&#039; the monk&#039;s premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you&#039;ll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like &#039;&#039;double-maxing&#039;&#039; it.&lt;br /&gt;
&lt;br /&gt;
Unleash the power and never look back.&lt;br /&gt;
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&lt;br /&gt;
====Level 50 Monk Feat - [[Perfect Self]]====&lt;br /&gt;
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Perfect Self raises all your stats by +10 (or +5 bonus). That&#039;s it! Your monk hits level 50 and great power drops on their head.&lt;br /&gt;
&lt;br /&gt;
Like I&#039;ve said, there&#039;s pretty much no bad monk stat split from level 50 on because of this feat. It&#039;s also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you&#039;re using mstrikes and weapon techniques at all, you&#039;ll notice the improvement!&lt;br /&gt;
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&lt;br /&gt;
===Gear Upgrades: Armor===&lt;br /&gt;
&lt;br /&gt;
Even though fancy gear is more a luxury than a necessity for monks, you might as well upgrade your monk&#039;s gear eventually if you enjoy them! But how and in what way?&lt;br /&gt;
&lt;br /&gt;
For armor, I think the answer is to keep it really simple. Most of the expensive armor you can pick up doesn&#039;t do all that much for monks. (...at least not magical non-Kroderine Soul monks, the subject of this guide. I assume expensive armor does way more for KS monks who are tanking more hits.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Rusalkan: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts UAF and CS for 10 seconds if it does knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, but the expenses  are enormous. Some contact-based combat maneuvers like Bull Rush can also trigger rusalkan flares.&lt;br /&gt;
* Zelnorn: Uses half of what would be the DS from its enchant as AS (or in monks&#039; case UAF) instead, but doesn&#039;t allow flares or a TD boost to go in the ability slot (AKA category B). Players hit creatures more than creatures hit players, so zelnorn can be fantastic for AS-based professions--but most monks aren&#039;t AS-based. Improving UAF is fairly irrelevant, not justifying the base cost of 50k bloodscrip in the case of monks. Either flares or increased TD would more greatly benefit monks, making use of the ability slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you&#039;re a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.&lt;br /&gt;
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn&#039;t screaming for more DS and a flare chance for crit padding.&lt;br /&gt;
* [[Forest Armor]]? Monks don&#039;t need a tiny boost to UAF and CS.&lt;br /&gt;
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.&lt;br /&gt;
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk&#039;s seeking.&lt;br /&gt;
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip. Pass.&lt;br /&gt;
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!&lt;br /&gt;
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.&lt;br /&gt;
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You&#039;d have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So my actual answer to the armor question is:&lt;br /&gt;
&lt;br /&gt;
* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I&#039;ll come back and update the guide at that point!&lt;br /&gt;
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===Gear Upgrades: Weapons===&lt;br /&gt;
&lt;br /&gt;
I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I&#039;ll go over the few that I think are worth looking into depending on your budget--plus flourishes and flares!&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;No script or flourish, just basic elemental flares (especially lightning)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is where I think you should begin if you&#039;re uncertain or just dipping your toe in the water.&lt;br /&gt;
&lt;br /&gt;
You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares &#039;&#039;on top&#039;&#039; of it, but that means even heavier investment.&lt;br /&gt;
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Nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later!&lt;br /&gt;
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&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; (price range: 30k to 210k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.&lt;br /&gt;
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You might hear dispel flares commonly cited as better than lightning flares in a weapon&#039;s ability slot and the best in class (unless you&#039;re using Flare Affinity for 400k bloodscrip, in which case lightning flares come roaring back). I generally agree with this and would say it&#039;s even more true that dispel is great for UC than for other weapon types due to three factors:&lt;br /&gt;
&lt;br /&gt;
# High volume of attacks&lt;br /&gt;
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount&lt;br /&gt;
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature&lt;br /&gt;
&lt;br /&gt;
There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don&#039;t affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong.&lt;br /&gt;
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All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. These aren&#039;t starter gear, but for committed and reasonably wealthy monks, and should only go onto UC gear that started with a script like Animalistic Spirit, Knockout, or Phytomorphic Weapons. (GEF can&#039;t use dispel flares.)&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn&#039;t the best since it&#039;s mainly good for knockdowns and monks are very adept at that on their own. My higher exp monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that&#039;s an extra expense.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (As a caveat, though, I highly recommend against the Savage Power unlock, which isn&#039;t particularly good for any build of any profession, and the Wild Backlash unlock, which is excellent for some professions but not all that useful for monks. Animalistic Fury upgrades can be worth it &#039;&#039;if&#039;&#039; you first change the damage type.)&lt;br /&gt;
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Overall, this script has been monks&#039; top pick for years for very good reason on the strength of Revenge Flares, messaging, and being one of the only games in town. However, it&#039;s been five years since Animalistic Spirit and the creator of Animalistic Spirit, GM Avaluka, has debuted a new script called Phytomorphic Weapons that I think is even better for monks! More on that further below.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
For unarmed combat, Energy Weapons are only available in the form of &#039;&#039;held&#039;&#039; weapons like a [[cestus]], not handwear and footwear. That&#039;s immediately anathema to some people. I&#039;d agree with them when talking about a -10 or -15 MM weapon, but I&#039;m actually not down on the -5 MM held UC weapons like others.&lt;br /&gt;
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Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.&lt;br /&gt;
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That &#039;&#039;is&#039;&#039; an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don&#039;t use it. Easy enough.&lt;br /&gt;
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The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren&#039;t very useful to monks, so I called mine a one and done.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Obscure Trivia Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you&#039;re wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon&#039;s flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?&lt;br /&gt;
&lt;br /&gt;
Well, let&#039;s say my Animalistic Spirit gloves still had their default grapple flares, which I don&#039;t value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.&lt;br /&gt;
&lt;br /&gt;
This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren&#039;t as favorable or you&#039;re spending currency to upgrade gloves &#039;&#039;and&#039;&#039; a cestus. Still, I stand behind it as at least an &#039;&#039;option&#039;&#039; if your stopping point is a flare and a script flare.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Greater elemental flare|Greater Elemental Flares]] script&#039;&#039;&#039; (price: 40k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
These are a gold standard of midrange weapon scripts, at least if you&#039;d consider 40k bloodscrip per item &amp;quot;midrange.&amp;quot; Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.&lt;br /&gt;
&lt;br /&gt;
GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I&#039;ve used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the &amp;quot;You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!&amp;quot; messaging.&lt;br /&gt;
&lt;br /&gt;
That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than other options such as Animalistic Spirit or Phytomorphic Weapons. Some people pick Knockout for for their handwear or footwear and a different script for the others.&lt;br /&gt;
&lt;br /&gt;
As for Skullcrusher, see everything I just said about Knockout, because Skullcrusher costs the same and is mechanically identical except that it goes into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; Animalistic Spirit or Phytomorphic if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic Weapon Shield|Phytomorphic Weapon]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Another highly customizable instant hit of a script in the vein of Animalistic Spirit and from the same creator! This one is plant-themed instead of animal-themed and you can customize it yourself via foraging plants. Arboreal Agony is the big selling point of unlockable features here, which makes creatures Disoriented so they&#039;ll have difficulty casting spells--which are one of a monk&#039;s weak points. The default damage type is disintegrate, which is also broadly useful and can have killing power.&lt;br /&gt;
&lt;br /&gt;
The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (Like with Animalistic Spirit&#039;s Wild Backlash, I&#039;ll give the caveat that Phytomorphic&#039;s Deciduous Decay is far more useful for AS-based professions than UAF-based professions like most monks. Phytomorphic Putrescence upgrades, on the other hand, don&#039;t need you to change the damage type first to get full value, which makes them either better or cheaper than Animalistic Spirit&#039;s Animalistic Fury counterpart depending on how you look at it.)&lt;br /&gt;
&lt;br /&gt;
RP-wise, I think there&#039;s a very real chance that people will continue to favor Animalistic Spirit going forward. Mechanically, though, I&#039;d say that Arboreal Agony not allowing enemy casters to cast is even better than Animalistic Spirit&#039;s Revenge Flares firing off when dodging physical attacks--and not needing to change the base damage type is also a big win.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Telepathy or Transformation&#039;&#039;&#039; (price: 400k bloodcsrip):&lt;br /&gt;
&lt;br /&gt;
At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training &#039;&#039;and&#039;&#039; great enhancives, but hey, I did say this guide was for 0 exp to 54,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that&#039;s mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.&lt;br /&gt;
&lt;br /&gt;
You probably aren&#039;t even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can&#039;t stack on a single creature, so it&#039;s more valuable to have a stronger initial hit since you&#039;d be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that&#039;s a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, &#039;&#039;focused&#039;&#039; mstrikes still favor Transformation due to DoTs not stacking.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. Buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later, for example. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
&lt;br /&gt;
All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.&lt;br /&gt;
&lt;br /&gt;
(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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If there&#039;s only one service I&#039;d recommend for a monk, it&#039;s Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)&lt;br /&gt;
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As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you&#039;re only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won&#039;t, but even a lighter hit might stun a creature--and stunning increases UC&#039;s most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Battle Standards have a few other perks, but these are the main ones making them so good for monks.&lt;br /&gt;
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Battle Standards have charges and periodically need recharging, which will cost you. I don&#039;t believe we have hard confirmation on how the charges drain, but &#039;&#039;if&#039;&#039; (if!) it&#039;s identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith (1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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The temporary healing is difficult to advise on because its value heavily depends on how much risk you take in hunting. That benefit is about knowing yourself well enough to know if you&#039;ll like it or not. Same goes for more max health; I see the value for small races roughly doubling their health, but otherwise don&#039;t consider it particularly valuable. However, opinions vary widely. As for max stamina, monks already have Mind Over Body--but, even if they didn&#039;t, you can shore up stamina far more cheaply with conventional regen enhancives than with Bloodstone Jewelry.&lt;br /&gt;
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As for everything else, the value for a monk--at least a magical monk--is like a mishmash of weaker Battle Standards and weaker Ensorcell. Bloodstone Jewelry and Ensorcell both offer stamina regeneration, which is a great in a vacuum, but Ensorcell&#039;s version of stamina regeneration is a flare chance (which is effective with frequent UC attacks) instead of a per minute effect and never requires paying again for recharging. There is something to be said for having both Bloodstone Jewelry and Ensorcell since Ensorcell usually won&#039;t restore stamina unless your health is full and Bloodstone Jewelry helps keep your health full--but, then again, just having herbs or using society abilities could also keep your health full.&lt;br /&gt;
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Extra health damage, on the other hand, is a reasonable selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it does affect every attack instead of 20% of attacks--and 1-5 damage might not sound like a lot, but when it&#039;s every attack, it does matter. On average, you&#039;ll get the Major Bleed effect after every 16.67 attacks, which is decently powerful in its own right. All that said, Bloodstone Jewelry doesn&#039;t add extra damage until its fifth and final tier, so you&#039;d probably be paying a premium to get it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Either go all the way with this service or pass on it unless someone&#039;s offering a steal. I wouldn&#039;t call this a particularly monk-oriented service unless you&#039;re a Kroderine Soul build or a small race.&lt;br /&gt;
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(Since this is alphabetically the first service I&#039;m recommending against, I&#039;ll clarify that that doesn&#039;t mean it&#039;s a bad service; even Enchant isn&#039;t particularly great for monks, as we&#039;ll see later, and that&#039;s a classic service. I&#039;m simply saying that, when you&#039;re reading a monk guide because you&#039;re making a monk, don&#039;t view this service through the lens of playing your warrior, your semi, or your Sunfist pure, who would all make better use of more of the Bloodstone Jewelry perks.)&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like most other non-gear-based profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they&#039;re already amazing at. (By contrast, casters see good benefit from things like FOF defense and the myriad bonuses to maneuver defense unless already far post-cap.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat by preventing kicks.&lt;br /&gt;
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Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. The biggest is that, unlike with Battle Standards, jabs don&#039;t flare with Poisoncraft. Poisons don&#039;t affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren&#039;t lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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It&#039;s worth learning at least Poisoncraft even though the other Covert Arts don&#039;t do much for monks. Recharging Poisoncraft isn&#039;t much cheaper--if any cheaper--than learning more Arts and learning them &#039;&#039;also&#039;&#039; recharges, so once you&#039;re in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves UAF (or AS if you&#039;re using a weapon) while enchanting armor improves DS.&lt;br /&gt;
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UAF offers minimal help for all the reasons described in the Unarmed Combat Primer. DS is more compelling, especially once you&#039;re hunting areas with the [[spell sever]] mechanic. Monks have the game&#039;s cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they &#039;&#039;are&#039;&#039; regularly in offensive stance. I don&#039;t go hard on improving monk DS, but it can&#039;t hurt either.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but improving it doesn&#039;t matter much otherwise.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling armor improves CvA and enemy spells are a weak point, so I&#039;d say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling adds much more gear difficulty than sanctifying. (For much more on the intricacies of gear difficulty and order of operations for upgrading gear, see [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|my service guide]]! For our purposes here, though, basically just know that tiers 2-5 of Ensorcell should usually be done after finishing the enchanting and sanctifying you want. The order of enchanting and sanctifying doesn&#039;t matter much, though.)&lt;br /&gt;
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For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.&lt;br /&gt;
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I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy. You already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul, but only after finished with enchanting and sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible for almost everybody. They improve virtually every offensive and defensive aspect of combat, which is like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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...but monks aren&#039;t most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.&lt;br /&gt;
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Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you&#039;re probably firing off a lot of those. On the bright side, since Lucky Items&#039; charges drain depending on the amount of time spent in combat, that aspect does pair well with monks&#039; high volume of attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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If this were any other profession, I&#039;d be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they&#039;re tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you&#039;re a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I&#039;d recommend your silvers go elsewhere first--but only &amp;quot;first.&amp;quot; Luck is powerful and you should get it eventually, just not as a high priority. I&#039;d take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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Despite Mystic Tattooing being a monk&#039;s own ability, it&#039;s not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won&#039;t consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include:&lt;br /&gt;
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* Strength to decrease encumbrance, especially for small races&lt;br /&gt;
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to slightly improve defense against spiritual magic&lt;br /&gt;
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Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can&#039;t go further than &amp;quot;arguably&amp;quot; since the others will have more impact when they &#039;&#039;do&#039;&#039; have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would.&lt;br /&gt;
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Mystic Tattoos are slated for a future upgrade. The current proposal includes adding a skill bonus up to +10, flares to double the stat and skill bonuses for a short duration, an activated ability with a cooldown to double the stat and skill bonuses for a short duration, and ignoring enhancive limits.&lt;br /&gt;
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Until the future update, I&#039;d only tattoo yourself in your spare time when you can&#039;t find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins&#039; Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there&#039;s &#039;&#039;some&#039;&#039; merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you&#039;d have to know you&#039;ll be running into that damage type consistently for a while.&lt;br /&gt;
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On an obscure note, nature resistance is unique to ranger trinkets. Monks can&#039;t meditate against it and even the Ascension system can&#039;t train to defend against it. However, an extremely small number of creatures use nature damage.&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.&lt;br /&gt;
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The first five tiers of Sanctify have dubious value for UC gear (unless you&#039;re buying the first tier specifically because of the Kai&#039;s Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you&#039;re willing to pay for the first five tiers&#039; minimal value just to get to holy fire.&lt;br /&gt;
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Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it&#039;ll only trigger for certain combat maneuvers or when the undead hit you.&lt;br /&gt;
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Get the first five tiers on your robes unless you&#039;re absolutely certain you&#039;ll never have interest in hunting high-level undead. Holy fire isn&#039;t a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don&#039;t bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify).&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
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Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It&#039;s still marginally useful for good positioning (very specifically good positioning). Crit padding is more broadly useful. Either way, neither is useful enough to justify paying warriors unless they&#039;re charging less than the automated WPS smithy that comes around every couple of months. (They probably aren&#039;t!) Use that instead to bring your robes up to speed.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn&#039;t terribly desirable for most players, monks or otherwise.&lt;br /&gt;
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An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I&#039;d say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Battle Standard up to P3 as soon as possible&lt;br /&gt;
* Enchant armor up to +30 relatively quickly&lt;br /&gt;
* Ensorcell UC gear to T1 relatively quickly&lt;br /&gt;
* Battle Standard up to P5 relatively quickly&lt;br /&gt;
* Either Sanctify UC gear all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Sanctify armor unless very rarely hunting undead&lt;br /&gt;
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Slowly enchant UC gear over time&lt;br /&gt;
* Padding to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Slowly Ensorcell armor over time&lt;br /&gt;
* Weighting to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge&lt;br /&gt;
* Bloodstone Jewelry if you want it&lt;br /&gt;
* Slowly enchant armor past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell UC gear past T1 over time, if ever&lt;br /&gt;
* Mystic Tattoo only if you can&#039;t sell yours, but selling it is preferable to fund all of the above&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
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Congratulations, you&#039;ve got a cap and a half worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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Since it&#039;s not relevant to the large majority of players, I&#039;ve only vaguely talked about monks&#039; advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they&#039;re &amp;quot;done enough&amp;quot; with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements.&lt;br /&gt;
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Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.&lt;br /&gt;
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I did say this guide was for magical monks from 0 to 54,000,000 experience, so what should you do with Ascension Training Points (ATPs)?&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race.&lt;br /&gt;
* &#039;&#039;&#039;Brawling&#039;&#039;&#039;: +2 UAF per rank. I&#039;m not going to knock UAF this time because, once we&#039;re talking Ascension, we&#039;re talking marginal gains almost no matter what you do. Get it if you like numbers going up!&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Increased maneuver defense every two ranks, but half as much increase as Agility. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race. For the weapon route, specifically, Dexterity also adds crit weighting.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: +0.75 DS (in offensive) per rank and a tiny extra chance of outright evading for more Spin Kicks.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction by 2 pounds per rank. &#039;&#039;Now&#039;&#039; I&#039;ll knock UAF again! If we&#039;re in the realm of diminishing returns from exp anyway, then Porter is a reasonable low-hanging fruit option for races with lower carrying capacity.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: If you&#039;re firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body and Ensorcell no longer enough. If that&#039;s you, you&#039;ll know when to train this--or just buy stamina regen enhancives and Bloodstone Jewelry.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks.&lt;br /&gt;
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During earlier versions of this guide, I was also open to Aura, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let&#039;s finally delve into the Elite skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is Monks&#039; Everything&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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There&#039;s a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones potentially relevant to (magical) monks in green:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Automatic Success of Certain Spells&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;UC - Tier Up Probability&amp;lt;/font&amp;gt;&lt;br /&gt;
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As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I&#039;d argue that usually it&#039;s at or near the top end of value &#039;&#039;in&#039;&#039; that application:&lt;br /&gt;
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* Improving UC tier ups is, naturally, at its best for the profession most built around UC.&lt;br /&gt;
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy&#039;s EBP means improving MM, which is a UC monk&#039;s most important offensive combat number.&lt;br /&gt;
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don&#039;t use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here.&lt;br /&gt;
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn&#039;t go so far to say it&#039;s at its best here, which I think goes to pures who become capable of warding off spells from (some) &#039;&#039;pure&#039;&#039;-style Ascension creatures, but it&#039;s a pretty narrow win.&lt;br /&gt;
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln.&lt;br /&gt;
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks.&lt;br /&gt;
* Improving ambush defense is a benefit I place almost no value on for any profession and build &#039;&#039;except&#039;&#039; magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don&#039;t have 105 or more Transformation lore, so defense is valuable.&lt;br /&gt;
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(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do &#039;&#039;have&#039;&#039; the occasional spots of value. The auto-success spell benefits don&#039;t do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.)&lt;br /&gt;
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Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can!&lt;br /&gt;
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Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I&#039;d also argue that there&#039;s less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds.&lt;br /&gt;
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As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they&#039;re both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn&#039;t have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more &#039;&#039;total&#039;&#039; Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she&#039;s only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn&#039;t need to work for at all because monks have Perfect Self and Burst of Swiftness.&lt;br /&gt;
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Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They&#039;re simply the most exp-efficient profession in the game.&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
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* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
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The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and you want them to hit more reliably.&lt;br /&gt;
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&#039;&#039;&#039;Bold Brawler&#039;&#039;&#039;&lt;br /&gt;
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 Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
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A self-explanatory staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy!&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
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Pretty good reactive damage that comes at full power out of the gate. Needing an SMR check does slightly hinder its efficiency against overleveled creatures, but that&#039;s offset by the fact that it can go after multiple targets to hit at least one of them. Importantly, note that &amp;quot;a rank 2+ critical strike&amp;quot; refers to a rank 2 critical &#039;&#039;based on a crit table,&#039;&#039; not a rank 2 wound. Usually a rank 2 critical only creates a rank 1 wound; for example, rank 2 [[Slash_critical_table|slash crits]] are always rank 1 wounds unless they hit an eye. In other words, even very light hits can get this going, but just not the absolute lightest hits.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
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 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
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Reasonable if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to monks&#039; combination of inexpensive Harness Power costs, not much to spend that mana on, not being in full plate like warriors (and so valuing the DS more), and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don&#039;t know any of those other than my own).&lt;br /&gt;
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&#039;&#039;&#039;Ether Flux&#039;&#039;&#039;&lt;br /&gt;
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 When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
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(For clarity, it can occur once &#039;&#039;per creature&#039;&#039; per minute. You can basically consider it once per creature, period. For even more clarity, Ether Flux itself isn&#039;t a flare &#039;&#039;chance&#039;&#039;; it&#039;s described as a flare because it deals a random amount of disruption damage, but it always triggers once you meet the condition.)&lt;br /&gt;
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Ether Flux has no tiers and comes at full power immediately, which is definitely nice and it&#039;s a very good perk &#039;&#039;if&#039;&#039; you can get it going! ...but can you? Even though monks don&#039;t innately deal elemental damage, it still might be easier than you think.&lt;br /&gt;
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Some options for elemental flares include conventional ability slot flares, Battle Standards of applicable Arkati or spirits, certain Gemstone properties like Blood Boil or Infusion or Thorns, holy fire or holy water when hunting undead, or script flares of elemental types. That&#039;s already up to seven sources of elemental flares and I&#039;m not describing anything too wildly out of the way or anything that&#039;s very expensive by post-cap standards. The most expensive of those would be buying flare type changes for Animalistic Spirit or Phytomorphic Weapons.&lt;br /&gt;
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Whether you&#039;re mstriking or using Fury, monks fire off a lot of attacks, so with a decent base of varied flare types, the odds can stack up to force a lot of Ether Flux triggers through! However, if you don&#039;t have that decent base, I wouldn&#039;t go out of my way working up to it just because you find an Ether Flux. This is a very solid B or maybe B+ common, but it&#039;s no Bold Brawler, Flare Resonance, Stamina Prism, or Storm of Rage.&lt;br /&gt;
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&#039;&#039;&#039;Flare Resonance&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
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Assuming you have flares on your handwear and your footwear (and if you don&#039;t, then you should!), this is another staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries.&lt;br /&gt;
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[[Flare Affinity]] basically supercharges your flares to hit substantially harder--and, for that matter, more often! Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. (If you &#039;&#039;are&#039;&#039; someone who already has the Flare Affinity flourish, you wouldn&#039;t want this property since they don&#039;t stack.) The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk&#039;s handwear &#039;&#039;and&#039;&#039; footwear would cost 800k bloodscrip.&lt;br /&gt;
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In short, get more flares and make them spend less time poking and more time killing. &lt;br /&gt;
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&#039;&#039;&#039;Force of Will&#039;&#039;&#039;&lt;br /&gt;
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 You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
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This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! Alternatively, if you find it on a Gemstone with at least one other property that&#039;s good for somebody else but isn&#039;t good for you, you can try to sell it for a good chunk of silver since solo hunters of almost every profession like Force of Will for general purposes. (The exceptions are bards, who can already get rid of almost all of these conditions with their own [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]], and maybe clerics, who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die.)&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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The UAF boost is fairly immaterial for all the reasons you know by now about UAF, but the maneuver boost makes for an acceptable placeholder for most monks to use while looking for better Gemstones in the long run. That said, I wouldn&#039;t recommend upgrading it except possibly on a monk who makes very heavy use of extremely endroll-dependent attacks like Spin Kick or Bearhug.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
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 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
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Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
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 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
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This might be the highest ceiling Gemstone property of all for monks. It&#039;s easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don&#039;t run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they&#039;re off cooldown and Ki Focus when the mstrikes &#039;&#039;are&#039;&#039; on cooldown, thus basically only using stamina for the latter. However, if you started stacking on enhancives, Ascension, and Stamina Prism to start recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and &#039;&#039;still&#039;&#039; not run out of stamina.&lt;br /&gt;
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In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits, but you can be even more of a whirlwind in battle if you build for it!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
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If you&#039;ll battle just about any creature in your preferred hunting ground and it&#039;s a fairly swarmy place, this is an extraordinary property since you&#039;ll have the boost going constantly. UC monks or weapon monks will both love this property! Even if you&#039;re picky about which creatures you battle or if you hunt a slower area, it&#039;s still excellent. The only other thing is to consider is that it&#039;s a top tier common for virtually every build of virtually every profession--any weapon user, any UC build, any magical bolter--and so people are likely to pay very well for it if you&#039;d rather have the silvers!&lt;br /&gt;
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&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
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Mini Storm of Rage, except you always have the boost even if you&#039;re in the slowest of areas or if you&#039;re selectively hunting a single creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you&#039;ll almost definitely have at least one of those.&lt;br /&gt;
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&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
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 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
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If you&#039;re using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn&#039;t.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
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Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death. Don&#039;t use this if you go the Kroderine Soul route.&lt;br /&gt;
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&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
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A high quality Gemstone property for almost every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky; they can&#039;t outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened. A possibly bigger obstacle is that Blood Boil, of course, only works on creatures with blood! That won&#039;t be an obstacle in most hunting grounds, but if you try to exclusively hunt undead who have no blood (most undead by far don&#039;t; a few do), this wouldn&#039;t be the property for you.&lt;br /&gt;
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&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
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 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
&lt;br /&gt;
Despite having some anti-synergy with Spin Kick, it&#039;s very hard to ignore the value of a universal 5% chance to avoid and (to an extent) counter AS attacks. All else being equal, it &#039;&#039;is&#039;&#039; better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
&lt;br /&gt;
Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you&#039;re one of the rare monks who uses CS spells in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
&lt;br /&gt;
Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that&#039;s exactly what I&#039;d recommend, but they&#039;re mutually exclusive.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
Journeyman Tactician, but twice as good. Like its common counterpart, the UAF boost isn&#039;t noteworthy for a UC monk (it is good for a weapon monk, though!), but if you make heavy use of SMR attacks, I think it can be a reasonable long-term property for you. If not, I&#039;d either sell it to someone willing to pay top silvers or reroll until you get a better rare property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That&#039;s an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you&#039;re looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I&#039;ll cover shortly, you might consider working your entire build around it...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
A reasonable option for lighter races. It&#039;s not necessarily going to help with the newer and bigger boxes of 2026 on, but can help with the lower end loot like solid moonstone cubes or wands that add up when you&#039;re tiny. Definitely not a flashy property, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS, and this is a solution to at least part of that!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirst for Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Twice as strong as its already very powerful common counterpart, Taste of Brutality... or is it? The common version&#039;s 5% penalty when taking hits is negligible, but a 10% penalty isn&#039;t as easily dismissed. Still,  the increased DF is fantastic, so I&#039;d say you should consider your options with this one. If you have high redux &#039;&#039;and&#039;&#039; high Transformation lore, get it, love it, and upgrade it all the way. If you only have one of those, then you could simply treat it like Taste of Brutality by leaving it un-upgraded. 6% on both ends with no upgrades is comparable to the fully upgraded Taste of Brutality&#039;s 5%, after all, and nothing says you have to upgrade it at any point, never mind right away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It&#039;s actually difficult to even sell you on this because it&#039;s so straightforward that I shouldn&#039;t have to. It&#039;s a 10% double attack chance on every attack!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that&#039;s also solid for monks and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystic Impulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
&lt;br /&gt;
Hear me out. This is a very, very specific niche, but it&#039;s incredible within that niche, which is that you&#039;re a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise.&lt;br /&gt;
&lt;br /&gt;
If all of that&#039;s true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you&#039;ll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you &#039;&#039;aren&#039;t&#039;&#039; running the Serendipitous Hex build, then I&#039;d honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.&lt;br /&gt;
&lt;br /&gt;
Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power&#039;s effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that&#039;s with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Great general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF boost is, as always, borderline immaterial unless you&#039;re a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy that works well with the free jabs in your mstrikes! Unlike traditional dispel flares, these are post-resolution, so they&#039;re slightly less reliable. However, UC monks tend to have no trouble making their attacks land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here are some hypothetical ideal layouts!&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Traditional Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# &#039;&#039;(Blood Boil)&#039;&#039; (rare 2 of 3)&lt;br /&gt;
# &#039;&#039;(Thirst for Brutality)&#039;&#039; (rare 3 of 3)&lt;br /&gt;
# Force of Will (common 5 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 6 of 7)&lt;br /&gt;
# Journeyman Tactician if using Thirst for Brutality, otherwise Taste of Brutality (common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
Blood Boil and Thirst of Brutality are parenthetical and italicized because they&#039;re slightly conditional picks. For general purposes, that&#039;s what I&#039;d go with, but specific hunting ground choices or even gear can change everything. Blood Boil might be useless if you primarily hunt undead without blood. Tethered Strike, not listed, might be superior to either Blood Boil or Thirst of Brutality if you regularly hunt evasive creatures. Anointed Defender, also not listed, could be the way to go if you&#039;ve managed your gear and training in such a way that the TD boost can push you just out of range of dangerous CS attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Very Magic-Heavy Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# &#039;&#039;(Serendipitous Hex)&#039;&#039; (rare 1 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Greater Arcane Intensity (rare 3 of 3)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# Arcane Intensity (common 5 of 7)&lt;br /&gt;
# Taste of Brutality (common 6 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
This has enough overlap that you might think they&#039;re the same picture, but the subtle differences add up to large ones. This Gemstone setup assumes a high CS monk, then Greater Arcane Intensity and Arcane Intensity push CS even higher. That means that Vertigo and Mindwipe land more consistently, which means that creatures are disabled more often, which means Force of Will shouldn&#039;t be as necessary. It also means that your MM will be higher, which means I wouldn&#039;t even think about Journeyman Tactician. Conversely, Taste of Brutality claims a solid place because its rare counterpart has been traded off to secure Greater Arcane Intensity and maybe Serendipitous Hex.&lt;br /&gt;
&lt;br /&gt;
Speaking of Serendipitous Hex, even though I ranked it highly, it gets the parenthetical italics treatment because I only recommend it if you&#039;re regularly casting Web! It doesn&#039;t trigger with Vertigo or Mindwipe, so if those are your go-tos, then bring in some other top end rare like Blood Boil, Tethered Strike, or Thirst for Brutality. (Unlike the traditional monk, the magic-heavy monk doesn&#039;t risk as much from the double DF hit of using Taste and Thirst simultaneously because their more consistent disablers will keep enemies contained. Still, just in case of the worst, &#039;&#039;definitely&#039;&#039; use Ephemera&#039;s Extension over Ether Flux if you go the double Brutality route!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we draw close to the end, I&#039;ll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Magic After Dark===&lt;br /&gt;
&lt;br /&gt;
...wait, I can&#039;t write about that on the wiki! Moving on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade Secrets of the Sneaky Monk Merchants===&lt;br /&gt;
&lt;br /&gt;
I&#039;m one of the bigger advocates of training [[Trading]] in the GS community, but even more so for monks than others!&lt;br /&gt;
&lt;br /&gt;
Monks have easier and more universal means to make more silvers per item sold than any other profession--and they can do it almost anywhere in Elanthia.&lt;br /&gt;
&lt;br /&gt;
Except for [[Mist Harbor]] and [[Kraken&#039;s Fall]], every town&#039;s NPC shops will pay +5% extra silver to at least one race when players sell. ([[Trading#Trading_chart|See the chart of favored races here!]])&lt;br /&gt;
&lt;br /&gt;
Monks have a &#039;&#039;&#039;secret weapon&#039;&#039;&#039; in the profit war: &#039;&#039;&#039;[[Shroud of Deception (1212)|Shroud of Deception]]&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Even monks who live in a geographic region where their race can&#039;t get a bonus can configure their Shroud profile to appear as another race and get the bonus anyway! It&#039;s that easy!&lt;br /&gt;
&lt;br /&gt;
But wait, it gets better! Monks also have &#039;&#039;[[Glamour (1205)|Glamour]]&#039;&#039;&#039;, which gives an enhancive boost of 20 Trading ranks or 50 Trading skill, whichever is lower. (50 Trading skill will be lower before you have 20 Trading ranks on your own.)&lt;br /&gt;
&lt;br /&gt;
What does Trading do, though?&lt;br /&gt;
&lt;br /&gt;
You get an extra 1% silver for every combined 12 bonus between Influence and Trading bonus. That&#039;s &#039;&#039;bonus&#039;&#039;, not ranks! So, for example, if you had 44 Trading ranks, which is 144 Trading bonus, you&#039;d make 12% more silver for selling items than if you had 0 Trading ranks. Shroud of Deception takes that 12% to 17%, then Glamour takes that 17% to 18%--and, actually, 8/12ths of the way to 19%. If you took my advice and set Influence high from the start, Influence will also get you to 19% if not 20%!&lt;br /&gt;
&lt;br /&gt;
This is a big part of how Sariara made 2,509,473 million silver within a week of existing. By now she&#039;s existed for four weeks and a day and is up to 23,108,060 silver, only 1,500,000 of which came from selling a Mystic Tattoo.&lt;br /&gt;
&lt;br /&gt;
Some general tips on early silvers:&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t hunt overcrowded Landing areas, but find the rich lower level creatures. There are plenty of them because characters don&#039;t stay low level for long, so hunting pressure is low. (For more on hunting pressure, see the [[treasure system]] page and [[Treasure_system/saved_posts|saved posts subpage]].)&lt;br /&gt;
* Take advantage of Glamour and Shroud of Deception to get a percentage boost to these rich creatures&#039; already valuable loot. Reap the reward of being a monk!&lt;br /&gt;
* Between level 0 and 19, when skills migrate near instantly, max out Trading every time you&#039;re about to sell things.&lt;br /&gt;
* Between level 0 and 19, push First Aid and Survival up when you&#039;re out hunting so you can get value from skinning. Unlearn them afterward so you can...&lt;br /&gt;
* Between level 5 and 19, learn Glamour and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* Between level 12 and 19, learn Shroud of Deception and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* For your final level 19.9 build, as you&#039;re forced to commit to your skills, have at least 20 ranks of Trading and know at least your first 12 Minor Mental spells.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I did. I got to see delightful lines in my SKILL command like:&lt;br /&gt;
&lt;br /&gt;
 You started this migration period on Saturday, 5/25/2024 at 01:55:18 EDT.  You have 4 days, 20 hours, 8 minutes remaining in your current 30 day migration period.&lt;br /&gt;
 &lt;br /&gt;
 You&#039;re currently migrating at a rate of .001 skill points per pulse, and &#039;&#039;&#039;have converted 25580.00 training points this migration period.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t go to this extreme, though, monks are the game&#039;s best at selling to NPC merchants. At the low end, monks skyrocket toward high sales value. At the high end in the post-cap world, monks reach the maximum sale bonus in almost every town.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maximum sale bonus&amp;quot; is 28% from Trading and Influence plus another 5% from race bonus. To be clear, the max bonus is 33%, but only sort of; the two bonuses are treated separately. For example, if you&#039;re an elf monk selling in Solhaven (no bonus), you can&#039;t just pump your Trading and Influence so high that you&#039;d make 33% from that alone; it&#039;s capped at 28% and the other 5% &#039;&#039;has to&#039;&#039; come from Shroud of Deception.&lt;br /&gt;
&lt;br /&gt;
My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===When Robes Aren&#039;t Robes: Alterations===&lt;br /&gt;
&lt;br /&gt;
For simplicity, I&#039;ve been talking about &amp;quot;robes&amp;quot; throughout this guide because that&#039;s the conventional name for that [[armor]] type.&lt;br /&gt;
&lt;br /&gt;
However, robes don&#039;t have to remain robes at all; they have the same leeway for alterations as other chest-worn clothing! Here are examples of post-alteration &amp;quot;robes&amp;quot; that my various characters (monks or otherwise) have worn or that I plan to create:&lt;br /&gt;
&lt;br /&gt;
* An airy white starsilk sundress sporting an asymmetrical knee-length skirt&lt;br /&gt;
* A sleeveless lily white tunic with a jet black silk sash&lt;br /&gt;
* A knee-length midnight blue silk dress aglisten with a constellation of stars&lt;br /&gt;
* A sleeveless white tunic splashed with an autumn-hued music motif&lt;br /&gt;
* A sleeveless white starsilk tunic spangled with sunset orange musical notes&lt;br /&gt;
* A midnight black silk tunic marked with a silver eight-pointed star&lt;br /&gt;
* A sleeveless sunlight gold tunic accented by bright white edges&lt;br /&gt;
* A royal purple starsilk tunic featuring an embroidered silver rose&lt;br /&gt;
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits)&lt;br /&gt;
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola)&lt;br /&gt;
* A thigh-slit scarlet starsilk dress accented by ivory edges&lt;br /&gt;
* A sleeveless white kimono featuring golden star embroidery&lt;br /&gt;
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves&lt;br /&gt;
* A sleeveless gold feather-patterned tunic tied at the waist&lt;br /&gt;
&lt;br /&gt;
Mine are mostly feminine designs, but even for a masculine character, you can turn your robes into shirts, vests, jackets, and more. Get your creativity on!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Likewise, unarmed combat footwear isn&#039;t limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Hunting Partner Tactics and Synergy===&lt;br /&gt;
&lt;br /&gt;
Who do monks team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer that&#039;s enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies&#039; UDF. In turn, warriors love monks&#039; Mind Over Body stamina cost reduction, the best group buff they can get other than bards&#039; [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day).&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don&#039;t necessarily mind being targeted more often since it offers more Spin Kick opportunities.&lt;br /&gt;
* &#039;&#039;&#039;A monk duo&#039;&#039;&#039; can keep up both Mind Over Body and Focus Barrier, but otherwise doesn&#039;t have any particular synergy.&lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don&#039;t have as much redux as warriors and rogues nor as much DS as them, so a boost can really help.&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don&#039;t offer much to rangers otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; can make a monk&#039;s attacks even faster, at least for now, since Song of Tonis is the game&#039;s best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they&#039;re already pretty durable as casters go. Monks simply being present as an additional target to split up enemies&#039; attacks is helpful to wizards and all casters.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks&#039; Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath&#039;s [[Mass Interference (217)|Mass Interference]] setting up a monk&#039;s Vertigo isn&#039;t the worst idea I&#039;ve ever had, but it&#039;s not an amazing one either. &lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it&#039;s still there when needed. Having a hunting partner&#039;s extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn&#039;t help monks as most other professions&#039; disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward.&lt;br /&gt;
&lt;br /&gt;
Nearly regardless of team composition, your monk training &#039;&#039;&#039;Coup de Grace&#039;&#039;&#039; and &#039;&#039;&#039;Side by Side&#039;&#039;&#039; (which also requires two ranks of &#039;&#039;&#039;Combat Movement&#039;&#039;&#039;) can be helpful to groups.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===The Weapon-Wielding Melee Monk===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk more about Martial Mastery, the level 0 feat. Although monks have access, it was primarily invented for warriors and rogues as an alternative to learning [[Elemental Targeting (425)|Elemental Targeting]], a Minor Elemental spell that increases AS.&lt;br /&gt;
&lt;br /&gt;
Far enough post-cap, magical warriors or magical rogues have the same AS ceiling as their non-magical counterparts. (Their non-magical counterparts do get there millions of experience points sooner while the magical ones have more DS and TD, but that&#039;s outside the scope of this guide...) Monks, on the other hand, don&#039;t have Elemental Targeting, so a monk maximizing Martial Mastery can have up to 50 more AS and UAF than a monk &#039;&#039;not&#039;&#039; maximizing it! Of course, UAF doesn&#039;t matter nearly as much as AS and the entire monk profession is built around unarmed combat. So I ask:&lt;br /&gt;
&lt;br /&gt;
Is there merit to a weapon-wielding, AS-based monk?&lt;br /&gt;
&lt;br /&gt;
Before I explore it, I&#039;ll repeat that I think people should make whatever kind of character they find fun and that I personally like wacky builds. However, I&#039;m not convinced that a melee monk even &#039;&#039;is&#039;&#039; a wacky build. When people consider making a melee-only character who isn&#039;t stealth-based, a warrior is probably their first thought, but let&#039;s seriously compare these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Training Cost Factor&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I&#039;ll use my (first) monk and warrior for the sake of illustration since they&#039;re both elves. At level 50, my warrior had a total pool of 2568 PTPs and 2242 MTPs while my monk had a total pool of 2319 PTPs and 2259 MTPs. You might think the warrior is hugely ahead, but no, not at all. I could show you paragraphs upon paragraphs of math I wrote, but let&#039;s just cut to the chase.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say my monk and warrior had both done dual katar builds that shared nearly identical core training. 2x Brawling, 2x Edged Weapons, 1x Thrown Weapons (to buff up Martial Mastery), 2x Two Weapon Combat, 2x Combat Maneuvers, 2x Physical Fitness, 50 Multi-Opponent Combat, and 1x Perception were all in common.&lt;br /&gt;
&lt;br /&gt;
From there, my warrior took 70 Armor Use to get metal breastplate, then trained as many Dodging ranks as possible with her remaining points. My monk learned Iron Skin, took 30 Transformation to buff up Iron Skin, and took 10 Harness Power, then trained as many Dodging ranks as possible with her remaining points. Their skills would be identical in most ways, but here&#039;s where they&#039;d differ:&lt;br /&gt;
&lt;br /&gt;
* Monk in robes that act like chain mail: 153 ranks of Dodging and 102 MTPs spare&lt;br /&gt;
* Warrior in metal breastplate: 109 ranks of Dodging and 21 MTPs spare&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to claim that my monk would basically just be better; there are too many factors to say that. Warriors have their guild skills. Monks have Perfect Self. Warriors have a higher parry chance because of [[Combat Mastery|their level 40 feat]]. Monks have a higher evade chance because of &#039;&#039;their&#039;&#039; level 40 feat. Warriors have [[Whirling Dervish]]. Monks have more DS, at least at this stage of the game. Warriors have [[Weapon Specialization]]. Monks have Burst of Swiftness. Warriors have [[Weapon Bonding]].&lt;br /&gt;
&lt;br /&gt;
My point is that a melee monk is even &#039;&#039;comparable&#039;&#039;--better in some ways and worse in others--to a warrior with the exact same build despite ignoring so much of what the monk skillset is tailored toward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Mental Acuity Possibility&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
What if you learned Mental Acuity even without Kroderine Soul? My above training cost example illustrated my monk stopping at two Minor Mental spells for Iron Skin, but another alternative (though this would be during later levels) would be taking Mental Acuity to retain access to the first 20 Minor Mental spells and still even allowing room for Spirit Warding I and Spirit Defense. (If you were okay with Martial Mastery capping out at +45 AS instead of 50, you could even learn Spirit Warding II!)&lt;br /&gt;
&lt;br /&gt;
The hypothetical Martial Mastery and Mental Acuity monk has almost the same AS as a Martial Mastery warrior, but her spells would pull her far ahead in DS while keeping all the silver selling benefits of Glamour and Shroud of Deception, plus saving tons of stamina via Mind Over Body. The tradeoff is making spelling up more of a hassle, but that might be worth the payoff of having a light armored warrior-like character whose combat maneuvers and weapon techniques have 35% stamina cost reduction!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Doubly Perfect Self&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
As great as Perfect Self is for unarmed combat, it&#039;s arguably even better for a melee monk. For UC purposes, it&#039;s mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you&#039;re getting AS--more useful than UAF--and RT reduction for &#039;&#039;two&#039;&#039; types of assault techniques: Brawling&#039;s Fury and Edged Weapons&#039; Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don&#039;t sweat it as much due to Mind Over Body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specializations and Katars&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
The Grapple, Kick, and Punch Specialization bonuses for their respective techniques &#039;&#039;do&#039;&#039; still apply even if you&#039;re using a brawling weapon instead of unarmed combat!&lt;br /&gt;
&lt;br /&gt;
Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.&lt;br /&gt;
&lt;br /&gt;
Ironically, if there&#039;s anywhere that I even sort of like Punch Specialization-powered Clash, it&#039;s on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash &#039;&#039;with&#039;&#039; Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you&#039;re regularly hunting things like bandits, pirates, warcamps, or areas that swarm.&lt;br /&gt;
&lt;br /&gt;
Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I&#039;d make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It&#039;s also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk&#039;s stamina cost reduction from Mind Over Body.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it&#039;s a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I&#039;d bring it up.&lt;br /&gt;
&lt;br /&gt;
Instead, after considering all the math and angles I did while writing this, it&#039;s made such a strong case for a bizarrely appealing build that I&#039;ve talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind&#039;s swirling and it seems clear that the melee monk is a very, very real idea that&#039;s gone unexplored because it&#039;s not an intuitive or obvious idea from a glance over the monk skillset.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Infrequently Asked (or Imagined) Questions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-faq&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-faq&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This final section covers any random topics that people have asked me or that I can &#039;&#039;imagine&#039;&#039; them asking me if I feel that they&#039;re worth answering in this guide, but not worth a full tip or sidebar of their own.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things actually asked are red.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Things I imagine people should ask are pink.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things that are both red and pink come from comments I got that&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;weren&#039;t originally questions, but I&#039;ve reframed them into questions because they&#039;re worth discussing.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Does enchanting UC handwear and footwear help with DS?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Why do you rank half-krolvin monks so low?&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Flimbo&#039;s Guide and the [[Comprehensive Monk Guide]] really like them!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s guide likes half-krolvin monks because Perfect Self normalizes their Logic penalty and they have &amp;quot;solid physical stats with which to punch things quite well.&amp;quot; I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even kind of agree that if you&#039;re set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I&#039;d rather have a race without a Logic penalty to begin with! Exp-wise, that Logic penalty is less important than it used to be if you&#039;re paying for Temple of Lumnis donations or Fash&#039;lo&#039;nae&#039;s Tutelage, but it&#039;s still a penalty. The impact on Vertigo and Mindwipe also isn&#039;t negligible. (This is, after all, the Autumnwinds&#039; &#039;&#039;magical&#039;&#039; monk guide, not the Kroderine Soul monk guide.)&lt;br /&gt;
&lt;br /&gt;
Another point I agree with Flimbo on is that half-krolvin have solid physical stats with which to &#039;&#039;punch&#039;&#039; things quite well. However, I&#039;d rather have a faster Agidex race who has solid physical stats with which to also &#039;&#039;kick&#039;&#039; things quite well, meaning minimum RT for mstrike kick!&lt;br /&gt;
&lt;br /&gt;
The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn&#039;t matter! (Okay, fine, &#039;&#039;technically&#039;&#039; the math says UAF matters... fractionally.)&lt;br /&gt;
&lt;br /&gt;
Cold damage protection has some appeal if you&#039;re specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that?&lt;br /&gt;
&lt;br /&gt;
The Hinterwilds &#039;&#039;are&#039;&#039; a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you&#039;ve exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you&#039;ll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk.&lt;br /&gt;
&lt;br /&gt;
Like I said, any race can do well as a monk. I&#039;m not down on half-krolvin, exactly, but I&#039;d rather truly excel at &#039;&#039;something&#039;&#039; than be a generalist. Play a half-krolvin if you like their excellent verbs, though!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Should I train Ambush?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The short answer is no. Now for the long, fun answer!&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but back then, players had no visibility into the aiming formula. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you &#039;&#039;did,&#039;&#039; it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.&lt;br /&gt;
&lt;br /&gt;
In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:&lt;br /&gt;
&lt;br /&gt;
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)&lt;br /&gt;
* Knocking creatures down helps (I don&#039;t remember if we&#039;d known this or not)&lt;br /&gt;
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but we underestimated how much)&lt;br /&gt;
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Intuition Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you&#039;ve tanked Intuition instead of Discipline, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even &#039;&#039;standing&#039;&#039; foes. Of course, they need Acrobat&#039;s Leap for that.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let&#039;s use that in an example.&lt;br /&gt;
&lt;br /&gt;
With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you&#039;d have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let&#039;s say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.&lt;br /&gt;
&lt;br /&gt;
Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let&#039;s say everything had reached 91%, 86%, and 83%. Even that&#039;s not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you&#039;d need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that&#039;s +17 DS in offensive stance) at 3x costs!&lt;br /&gt;
&lt;br /&gt;
What if you eased back to the old 24 Ambush mark? Then you&#039;d need 148 Combat Maneuvers. Perfect Self has kicked in, so let&#039;s call it 144 Combat Maneuvers needed. Even that&#039;s already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)&lt;br /&gt;
&lt;br /&gt;
In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you &#039;&#039;can&#039;&#039; reach max or near-max success rates with some Ambush, but not &#039;&#039;so&#039;&#039; high that you reach max or near-max success rates even without Ambush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But even then,&#039;&#039; we&#039;re only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your &#039;&#039;unaimed&#039;&#039; attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head!&lt;br /&gt;
&lt;br /&gt;
Like PSM3&#039;s wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I&#039;ve made my choice: forget Ambush and play to my strengths.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==The TL;DR Recap: Making Cookie Cutter Monks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-cookiecutter&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Low on time or thought processing power and just want a cookie cutter build you don&#039;t need to put much thought into? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-cookiecutter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(...by my wacky definition of &amp;quot;cookie cutter.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leafi, I love you and all, but I expanded every section, noticed my scroll bar is tiny, noticed your guide is crazy long, and ain&#039;t nobody got time for that. Please tl;dr this nonsense?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Okay, okay, I hear you.&lt;br /&gt;
&lt;br /&gt;
Some of you never wanted the Leafiara treatment where we seek to become real life monks with advanced spiritual and mental understanding by thoroughly exploring the unfathomable mysteries of reality and transcendent metareality (like math and logic).&lt;br /&gt;
&lt;br /&gt;
Some of you instead wanted the Saraphenia treatment where I tell you how to have a functional build that lets you have mechanical fun in an online text-based multiplayer video game and then you embark on your journey.&lt;br /&gt;
&lt;br /&gt;
So I included this section for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Race&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aelotoi, dark elves, dwarves, elves, half-elves, half-krolvin, halflings, and sylvankind are all basically the same power for monks. Faster is better, but more encumbrance is worse, so find your balance. Giantmen have a niche.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Stats&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See the table in the Placing Your Stats section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Society&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voln.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;How do I fight?&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Twinhammer&#039;&#039;&#039; as your opener once you learn it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jab&#039;&#039;&#039; at decent position, &#039;&#039;&#039;punch&#039;&#039;&#039; at good position if you&#039;re not Grapple Specialization and &#039;&#039;&#039;grapple&#039;&#039;&#039; at good position if you are, &#039;&#039;&#039;kick&#039;&#039;&#039; at excellent position. Regardless of those general rules, &#039;&#039;&#039;follow prompts&#039;&#039;&#039; and do what it tells you when it tells you.&lt;br /&gt;
&lt;br /&gt;
Against single targets, &#039;&#039;&#039;Weapon Fury&#039;&#039;&#039; until whenever you have enough Agidex for a 5-6 second &#039;&#039;&#039;mstrike kick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Against multiple targets, &#039;&#039;&#039;mstrike grapple&#039;&#039;&#039; if you&#039;re Grapple Specialization or &#039;&#039;&#039;mstrike kick&#039;&#039;&#039; if you&#039;re Kick Specialization. In either case, not until they&#039;re 7 seconds or less. If mstrike grapple is 7 seconds or less, but you&#039;re Kick Specialization and mstrike kick is 8 seconds or more, &#039;&#039;&#039;mstrike punch&#039;&#039;&#039; for now until mstrike kick doesn&#039;t take so long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Core skills to train every level&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2x &#039;&#039;&#039;Brawling&#039;&#039;&#039;, 2x &#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; (eventually 3x), 2x &#039;&#039;&#039;Dodging&#039;&#039;&#039; (eventually 3x), 1x &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Skills with breakpoints&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; in bursts for various breakpoints to pick up specific maneuvers. (For which ones and when, see the &amp;quot;combat maneuvers and feats&amp;quot; section below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; in bursts to 5, 10, 24, 30, 35, 50, 55, 60, 90, and 100 ranks.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Harness Power&#039;&#039;&#039; early, 20-30 mid-game, then push near cap if you want QoL for spelling up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental&#039;&#039;&#039; to 16 so you have both focus spells (1213 and 1216) as options, then slack off with spells until the midgame. Grab 1220 if you feel the DS need, especially if using 1213 instead of 1216.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathy&#039;&#039;&#039; lore in bursts to 6, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transformation lore&#039;&#039;&#039; in bursts to 5, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Climbing and Swimming&#039;&#039;&#039; until the midgame or as needs arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Tertiary skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiritual/Mental Mana Control&#039;&#039;&#039; only if sharing mana with friends and alts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid and Survival&#039;&#039;&#039; only if you want skinning.&lt;br /&gt;
&lt;br /&gt;
20 &#039;&#039;&#039;Trading&#039;&#039;&#039; by level 20 because monks make silver via Glamour (1205) and Shroud of Deception (1212). Get to 40 or the nearest multiple of 12 Trading+Influence bonus over time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Midgame skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; to 2, 3, or 7 ranks, but only after 3x Dodging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Combat maneuvers and feats&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; for your level 30 feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1 of Combat Maneuvers, making the super early game not painful:&lt;br /&gt;
&lt;br /&gt;
Get 3 CM ranks ASAP for your first rank of &#039;&#039;&#039;Rolling Krynch Stance&#039;&#039;&#039;, then another 6 CM ranks (so 9 total) for your second rank ASAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2 of Combat Maneuvers, improving the early game:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up the last rank of Krynch and first three ranks of &#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039; or &#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it&#039;s not necessarily an early game priority since you don&#039;t get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3 of Combat Maneuvers, fleshing out skills and diversifying your abilities through the midgame:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up three or more ranks of &#039;&#039;&#039;Bearhug&#039;&#039;&#039;, two or more ranks of &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;, all three ranks of &#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;, three or more ranks of &#039;&#039;&#039;Feint&#039;&#039;&#039;, and the remaining ranks of Grapple or Kick Specialization. If you went Kick Specialization, add &#039;&#039;&#039;Combat Mobility&#039;&#039;&#039; to the list sooner than later. If you picked a halfling or gnome, add Acrobat&#039;s Leap, but otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 of Combat Maneuvers, putting the last pieces in place:&lt;br /&gt;
&lt;br /&gt;
Pick up Combat Mobility (if you didn&#039;t already have it) and all three ranks of &#039;&#039;&#039;Ki Focus&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5 of Combat Maneuvers, player&#039;s choice:&lt;br /&gt;
&lt;br /&gt;
Whatever you want. Finish Bearhug, Bull Rush, and Feint or don&#039;t, depending how you like them. You can veer off in different directions with more niche maneuver options or not. Up to you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Armor upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy TD-boosting armor of +7 or more from a playershop. It&#039;ll cost 1-5 million silver and serve you fantastically. Add services of Enchant, Sanctify, and Ensorcell over time in roughly that order while adding padding via the WPS wagons. (Enchant and Sanctify can switch places easily enough, but Ensorcell is definitely last.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spending almost nothing (~1 million silver): Buy basic lightning flaring handwear and footwear.&lt;br /&gt;
* Spending moderately (~35k pay event currency (equivalent of 35 million silver)): Buy off-the-shelf Animalistic Spirit from Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.&lt;br /&gt;
* Spending a ton (~150k pay event currency): Buy Phytomorphic handwear from Duskruin. Add Phytomorphic upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Phytomorphic upgrades and unlocks.&lt;br /&gt;
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Phytomorphic upgrades and unlocks for your footwear.&lt;br /&gt;
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.&lt;br /&gt;
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.&lt;br /&gt;
&lt;br /&gt;
And if you&#039;re the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you&#039;re probably not reading this guide. &#039;&#039;But just in case&#039;&#039;, for fun, and to entertain the other 99.5%...&lt;br /&gt;
&lt;br /&gt;
* Whaling out beyond most people&#039;s imagination just because you can (~4.24 million pay event currency):  Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Phytomorphic script at Duskruin. Add a slew of Phytomorphic upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
&lt;br /&gt;
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They&#039;ve never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it&#039;s still around. I&#039;m guessing they learned the hard way that top end flares are so astonishingly powerful with UC&#039;s low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Other upgrades when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can&#039;t afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks are easy! Go have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Denouement: An Unexpected Journey==&lt;br /&gt;
&lt;br /&gt;
First, thank you for reading The Autumnwinds&#039; Magical Monk Guide.&lt;br /&gt;
&lt;br /&gt;
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I&#039;m thankful for every reader.&lt;br /&gt;
&lt;br /&gt;
Sometimes I write a &amp;quot;guide&amp;quot; partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I&#039;d take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally &#039;&#039;was&#039;&#039; a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters&#039; skills when they want a template of where to take their post-cap training.&lt;br /&gt;
&lt;br /&gt;
This one was for you guys, though. I hope it&#039;s been helpful, I hope it&#039;s gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.&lt;br /&gt;
&lt;br /&gt;
That said, if you were here only for mechanical informational purposes, I&#039;m pretty much done with those. There&#039;s one more at the very end for people with multiple character slots (not multiple accounts, but &#039;&#039;character slots&#039;&#039;), but otherwise, you can head out! I wish you a good day or good night and hopefully I&#039;ll see you around the lands.&lt;br /&gt;
&lt;br /&gt;
Thank you again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-denouement&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious on the backstory of why this guide exists and why now? Click here and we&#039;ll close out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-denouement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the rest of you, if you&#039;ll indulge my rambling a bit longer...&lt;br /&gt;
&lt;br /&gt;
The Magical Monk Guide existing is an emergent happy accident.&lt;br /&gt;
&lt;br /&gt;
The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK&#039;s strongest.&lt;br /&gt;
&lt;br /&gt;
I thought, but didn&#039;t have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don&#039;t have the history, nostalgia, momentum, or player population of other professions.&lt;br /&gt;
&lt;br /&gt;
To be honest, even if I had said it was impossible, that wouldn&#039;t have stopped Phenia. Even as I type this, I can picture how I&#039;d try to temper her expectations and she&#039;d come back with &amp;quot;Well, I&#039;m going to try anyway!&amp;quot; Phenia aimed high, never mind the odds.&lt;br /&gt;
&lt;br /&gt;
When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia&#039;s name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia.&lt;br /&gt;
&lt;br /&gt;
I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a &amp;quot;Monk tip!&amp;quot;--plus a &amp;quot;Bonus tip!&amp;quot; about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide!&lt;br /&gt;
&lt;br /&gt;
By coincidence, I&#039;d also been answering a few people&#039;s questions in the main GS Discord server&#039;s monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia&#039;s spot as the monk division lead, I agreed. I don&#039;t think I &#039;&#039;could&#039;&#039; have declined. Over that string of seven weeks, I was basically doing what she needed already.&lt;br /&gt;
&lt;br /&gt;
That morning, I decided I should write a new guide to replace Flimbo&#039;s old one.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know what I expected would come out of it, but it wasn&#039;t this. With a motive like honoring my departed friend, I &#039;&#039;knew&#039;&#039; I&#039;d put my all into it--but I didn&#039;t expect to write this much or this in-depth, I didn&#039;t expect to cover the topics I did, and, most of all, I didn&#039;t expect that I&#039;d be learning myself, not just passing along what I knew beforehand.&lt;br /&gt;
&lt;br /&gt;
I&#039;d never thought about a non-Kroderine Soul monk without Mental Acuity. I&#039;d barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I&#039;d barely thought about synergy between monks and other professions. I&#039;d never investigated how one rank of Sanctify interacted with Kai&#039;s Strike. I&#039;d never investigated how or if Stance of the Mongoose worked with unarmed combat. I&#039;d never even investigated how or if Clash worked with a specified UC attack type.&lt;br /&gt;
&lt;br /&gt;
But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you&#039;ve learned too.&lt;br /&gt;
&lt;br /&gt;
When Phenia said she wanted the monk division to be RYSK&#039;s strongest, I assumed she was talking about numbers. Maybe she was; I don&#039;t know either way. I &#039;&#039;do&#039;&#039; know that we want you monk players to be &#039;&#039;your&#039;&#039; strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you&#039;ll be your strongest. Any part I might have played in helping you get there is an honor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, for fun and because I can, here&#039;s one last obscure mechanical interaction for the road.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have a couple character slots where, even though I don&#039;t play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they&#039;d have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.)&lt;br /&gt;
&lt;br /&gt;
What&#039;s probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one&#039;s login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character &#039;&#039;had&#039;&#039; gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn&#039;t even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains.&lt;br /&gt;
&lt;br /&gt;
Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Farewell, have fun, and be good to one another!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=252435</id>
		<title>Leafiara (prime)/Mechanical Musings/The Autumnwinds&#039; Magical Monk Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=252435"/>
		<updated>2026-01-28T03:15:45Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: New profession service tips about login boosts and suffusion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = The Autumnwinds&#039; Magical Monk Guide&lt;br /&gt;
|topic = Combat, Monks, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-06-19&lt;br /&gt;
|updated = 2026-01-25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind, in loving memory of &#039;&#039;&#039;[[Saraphenia (prime)/Memorial|Saraphenia]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
&lt;br /&gt;
Last updated January 25, 2026.&lt;br /&gt;
&lt;br /&gt;
Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction: How to Use This Guide==&lt;br /&gt;
&lt;br /&gt;
This guide is for all magical monks from 0 exp to 54,000,000! (What do I mean by a magical monk? One not using [[Kroderine Soul]]. Somebody else will have to write that guide!) I&#039;ll go over monks&#039; strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, or at least it can be.&lt;br /&gt;
&lt;br /&gt;
* If you want an exhaustive guide, read through it in order.&lt;br /&gt;
* If you want the opposite of an exhaustive guide, jump to the &amp;quot;tl;dr Recap: Cookie Cutter&amp;quot; section at the end.&lt;br /&gt;
* If you&#039;re not sure whether you want an exhaustive guide, read the &amp;quot;Why Play a Monk&amp;quot; section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you&#039;re intrigued afterward. The Cookie Cutter section provides an overview of &#039;&#039;what&#039;&#039; to do and gives a small window into what the rest of the guide covers, which is &#039;&#039;why&#039;&#039; to do it.&lt;br /&gt;
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I&#039;ve made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
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Speaking of experience, what&#039;s mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I&#039;m now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.&lt;br /&gt;
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Speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn&#039;t have had the passion or interest--at least on my own. When I say I&#039;ve written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I&#039;ll call it a job well done!&lt;br /&gt;
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No further ado. Let&#039;s get on with it!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Monk or Why Not Play a Monk?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a monk at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Unarmed Combat===&lt;br /&gt;
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Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:&lt;br /&gt;
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# &amp;quot;Tiering up,&amp;quot; AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.&lt;br /&gt;
# Improving your [[multiplier modifier]] primarily through things like forcing a creature&#039;s stance down or inflicting status conditions.&lt;br /&gt;
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Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC&#039;s equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! &lt;br /&gt;
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I&#039;ll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still &#039;&#039;miss&#039;&#039; via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you&#039;ve played other physical characters and can&#039;t stand seeing a creature avoid an attack before it even gets to the roll, try a monk!&lt;br /&gt;
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===Gear Indifference===&lt;br /&gt;
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Monks have extremely low dependence on good gear.&lt;br /&gt;
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While GSIV is technically balanced around vanilla +20 gear, most people would agree there&#039;s a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I&#039;d put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!&lt;br /&gt;
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Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you&#039;re unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game&#039;s most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I&#039;d say monks are &#039;&#039;the best&#039;&#039; at not depending on gear nor even exp! Much more on that in the Ascension section.&lt;br /&gt;
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===Simplicity===&lt;br /&gt;
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Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it&#039;s difficult to get wrong. If you stick to unarmed combat, I&#039;d go so far as &#039;&#039;extremely&#039;&#039; difficult to get wrong.&lt;br /&gt;
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(If you want to do unusual things that don&#039;t involve UC, then read on in Odds and Ends!)&lt;br /&gt;
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===Fun Factor===&lt;br /&gt;
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Once monks hit their stride by level 40--maybe even level 30--they&#039;re great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!&lt;br /&gt;
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Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game&#039;s coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!&lt;br /&gt;
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===Might and Magic===&lt;br /&gt;
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If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!&lt;br /&gt;
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===Downsides or Lack Thereof===&lt;br /&gt;
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Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks &#039;&#039;can&#039;&#039;, if they want, operate like warriors who have more DS (until very far post-cap) but don&#039;t wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don&#039;t have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there&#039;s a very real case that a monk can be a better choice than a warrior.&lt;br /&gt;
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[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo&#039;s Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks&#039; offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.&lt;br /&gt;
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The best I can muster for legitimate monk downsides are that they can&#039;t obliterate an entire swarm of creatures in six seconds or less (that&#039;s the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your monk? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-creation&amp;quot;&amp;gt;&lt;br /&gt;
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If making a monk sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it&#039;s more a question of which ones are slightly better at any given thing. I don&#039;t think you can go wrong, which I don&#039;t say about other professions, so my honest suggestion is to pick whatever sounds interesting.&lt;br /&gt;
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If you&#039;re not sure what&#039;s interesting or are torn between options, my &#039;&#039;next&#039;&#039; suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk &#039;&#039;appear&#039;&#039; like other races, they can&#039;t perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!&lt;br /&gt;
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If verbs don&#039;t sound compelling either, then here&#039;s how I&#039;d rank monk races mechanically if I really had to:&lt;br /&gt;
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# &#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;: What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means faster mstrikes and assault techniques--the most key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they&#039;re slightly below average on encumbrance.&lt;br /&gt;
# &#039;&#039;&#039;[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]&#039;&#039;&#039;: All of these races tie for third place Agidex and second place in my overall rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...&lt;br /&gt;
#* Aelotoi have a [[Logic]] bonus, so they gain exp slightly faster (1 per pulse) and [[Vertigo (1219)|Vertigo]] and [[Mindwipe (1225)|Mindwipe]] are slightly more reliable.&lt;br /&gt;
#* Dark elves&#039; [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.&lt;br /&gt;
#* Half-elves have the best carrying capacity of my top five picks. The dwarves and halflings bullet points have more to say about encumbrance.&lt;br /&gt;
#* Sylvans&#039; Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.&lt;br /&gt;
# &#039;&#039;&#039;[[Dwarf|Dwarves]] and [[Halfling]]s&#039;&#039;&#039;: Unlike the above grouping of races that play roughly identically, dwarves and halflings have substantial differences alongside some similarities. The most eye-catching similarity is excellent defense against elemental warding spells, which monks would normally be weak against; dwarves have +30 TD and halflings have +40 TD. Dwarves and halflings do have -10 and -5 Aura bonuses respectively, which also defends against elemental spells, so the real numbers could be considered more like +20 and +35. (Enemy elemental warding spells &#039;&#039;are&#039;&#039; sort of rare, but you might be glad for the benefit when you do run into them.) Their heights require keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat&#039;s Leap]] to target heads as a finisher if you&#039;re trying to aim, though not all monks do. Dwarves and halflings have Logic bonuses for exp, Vertigo, and Mindwipe purposes. As for the differences...&lt;br /&gt;
#* Dwarves are the only race that&#039;s both short and slow, ranking second to last in Agidex. Still, if you&#039;re okay with slower attacks, then elemental TD remains a rare and valuable selling point. More importantly, dwarves can carry a surprising amount due to huge [[Strength]] and [[Constitution]] bonuses along with identical body weight to dark elves. I rank dwarven monks the best of the slower races. Dwarves also have a slew of amazing verbs!&lt;br /&gt;
#* Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults while being about as close as invulnerable to enemy maneuvers as it gets. This alone (never mind also having the elemental TD bonus) is important enough that older versions of this guide used to rank halflings as the second best monk race. However, 2026 changes to average box sizes and drop rates exacerbate halflings&#039; severe [[encumbrance]] issues. The question is your tolerance level for either A) frequently pulling back from hunts to [[locksmith pool|drop off boxes]] or B) buying encumbrance-reducing items like silvery blue potions and [[Blue_feather-shaped_charm|blue feather-shaped charms]]. If you don&#039;t mind, then halflings remain a very powerful option. If you do mind, you might want to look elsewhere.&lt;br /&gt;
# &#039;&#039;&#039;[[Half-krolvin]]&#039;&#039;&#039;: The fourth best race for Agidex, though there&#039;s as much of a speed gap between third best and fourth best as between best and third best. Like dwarves, half-krolvin have a slew of amazing verbs. In pre-2026 versions of this guide, I didn&#039;t see much purely mechanical reason to choose a half-krolvin over the previous seven races or gnomes, but things have changed. Their second best carrying capacity helps much more than before. On the flip side, their Logic penalty hurts less in a world with new options in silver or Simucoins for vastly accelerated exp. If you want carrying capacity without sacrificing anything, but also not specializing in anything else, half-krolvin monks are a perfectly good place to be.&lt;br /&gt;
# &#039;&#039;&#039;[[Forest Gnome]]s and [[Burghal Gnome]]s&#039;&#039;&#039;: These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are minor enough that I don&#039;t think anyone should sweat it. It just comes down to the same question of whether you can live with the encumbrance issues. If you can, have at it.&lt;br /&gt;
# &#039;&#039;&#039;[[Giantmen]]&#039;&#039;&#039;: Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance &#039;&#039;doesn&#039;t&#039;&#039; slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. However, giants are the worst at mstrikes via natural stats. Agidex-boosting enhancives can fix that, but maintaining charges on numerous enhancives can get even more expensive than the small race path of maintaining encumbrance potions, so I personally wouldn&#039;t take the trade. Still, there&#039;s a reason that some players choose giants near exclusively. If returning to town sounds aggravating or if you want to maximize the amount of time you spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.&lt;br /&gt;
# &#039;&#039;&#039;[[Erithian]]s and [[Human]]s&#039;&#039;&#039;: These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!&lt;br /&gt;
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Races from half-krolvin up are close enough that I wouldn&#039;t quibble about any of them being seriously better than the others. I understand people&#039;s case for giants too, even though they&#039;re not my style (I&#039;m okay with returning to town every two or three boxes!), and gnomes are similar enough to halflings. I find erithians and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can&#039;t go wrong, exactly, but Perfect Self also makes the rich richer.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you&#039;re used to playing a halfling or gnome warrior who wears full plate, don&#039;t expect your encumbrance life to be similar on a halfling or gnome monk in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let&#039;s talk about GS&#039; encumbrance paradox!&lt;br /&gt;
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[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes.&lt;br /&gt;
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Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly &#039;&#039;that&#039;&#039; much of the gap, so be warned!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar 2, 2026 Edition!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I didn&#039;t want to bog down the bullet points above by talking too much about encumbrance, which could have taken over the entire race section. In short, as of mid-January 2026, boxes drop a third as often as they used to, so encumbrance kicks in less often, but boxes also contain roughly three times as much as they used to, so once encumbrance does kick in, it kicks in much harder than it used to. You might jump from unencumbered to moderately encumbered in a single box.&lt;br /&gt;
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It might not be immediately apparent why I consider the loot changes to be impactful enough to move halflings down, half-krolvin up, and gnomes down, but not impactful enough to move giants or humans up. The answer is that the 2026 loot changes are a double-edged sword. While giants and (to a lesser extent) humans can handle the bigger boxes, that doesn&#039;t mean their containers can. For example, if you have a conventional &amp;quot;max deep&amp;quot; backpack (no epic deepening that can cost millions of silver) that holds 140 pounds and you find a 45 pound, 55 pound, and 65 pound box, you can&#039;t fit all of that inside even if your character can hold it no problem.&lt;br /&gt;
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Putting it another way, there&#039;s a point at which a character&#039;s max carrying capacity gets &amp;quot;wasted&amp;quot; because it exceeds the containers&#039; practical limits. I think giants are certainly over that. Humans aren&#039;t, necessarily, but carrying capacity can also be &amp;quot;wasted&amp;quot; in a different sense because the boxes themselves are less common. You have to be exactly on a threshold of weight at which you&#039;re saving encumbrance, which is a narrow margin in a world where encumbrance increases less incrementally before. In other words, the hit to the small races outweighs the gain to the large races as rankings go.&lt;br /&gt;
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===Placing Your Stats===&lt;br /&gt;
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At level 0, set Strength, Dexterity, and Agility high so you&#039;re at your best in combat and setting Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
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Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That&#039;s your cue to check in and decide your &amp;quot;real&amp;quot; stat placement!&lt;br /&gt;
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Here are my recommendations for each race. If you&#039;ve read Flimbo&#039;s older monk guide, a major difference between us is that he was on the side of tanking Influence while I&#039;m on the side of tanking Discipline or Intuition, which I&#039;ll explain.&lt;br /&gt;
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&#039;&#039;&#039;The Level 20 Stat Placement Tables!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
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&#039;&#039;&#039;Tanking Discipline Version &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;(Recommended!)&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||31||82||73||70||82||91&lt;br /&gt;
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||Burghal gnome||73||62||68||33||43||85||64||62||82||88&lt;br /&gt;
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||Dark elf||62||68||62||30||41||82||75||70||82||88&lt;br /&gt;
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||Dwarf||49||49||78||62||31||82||70||70||77||92&lt;br /&gt;
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||Elf||62||73||62||33||50||70||73||70||82||85&lt;br /&gt;
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||Erithian||68||62||73||49||20||82||70||69||82||85&lt;br /&gt;
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||Forest gnome||70||59||70||33||33||82||73||70||82||88&lt;br /&gt;
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||Giantman||49||58||77||58||23||82||70||70||84||89&lt;br /&gt;
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||Half-elf||59||62||70||39||35||82||75||70||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||37||85||79||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||53||82||70||70||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||25||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||43||77||73||70||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Intuition Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||59||82||73||41||82||92&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||70||85||62||37||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||68||82||73||44||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||58||82||70||44||77||91&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||70||70||73||50||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||58||82||71||29||83||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||59||82||73||44||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||62||82||70||32||83||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||68||82||73||39||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||62||85||77||46||83||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||68||82||70||56||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||62||82||70||35||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||70||77||73||43||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline or Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, Influence, or occasionally Logic.&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wondering what relevant things each stat does, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). +1 TD against mental spells for every 1 bonus. Increased resistance to enemy warcries. Improves tattooing ability.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[Mana#Base_Mana|starting mana]] for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #1!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there&#039;s endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don&#039;t require good Agidex like hard-hitting melee weapons.&lt;br /&gt;
&lt;br /&gt;
Once mstrikes and weapon techniques are a regular part of your monk&#039;s arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren&#039;t the majority of commands in combat.&lt;br /&gt;
&lt;br /&gt;
Overall, in my example, there&#039;s a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #2!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s also endless debate across most professions on which stat to tank out of Discipline, Intuition, and Influence. The short answer is Discipline. The long answer requires more detail.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; monks&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition ultimately provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but it&#039;s once again more trivia than useful information. Warcry defense is at least potentially relevant, but many monks will rarely, if ever, interact with it. SSR bonus is a reasonable perk because Voln is the mechanically strongest society (a point that I &#039;&#039;do&#039;&#039; concur with the majority on) and SSR bonus improves the success rate of Symbol of Sleep, arguably Voln&#039;s strongest ability, along with a couple of its others. (More on Voln in the next section!) However, Influence also grants SSR bonus.&lt;br /&gt;
&lt;br /&gt;
The main reason that few players of any profession used to tank Discipline was experience. Instant Mind Clearers from login rewards can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the Wisdom of the Ages perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between that, the Ascension system introduced in 2020 (though that&#039;s more aimed at capped characters), and of course Perfect Self, it&#039;s far easier than ever to retain the all-important 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
One aspect of Discipline that has become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. If the trend keeps up, I can reevaluate Discipline in the future. However, for now, monks--at least magical monks using Dragonscale Skin (explained in the Feats section)--have better natural defenses against mental CS spells than any build of any other profession except for a warrior or rogue who has maxed or near-maxed spells, wears full plate, and uses a shield. Even that&#039;s debatable since it&#039;s assuming the warrior or rogue has infinite exp. Either way, the point is that magical monks have so much less to worry about from enemy mental spells than almost anyone else that tanking Discipline still leaves them ahead.&lt;br /&gt;
&lt;br /&gt;
Still, what if someone is set on maxing Discipline? Maybe they really do want the mental TD, or maybe they don&#039;t stay subscribed and don&#039;t do bounties. In that case, the question goes to whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. As already mentioned, Influence improves Symbol of Sleep and other Voln symbols. It also helps a little bit with Trading bonuses and making extra silver! (More on that in the Monk Merchants section toward the end.) As a monk, thank to Glamour, you can admittedly max Trading benefit in the end even if you do tank Influence, but that&#039;s a post-cap thing and this guide is aimed at everyone.&lt;br /&gt;
&lt;br /&gt;
The main argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it&#039;s much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter).&lt;br /&gt;
&lt;br /&gt;
To put it into perspective, my capped monk Tarine, who tanked Intuition (because Wisdom of the Ages didn&#039;t exist yet), has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive a difference!&lt;br /&gt;
&lt;br /&gt;
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn&#039;t maxed her stats yet, didn&#039;t have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn&#039;t sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn&#039;t appeal to me like improving the success of the absurdly powerful Symbol of Sleep.&lt;br /&gt;
&lt;br /&gt;
Even assuming that you &#039;&#039;do&#039;&#039; want improved defense, remember that having extra silver from higher Influence lets you pay for better gear and items, which are also their &#039;&#039;own&#039;&#039; paths to improved defense--and often simultaneously to improved offense as well. Ultimately, the Intuition benefit is more narrow than the Influence benefit. That said, the Discipline benefit is even more narrow still. That&#039;s my true choice for tank stat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Also, like I said in stats, Voln makes Influence very relevant, so it&#039;s worth considering right away. Which society is right for your monk?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)&lt;br /&gt;
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This society has a bit more mechanical appeal for monks.&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist&#039;s powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.&lt;br /&gt;
&lt;br /&gt;
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.&lt;br /&gt;
&lt;br /&gt;
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most or possibly all professions.&lt;br /&gt;
&lt;br /&gt;
Like all professions, monks get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat. There&#039;s also an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits. Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.&lt;br /&gt;
&lt;br /&gt;
Voln also features two UC-specific abilities in [[Kai&#039;s Strike]] and [[Kai&#039;s Smite]]. Kai&#039;s Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don&#039;t have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.&lt;br /&gt;
&lt;br /&gt;
Kai&#039;s Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn&#039;t. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren&#039;t those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.&lt;br /&gt;
&lt;br /&gt;
The idea of Kai&#039;s Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you&#039;re not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don&#039;t benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I&#039;d say it&#039;s a net loss for anyone with at least two flares.&lt;br /&gt;
&lt;br /&gt;
The inability to turn off Kai&#039;s Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai&#039;s Strike. Sanctify takes off 5% resistance per tier, so you&#039;d get 20% resistance while keeping your flares between blesses. While Kai&#039;s Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it&#039;s not a dealbreaker.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat Primer==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-unarmedcombat&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Still figuring out how unarmed combat works? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-unarmedcombat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s go over the unarmed combat system in more detail! If you&#039;re familiar with more conventional melee combat, put that knowledge aside--a great deal of it won&#039;t apply and might even interfere with understanding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beginner Basics===&lt;br /&gt;
&lt;br /&gt;
JAB, GRAPPLE, KICK, and PUNCH are your tools of the trade. What&#039;s the difference? Have a look at this table from the unarmed combat system page.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Attack Type&lt;br /&gt;
![[Armor|AG]]&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Scale&lt;br /&gt;
!Chain&lt;br /&gt;
!Plate&lt;br /&gt;
!Base [[Roundtime|RT]]&lt;br /&gt;
!Min [[Roundtime|RT]]&lt;br /&gt;
![[Critical table|Damage Type]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Jab]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.100&lt;br /&gt;
|.075&lt;br /&gt;
|.060&lt;br /&gt;
|.050&lt;br /&gt;
|.040&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[Jab critical table (UCS)|Jab]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Punch]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.275&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.170&lt;br /&gt;
|.140&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Punch critical table (UCS)|Punch]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[GRAPPLE (verb)|Grapple]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.160&lt;br /&gt;
|.120&lt;br /&gt;
|.100&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Grapple critical table (UCS)|Grapple]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Kick]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.400&lt;br /&gt;
|.350&lt;br /&gt;
|.300&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Kick critical table (UCS)|Kick]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Weak, but fast.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power, but less of the latter than punches.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Powerful, but slow (at least by UC standards).&lt;br /&gt;
&lt;br /&gt;
The use case for punches and kicks seems clear, but why jab when it&#039;s so weak and why grapple if punches are the same speed with more strength?&lt;br /&gt;
&lt;br /&gt;
One answer that applies to both jabs and grapples is the defining component of unarmed combat: &#039;&#039;&#039;positioning&#039;&#039;&#039;. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk&#039;s position, follow the combat prompts as they appear. Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
 You attempt to jab a mezic!&lt;br /&gt;
 As you strike, a deep golden light surrounds your hands!&lt;br /&gt;
 You have &#039;&#039;&#039;decent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137&lt;br /&gt;
  ... and hit for 4 points of damage!&lt;br /&gt;
  Fast slap only reddens the cheek.&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the cue to grapple:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
As you can see, the followup was significantly more powerful. That&#039;s partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here&#039;s one more example, this time going from good to excellent:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;jab&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You exploit the momentum of your previous strike to make a stronger attack against a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146&lt;br /&gt;
  ... and hit for 15 points of damage!&lt;br /&gt;
  Blow to kidney!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
 &lt;br /&gt;
 [2 seconds later...]&lt;br /&gt;
 &lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;excellent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158&lt;br /&gt;
  ... and hit for 48 points of damage!&lt;br /&gt;
  Powerful tug pulls right hip, and leg, free of the socket!&lt;br /&gt;
   A mezic falls to the ground grasping her mangled right leg!&lt;br /&gt;
 Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
This time the jab started at good positioning because of Rolling Krynch Stance (more on that in the Martial Stances section), but the followup grapple was still far more powerful. Tiering up is crucial!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting highlights can help! Since the text prompt is...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...you can either create four highlights for each individual message or create a highlight for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup&amp;lt;/font&amp;gt;, then four more highlights for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;jab attack!&amp;lt;/font&amp;gt; and the others.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, in unarmed combat&#039;s &#039;&#039;&#039;most basic form&#039;&#039;&#039; at the lowest levels, the use cases for each attack type are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning. &lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Only when needed to tier up.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Deliver a finishing blow during excellent positioning.&lt;br /&gt;
&lt;br /&gt;
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples. We&#039;ll get into that later, but first let&#039;s keep exploring the basics to lay the foundation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UAF, UDF, and MM===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to GemStone&#039;s AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a mezic!&lt;br /&gt;
 You have good positioning against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s look at an even more extreme example that doesn&#039;t go as well:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a spectral shade!&lt;br /&gt;
 You have good positioning against a spectral shade.&lt;br /&gt;
  UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102&lt;br /&gt;
  ... and hit for 1 point of damage!&lt;br /&gt;
  The spectral shade shakes off a weak arm grab.&lt;br /&gt;
&lt;br /&gt;
This is why I say you have to ignore what you know about AS-based combat.&lt;br /&gt;
&lt;br /&gt;
UAF isn&#039;t completely irrelevant, but the more important numbers are UDF and the &#039;&#039;&#039;multiplier modifier&#039;&#039;&#039; (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.&lt;br /&gt;
&lt;br /&gt;
What does that mean in practice? Higher lows and lower highs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rare that a monk outright &#039;&#039;couldn&#039;t possibly&#039;&#039; hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.&lt;br /&gt;
&lt;br /&gt;
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes&#039; stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is the number that drops so low in defensive that it can even become negative! This used to occasionally trip up Saraphenia&#039;s player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it&#039;s often easier to figure out that you&#039;re in the wrong stance because everything&#039;s failing to hit; that was how I&#039;d take notice and Leafi would tell Phenia to fix up her stance.&lt;br /&gt;
&lt;br /&gt;
Also unlike AS-based melee attacks, lying down not only doesn&#039;t reduce your UAF, but also doesn&#039;t even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you&#039;re not paying attention, you could be fighting from your back and not even know it! You&#039;d find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. Those can&#039;t be done from the ground.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release &#039;&#039;enemy creatures&#039;&#039; who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mstrikes===&lt;br /&gt;
&lt;br /&gt;
As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you&#039;ll eventually be able to use mstrikes or weapon techniques. (I&#039;ll refer to these as &amp;quot;techniques&amp;quot; from here on. Despite the name, the brawling &amp;quot;weapon techniques&amp;quot; don&#039;t require weapons--unless you&#039;re thinking of your monk&#039;s hands and feet as weapons!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are your means to fit more attacks into less time.&lt;br /&gt;
&lt;br /&gt;
Covering mstrikes first!&lt;br /&gt;
&lt;br /&gt;
Mstrikes with no target specified, AKA &#039;&#039;&#039;unfocused mstrikes&#039;&#039;&#039;, can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA &#039;&#039;&#039;focused mstrikes&#039;&#039;&#039;, can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.&lt;br /&gt;
&lt;br /&gt;
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you&#039;re at decent positioning against them and attacking them for the first time. Once you&#039;re into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.&lt;br /&gt;
&lt;br /&gt;
Mstrikes &#039;&#039;sort of&#039;&#039; have a cooldown after use, which is 15-20 seconds or so (depending on training). When on &amp;quot;cooldown,&amp;quot; you &#039;&#039;can&#039;&#039; still mstrike, but they&#039;ll consume a good chunk of stamina. (I can&#039;t give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.&lt;br /&gt;
&lt;br /&gt;
Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it&#039;ll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk&#039;s life, especially if you&#039;re a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn&#039;t increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fury and Clash===&lt;br /&gt;
&lt;br /&gt;
The unarmed combat assault technique is &#039;&#039;&#039;[[Fury]]&#039;&#039;&#039;, which you learn with 25 ranks of Brawling (level 11). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There&#039;s no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it&#039;s not a major selling point.&lt;br /&gt;
&lt;br /&gt;
The AoE unarmed combat technique is &#039;&#039;&#039;[[Clash]]&#039;&#039;&#039;, which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn&#039;t include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist &#039;&#039;before&#039;&#039; Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities &#039;&#039;and&#039;&#039; seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.&lt;br /&gt;
&lt;br /&gt;
Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can&#039;t be used while they&#039;re on cooldown. They do have separate cooldown timers, so you can alternate between them.&lt;br /&gt;
&lt;br /&gt;
However, you can&#039;t alternate mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you &#039;&#039;can&#039;&#039; use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it&#039;ll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn&#039;t intend for players to insert mstrikes into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)&lt;br /&gt;
&lt;br /&gt;
RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it&#039;ll execute them as 2 RT, 2 RT, and 1 RT.&lt;br /&gt;
&lt;br /&gt;
Compared to focused mstrikes, Fury&#039;s structure has upsides and downsides. One upside is that you&#039;ll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can &#039;&#039;also&#039;&#039; interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It&#039;s also less likely that your target will be dead as soon your command gets sent to the server since attacks don&#039;t happen all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Twin Hammerfists and Spin Kick===&lt;br /&gt;
&lt;br /&gt;
The other two UC techniques are &#039;&#039;&#039;[[Twin Hammerfists]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Spin Kick]]&#039;&#039;&#039;, respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won&#039;t lock you out of them.&lt;br /&gt;
&lt;br /&gt;
Twin Hammerfists is an [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! At only 2 RT and 7 stamina, it&#039;s a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.&lt;br /&gt;
&lt;br /&gt;
Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it&#039;s an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn&#039;t a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If highlighting tier up opportunities goes well for you, then &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;You could use this opportunity to Spin Kick!&amp;lt;/font&amp;gt; is another message to consider highlighting from level 35-36 on!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beyond Basics: Synchronizing Everything===&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.&lt;br /&gt;
&lt;br /&gt;
However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let&#039;s put everything together into a cohesive whole.&lt;br /&gt;
&lt;br /&gt;
Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot (&amp;quot;flare slot&amp;quot;), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of a Twin Hammerfists firing off three flares:&lt;br /&gt;
&lt;br /&gt;
 Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist&lt;br /&gt;
 [SMR result: 316 (Open d100: 89, Bonus: 107)]&lt;br /&gt;
 Perfectly executed strike to the crimson angargeist&#039;s back!  It staggers!&lt;br /&gt;
 The attack exposes a vulnerability in a roiling crimson angargeist&#039;s defenses!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps emit a searing bolt of lightning! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Hard shot to the crimson angargeist&#039;s back sends it drifting forward!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps spray forth a shower of pure water! **&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Incredible strike to the crimson angargeist&#039;s back smashes through the chest!&lt;br /&gt;
   Too bad it melts back together.&lt;br /&gt;
 Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.&lt;br /&gt;
 &lt;br /&gt;
 ** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **&lt;br /&gt;
 &lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Strong strike splits the belly open, revealing ghostly organs.&lt;br /&gt;
   Haggis anyone?&lt;br /&gt;
&lt;br /&gt;
The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it&#039;s a great illustration because of the particulars.&lt;br /&gt;
&lt;br /&gt;
First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk&#039;s entire life. That&#039;s the least interesting thing to say here, though.&lt;br /&gt;
&lt;br /&gt;
The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water.&lt;br /&gt;
&lt;br /&gt;
Angargeists are non-corporeal undead. Normally Kai&#039;s Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn&#039;t allow for one-shotting it; you have to take out its entire health pool.&lt;br /&gt;
&lt;br /&gt;
2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you&#039;re fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.&lt;br /&gt;
&lt;br /&gt;
Speaking of uncrittable creatures or creatures you&#039;re otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a more nuanced look at the unarmed combat core attack types than before:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can&#039;t hit a foe who&#039;s already downed, so it&#039;s not repeatable.)&lt;br /&gt;
* The fastest means of tiering up with single strikes.&lt;br /&gt;
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.&lt;br /&gt;
* Poor as the specified command of a Fury or mstrike since they have little or (usually) no speed advantage over the other commands in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.&lt;br /&gt;
* The best aimed attack at excellent positioning. I&#039;m not particularly a fan of aimed UC attacks for reasons we&#039;ll delve into later, but it is there.&lt;br /&gt;
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.&lt;br /&gt;
* Poor as the specified command of an unfocused mstrike or Clash since it&#039;s unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but can&#039;t help tier up.)&lt;br /&gt;
* Good against individual threatening creatures that need to be slowed down.&lt;br /&gt;
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.&lt;br /&gt;
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The best finishing blow at excellent positioning per hit.&lt;br /&gt;
* The highest damage output per hit.&lt;br /&gt;
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or exactly as fast as the other commands.)&lt;br /&gt;
* Poor at tiering up with single strikes. (Same as above.)&lt;br /&gt;
&lt;br /&gt;
In short, pick the right tool for the right job. They can all be the right tool at times!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Macros and Aliases===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Grapple&lt;br /&gt;
* Punch&lt;br /&gt;
* Kick&lt;br /&gt;
* Weapon Twinhammer&lt;br /&gt;
* Weapon Fury [Grapple/Punch/Kick (depending on your level, training, specialization, and preference)]&lt;br /&gt;
* Weapon Spinkick&lt;br /&gt;
* Mstrike Grapple&lt;br /&gt;
* Mstrike Punch&lt;br /&gt;
* Mstrike Kick&lt;br /&gt;
* Mstrike Grapple Target&lt;br /&gt;
* Mstrike Punch Target&lt;br /&gt;
* Mstrike Kick Target&lt;br /&gt;
&lt;br /&gt;
For macros, this just means tying each one you care about to a single key press. You can configure them in Options -&amp;gt; Macros if using [[Wrayth]].&lt;br /&gt;
&lt;br /&gt;
For Lich aliases, I&#039;ve set mine as jj for jab, gg for grapple, pp for punch, kk for kick, twin for Twin Hammerfists, utf for Fury Grapple (stands for &amp;quot;unarmed technique Fury&amp;quot;), uts for Spin Kick, mg for mstrike grapple, mp for mstrike punch, and mk for mstrike kick. I could create things like an mkt alias for mstrike kick target if I wanted, but in that case I just type out &amp;quot;mk target&amp;quot; or &amp;quot;mk [target noun].&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your monk&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
&lt;br /&gt;
These are skills you consistently train with little to no deviation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Brawling]]&#039;&#039;&#039;: Max every level.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more stamina early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more DS early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Combat Maneuvers as Core Skills?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I&#039;d say &#039;&#039;roughly&#039;&#039; 1x minimum is mandatory and you&#039;ll almost certainly want far more than that early on. However, philosophically, I don&#039;t consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That&#039;s why it&#039;s in the Breakpoint Skills section below!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Breakpoint Skills===&lt;br /&gt;
&lt;br /&gt;
Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]]&#039;&#039;&#039;: One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn&#039;t that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it&#039;s also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you&#039;re going self-spelled. Up to you!&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and &#039;&#039;possibly&#039;&#039; 90 or 100. The good technique breakpoints are 10, 24, 50, and &#039;&#039;possibly&#039;&#039; 100. If you&#039;re using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Mental]] up to 13 or 16 ranks&#039;&#039;&#039;: The major early benchmarks are [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I&#039;m not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body&#039;s stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.&lt;br /&gt;
* &#039;&#039;&#039;[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore&#039;&#039;&#039;: To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why anyone would train to account for the mstrike MOC thresholds &#039;&#039;and&#039;&#039; the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.&lt;br /&gt;
&lt;br /&gt;
My monk, Sariara, preferred Fury in most hunts while leveling, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don&#039;t even get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I&#039;ll discuss in the Offensive Specialization section.&lt;br /&gt;
&lt;br /&gt;
However, Clash is a very weak AoE technique compared to unfocused mstrikes. Mstrikes&#039; bonus jab allows double the number of attacks for the first engagement with the enemy, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she would use focused mstrikes for single targets, even though they&#039;re slightly weaker than Fury because of her Grapple Specialization, since that left the unfocused mstrike option open for battling hordes.&lt;br /&gt;
 &lt;br /&gt;
Your MOC training plan doesn&#039;t need to assume that mstrikes or techniques are either/or!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Niche Skills===&lt;br /&gt;
&lt;br /&gt;
Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]] and [[Mental Mana Control]]&#039;&#039;&#039;: Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game &#039;&#039;unless&#039;&#039; you&#039;re surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Monks get immense value out of at least the first 20 ranks. See the Trade Secrets section!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s more expensive than First Aid. Slightly reduces duration of stuns, but monks don&#039;t get stunned very often. Like First Aid, I recommend it during the first 19 levels. Afterward, train it only if you want to excel at skinning bounties &#039;&#039;and&#039;&#039; have already trained First Aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk mana sharing breakpoints!&lt;br /&gt;
&lt;br /&gt;
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.&lt;br /&gt;
&lt;br /&gt;
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.&lt;br /&gt;
&lt;br /&gt;
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.&lt;br /&gt;
&lt;br /&gt;
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.&lt;br /&gt;
&lt;br /&gt;
Just remember: 5, 7, 10, 24!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at 24 mana control, consider going to 25! This unlocks [[Multicast|multicasting]], the ability to cast a buff spell twice in one cast. For self-cast spells, that&#039;ll take you to full duration in 3 RT instead of 6, which is nice quality of life!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
&lt;br /&gt;
Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
&lt;br /&gt;
Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midgame and Later Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]] at half your level&#039;&#039;&#039;: After you&#039;re finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you&#039;re still not feeling hardy enough.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Spiritual]] up to 2 or 7 ranks&#039;&#039;&#039;: I&#039;d ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It&#039;s very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you&#039;re a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that&#039;s all the way at 20 ranks.) If you don&#039;t want to rely on the invoker or others, I&#039;d say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.&lt;br /&gt;
* &#039;&#039;&#039;Minor Mental up to 20 or 25 ranks&#039;&#039;&#039;: [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #4: The Spirit Barrier Irony!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! &#039;&#039;Lowering&#039;&#039; your UAF in exchange for increasing your DS via Spirit Barrier isn&#039;t nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren&#039;t like (weapon-using) rangers who would find trading &#039;&#039;AS&#039;&#039; for DS completely untenable. This spell can be worth a second look!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Post-Cap Skills===&lt;br /&gt;
&lt;br /&gt;
Eventually you can train everything if you play long enough, but here are some considerations for what to prioritize if or when you reach post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Edged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that&#039;s not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can&#039;t be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery is another possibility for diversifying. Unlike with katars, AS-based &#039;&#039;ranged&#039;&#039; attacks don&#039;t necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren&#039;t exactly &#039;&#039;poor&#039;&#039; at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Item Use]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Supplementing DS with [[small statue]]s is eventually a good idea for every profession and MIU bolsters their duration. (As a historical note, MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta&#039;Faendryl, the Ruined Temple, or the Sanctum of Scales. However, that&#039;s largely immaterial these days. [[Spell sever]] has supplanted spellburst in newer capped hunting grounds like the Hinterwilds, Moonsedge Castle, and the Hive--and, although these are technically Ascension grounds aimed at far post-cap characters, monks are able to do well in them long before other professions, including even at fresh cap, due to the unique qualities of unarmed combat.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual up to 20 or 40 ranks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It&#039;ll become apparent enough when that&#039;s the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I&#039;m fairly certain that my second monk Sariara never will. Voln already offers a fine substitute for fogging, Wall of Force isn&#039;t what it used to be when it had no cooldown, and having fewer spell ranks means more redux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental up to 48 or 50 ranks (or beyond)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they&#039;re more for hunting things like bandits and pirates or just messing around than for casting in &amp;quot;real&amp;quot; hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I&#039;ll elaborate further there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secret Sauce of Lores===&lt;br /&gt;
&lt;br /&gt;
This section contains tables to visualize lore thresholds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Telepathy Ranks&#039;&#039;&#039;||0||6||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039;&amp;lt;/font&amp;gt;||80||150&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mind Over Body Stamina Reduction&#039;&#039;&#039;||20%||25%||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;35%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Green&amp;lt;/font&amp;gt;&#039;&#039;&#039;: The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.&lt;br /&gt;
&lt;br /&gt;
Aside from Mind Over Body, a couple of Telepathy&#039;s more minor claims to fame for monks include:&lt;br /&gt;
&lt;br /&gt;
* 25 ranks allow [[Soothing Word (1201)|Soothing Word]] to remove sheer fear and grant 30 seconds of immunity to it&lt;br /&gt;
* 15, 45, and 90 ranks improve the spawn rate of [[Provoke (1235)|Provoke]]&lt;br /&gt;
&lt;br /&gt;
You can work around sheer fear in other ways by being in Voln or getting your robes sanctified, but the Soothing Word option exists.&lt;br /&gt;
&lt;br /&gt;
Provoke is an interesting niche, but not a major selling point in my eyes. Training 35 Minor Mental ranks asks a ton pre-cap and Provoke becomes less effective the more people are hunting in an area. Most capped hunting grounds are either very crowded, so Provoke does little, or they&#039;re not crowded because they&#039;re extremely dangerous, which makes Provoke a bad idea.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 2&#039;&#039;&#039;||&#039;&#039;&#039;Level 5&#039;&#039;&#039;||&#039;&#039;&#039;Level 15&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Full leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforced leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Double leather||Leather breastplate||Cuirbouilli leather||Studded leather&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||||Double leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Leather breastplate&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Cuirbouilli leather||Studded leather||Brigandine&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||||||Cuirbouilli leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Studded leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Brigandine&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||||||||Brigandine||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Double chain&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||||||||Double chain||Augmented chain&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||||||||Chain hauberk&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;105 Transformation&amp;lt;/font&amp;gt;|||||||||||||Metal breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;140 Transformation&amp;lt;/font&amp;gt;|||||||||||||Augmented breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;180 Transformation&amp;lt;/font&amp;gt;|||||||||||||Half plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You&#039;ll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it &#039;&#039;is&#039;&#039; amazing and I recommend it highly for a magical monk--I&#039;d consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won&#039;t be the majority of my readers.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Pink&#039;&#039;&#039;&amp;lt;/font&amp;gt;: My recommendations for which levels to meet which Iron Skin thresholds if you&#039;re undecided. You have more leeway at level 50 on to push lores higher, so I&#039;ve highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.&lt;br /&gt;
&lt;br /&gt;
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell&#039;s effect has improved over the previous breakpoint.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||&#039;&#039;&#039;Dragonclaw UAF Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Brace Disarm Rate&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0||10||25%&lt;br /&gt;
|-&lt;br /&gt;
||1||11||&lt;br /&gt;
|-&lt;br /&gt;
||3||12||27%&lt;br /&gt;
|-&lt;br /&gt;
||6||13||&lt;br /&gt;
|-&lt;br /&gt;
||7||||29%&lt;br /&gt;
|-&lt;br /&gt;
||10||14||&lt;br /&gt;
|-&lt;br /&gt;
||12||||31%&lt;br /&gt;
|-&lt;br /&gt;
||15||15||&lt;br /&gt;
|-&lt;br /&gt;
||18||||33%&lt;br /&gt;
|-&lt;br /&gt;
||21||16||&lt;br /&gt;
|-&lt;br /&gt;
||25||||35%&lt;br /&gt;
|-&lt;br /&gt;
||28||17||&lt;br /&gt;
|-&lt;br /&gt;
||33||||37%&lt;br /&gt;
|-&lt;br /&gt;
||36||18||&lt;br /&gt;
|-&lt;br /&gt;
||42||||39%&lt;br /&gt;
|-&lt;br /&gt;
||45||19||&lt;br /&gt;
|-&lt;br /&gt;
||52||||41%&lt;br /&gt;
|-&lt;br /&gt;
||55||20||&lt;br /&gt;
|-&lt;br /&gt;
||63||||43%&lt;br /&gt;
|-&lt;br /&gt;
||66||21||&lt;br /&gt;
|-&lt;br /&gt;
||75||||45%&lt;br /&gt;
|-&lt;br /&gt;
||78||22||&lt;br /&gt;
|-&lt;br /&gt;
||88||||47%&lt;br /&gt;
|-&lt;br /&gt;
||91||23||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn&#039;t make a huge difference. Brace, on the other hand, can be impactful &#039;&#039;if&#039;&#039; you&#039;re getting hit by physical attacks. I wouldn&#039;t go out of my way to push Transformation for Brace alone, but if you&#039;re already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we&#039;ll look at in the Meditation Resistance section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Training Snapshots===&lt;br /&gt;
&lt;br /&gt;
For illustration and discussion purposes, here&#039;s what my most recent monk Sariara has looked like at various level thresholds--or, in the case of level 30, what she &#039;&#039;should&#039;&#039; have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Level 20&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 40&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 60&#039;&#039;&#039;||&#039;&#039;&#039;Level 70&#039;&#039;&#039;||&#039;&#039;&#039;Level 80&#039;&#039;&#039;||&#039;&#039;&#039;Level 90&#039;&#039;&#039;||&#039;&#039;&#039;Level 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||0||0||0||0||0||0||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||24||48||74||100||114||134||134||144||144&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||44||65||85||105||125||149||165||187||207&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||24||35||55||55||55||55||55||60||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||44||64||84||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||44||64||125||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||10||10||10||10||20||20||38||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||5||5||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||15||15||15||15||15||15||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||20||30||40||50||60||72||82||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||10||10||10||20||20||40||40||60||60&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||10||10||10||10||10||10||40||0||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||20||30||20||25||30||35||40||42||42&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||40||43||42||48||60||72||83||95||167&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039;||0||0||0||0||3||3||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Mental&#039;&#039;&#039;||12||13||14||16||20||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;(spare TPs)&#039;&#039;&#039;||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s break down some of the more unusual things you might notice!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I could have done the one rank of Two Weapon Combat much sooner, but didn&#039;t particularly feel the need for the quick DS.&lt;br /&gt;
&lt;br /&gt;
Combat Maneuvers are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.&lt;br /&gt;
&lt;br /&gt;
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she&#039;d maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM &#039;&#039;is&#039;&#039; her second post-cap goal, finally; it&#039;s currently at 190 as she approaches 8.6m experience.)&lt;br /&gt;
&lt;br /&gt;
Max Brawling, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.&lt;br /&gt;
&lt;br /&gt;
Physical Fitness and Dodging are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks&#039; training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
I took a little bit of early Harness Power, then slacked off for a while, then finally only began pushing it in the late game as an efficient way to wear more spells in &#039;&#039;spellburst&#039;&#039; hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90).&lt;br /&gt;
&lt;br /&gt;
I started First Aid relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She eventually picked it back up post-cap, but the table only shows up to fresh 100.&lt;br /&gt;
&lt;br /&gt;
Swimming and Climbing are skills that you might not need at fresh cap if you intend to stick to a specific hunting ground for a long time. I dropped Swimming since the Sanctum doesn&#039;t have any water and the only swimming in the Hinterwilds can be bypassed with Water Walking or Symbol of Return (among other options), but hunters of the Atoll, Ruined Temple, or Sailor&#039;s Grief would want it. Conversely, I kept Climbing because the Sanctum has a pretty tough check, but various other hunting grounds don&#039;t. For where Saria&#039;s currently at long after the initial publication of this guide, she could actually skip both Swimming and Climbing.&lt;br /&gt;
&lt;br /&gt;
Saria heavily pushed Trading early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated.) Similar story for Minor Mental, which came out of the gate fast, then inched to 20 at level 60 and stayed there.&lt;br /&gt;
&lt;br /&gt;
Level 30 and 100 spare TPs are there because I was hoarding for the next MOC thresholds while level 70 spare TPs are there because I was hoarding for the 20 Minor Spiritual threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn&#039;t care about any of the in-between spells, so might as well preserve higher redux until then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Exclusive Choices==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meditation Resistance===&lt;br /&gt;
&lt;br /&gt;
One neat monk perk I haven&#039;t mentioned yet is that their [[Verb:MEDITATE#Damage_Resistance|MEDITATE verb]] allows them to gain resistance to one selected damage type! It offers 10% resistance to start, then improves at these thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||0||1||3||6||10||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;15&amp;lt;/font&amp;gt;&#039;&#039;&#039;||21||28||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;36&amp;lt;/font&amp;gt;&#039;&#039;&#039;||45||55||66||78||91&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||10%||12%||14%||16%||18%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;20%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||22%||24%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;26%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||28%||30%||32%||34%||36%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And if you decide to go ham post-cap with Ascension and enhancives:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||38%||40%||42%||44%||46%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted 15 and 36 Transformation because 20% and 26% (translation: &amp;quot;25% or more&amp;quot;) are extremely notable benchmarks. I &#039;&#039;could&#039;&#039; fully elaborate, but people who aren&#039;t Whirlin and me would probably get bored to tears by the rows and charts I&#039;d need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV&#039;s crit system, and how it relates to order of operations with redux and crit padding.&lt;br /&gt;
&lt;br /&gt;
Suffice it to say this:&lt;br /&gt;
&lt;br /&gt;
Because of rounding and the nature of GSIV crits, it wouldn&#039;t be merely &#039;&#039;underestimating&#039;&#039; 20% and 25% resistance to say that they&#039;re twice as effective or two and a half times as effective as 10% resistance, but &#039;&#039;completely off base&#039;&#039; by orders of magnitude. The upgrade is huge.&lt;br /&gt;
&lt;br /&gt;
That said, which damage type should you resist? You can change your type any time, but these jump out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold&#039;&#039;&#039;: Useful for Icemule-based hunting at various levels.&lt;br /&gt;
* &#039;&#039;&#039;Crush&#039;&#039;&#039;: A very common damage type, like all physical damage types. Particularly helpful for gigantic creatures that fall on you as they die.&lt;br /&gt;
* &#039;&#039;&#039;Electrical&#039;&#039;&#039;: The most lethal damage type, albeit somewhat rare. If you&#039;re hunting creatures that use it, though, protect yourself!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;: Useful for Teras Isle, among other specific areas.&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Great against various rock-themed creatures or shield-using creatures, among some others.&lt;br /&gt;
* &#039;&#039;&#039;Puncture&#039;&#039;&#039;: Another common physical damage type. Very deadly if it hits the eyes even on a fairly tame enemy attack, so 20% or 25% resistance will help immensely.&lt;br /&gt;
* &#039;&#039;&#039;Slash&#039;&#039;&#039;: The last of the common physical damage types. Probably the least impressive in a vacuum, but it &#039;&#039;is&#039;&#039; very common.&lt;br /&gt;
&lt;br /&gt;
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!&lt;br /&gt;
&lt;br /&gt;
The only damage types I&#039;d generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn&#039;t stop that aspect. Still, if you&#039;re in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything&#039;s worth considering in the right context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Grapple Specialization]], [[Kick Specialization]], and [[Punch Specialization]], which each improve their respective attacks, but which is right for you? I&#039;ll write about each one as if it&#039;s maxed, but during the earliest levels, these ramp up by gaining 20% of their max effectiveness per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. &amp;quot;Before&amp;quot; is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists.&lt;br /&gt;
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone.&lt;br /&gt;
* If you love Fury or hate setups, this could be the specialization for you!&lt;br /&gt;
* In a vacuum, grapples aren&#039;t ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.&lt;br /&gt;
* Grapple Specialization has little to offer if you exclusively use mstrikes. &amp;quot;Exclusively&amp;quot; is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Turns your [[Spin Kick]] into two Spin Kicks!&lt;br /&gt;
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It&#039;s great fun and can save you in situations where the other two specializations couldn&#039;t.&lt;br /&gt;
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it&#039;s flat out the best mstrike option.&lt;br /&gt;
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven&#039;t become as fast as they&#039;ll eventually be and Spin Kick might not even be an option yet (pre-level 35-36).&lt;br /&gt;
* While Spin Kick performs exceptionally well against like-level foes, it&#039;s not nearly as good against overleveled ones for two reasons: it&#039;s less likely to succeed and you&#039;re much more incentivized to disable those foes immediately. If they don&#039;t attack, you don&#039;t evade, so you don&#039;t Spin Kick.&lt;br /&gt;
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Punch Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.&lt;br /&gt;
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn&#039;t a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.&lt;br /&gt;
* Despite the above, the buff to Clash being minor doesn&#039;t matter if the monk isn&#039;t using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can&#039;t bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specialization Sidebar: Mstrikes with Specified Attack Types!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In case it isn&#039;t clear or in case going into math would be helpful...&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mstrike kick&#039;&#039;&#039; becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike punch&#039;&#039;&#039; can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they&#039;re slower because your Agidex isn&#039;t up to par, punches can still win overall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike grapple&#039;&#039;&#039; is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.&lt;br /&gt;
&lt;br /&gt;
In short...&lt;br /&gt;
&lt;br /&gt;
Use mstrike kick if you&#039;re a high Agidex race who&#039;s at or close to the peak of your Agidex growth.&lt;br /&gt;
&lt;br /&gt;
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you&#039;re a moderate Agidex race or a high Agidex race not yet near your peak, you&#039;re against foes in armor lighter than chain, and you trained Grapple Specialization, but you&#039;re in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)&lt;br /&gt;
&lt;br /&gt;
Use mstrike punch if neither of the above applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I&#039;ve been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).&lt;br /&gt;
&lt;br /&gt;
As for Punch Specialization, I wouldn&#039;t honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn&#039;t necessarily wrong either.&lt;br /&gt;
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===Defensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one&#039;s a lot easier than the last!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Block Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they&#039;re expensive to train, monks can&#039;t learn shield skills, and shields significantly decrease their MM.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Parry Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to parry melee or ranged attacks--assuming you have [[Brace (1214)|Brace]] active. After parrying, it gives a 25% chance of gaining the [[Counter]] effect, which means your next attack has 1 less RT and costs 25% less stamina (if applicable). This might sound neat until it&#039;s compared to...&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say &amp;quot;Brawling&amp;quot; because I&#039;m not even limiting this to unarmed combat. Even if you&#039;re using brawling &#039;&#039;weapons&#039;&#039; like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)&lt;br /&gt;
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===Martial Stances===&lt;br /&gt;
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Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let&#039;s review them.&lt;br /&gt;
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&#039;&#039;&#039;[[Duck and Weave]]&#039;&#039;&#039;:&lt;br /&gt;
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The most flavorful martial stance.&lt;br /&gt;
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Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.&lt;br /&gt;
&lt;br /&gt;
This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker&#039;s AS and weapon type have to be good enough compared to the defending creature&#039;s DS and armor type to do meaningful damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Delightful, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Flurry of Blows]]&#039;&#039;&#039;:&lt;br /&gt;
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The screen scrolliest martial stance.&lt;br /&gt;
&lt;br /&gt;
Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.&lt;br /&gt;
&lt;br /&gt;
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren&#039;t good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn&#039;t say it comes close to being worthwhile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Again, great fun, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Inner Harmony]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most wasted potential of martial stances.&lt;br /&gt;
&lt;br /&gt;
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you&#039;d most want to remove are exactly the ones you can&#039;t because you can&#039;t use Inner Harmony while bound or RT-locked. [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]] this definitely isn&#039;t!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I appreciate the idea behind this stance, but it has little to no appeal in practice.&lt;br /&gt;
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&#039;&#039;&#039;[[Rolling Krynch Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Almost surely the best martial stance for UC monks.&lt;br /&gt;
&lt;br /&gt;
This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won&#039;t kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least &#039;&#039;might&#039;&#039; kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap.&lt;br /&gt;
&lt;br /&gt;
When I wrote that monks rarely one-shot creatures, that&#039;s true in a vacuum, but Rolling Krynch can at least open that door for them.&lt;br /&gt;
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Bottom line: the less time you spend in decent positioning, the better off you are, and that&#039;s what Rolling Krynch offers.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.&lt;br /&gt;
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&#039;&#039;&#039;[[Slippery Mind]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most defensive martial stance.&lt;br /&gt;
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When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you&#039;re in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don&#039;t avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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This stance is simple, but really good, offering two lines of defense against a monk&#039;s biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I&#039;d say it&#039;s the very best for a weapon-wielding monk in robes!&lt;br /&gt;
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&#039;&#039;&#039;[[Stance of the Mongoose]]&#039;&#039;&#039;:&lt;br /&gt;
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The most &amp;quot;almost got there&amp;quot; martial stance.&lt;br /&gt;
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This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you&#039;re running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you&#039;re doing that, thank you for making it this far into the guide for reasons I don&#039;t understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.&lt;br /&gt;
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If you&#039;re a more typical unarmed combat monk, the good news is that Stance of the Mongoose&#039;s retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it&#039;s always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it&#039;ll pick the tier up type.&lt;br /&gt;
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That last bit might sound good--and, truthfully, it &#039;&#039;is&#039;&#039; good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it&#039;s not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That&#039;s not necessarily saying much; I&#039;d put it distantly behind Rolling Krynch Stance and Slippery Mind. If you&#039;re running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I&#039;m not knocking wildly niche monks. Many of my characters who &#039;&#039;aren&#039;t&#039;&#039; monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I&#039;m torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and &#039;&#039;can&#039;&#039; have immense defensive gain!)&lt;br /&gt;
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This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you&#039;re doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the &#039;&#039;creatures&#039;&#039; do--things you&#039;re actively trying to prevent them from doing, no less!--and, for that matter, only &#039;&#039;some&#039;&#039; of them do it and only &#039;&#039;some&#039;&#039; of the time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Striking Asp Stance]]&#039;&#039;&#039;:&lt;br /&gt;
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The best... uh... PvP martial stance?&lt;br /&gt;
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[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.&lt;br /&gt;
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Whoever this stance might be good for--if anyone, because I&#039;m not convinced it&#039;s worthwhile in any context other than PvP duels--it&#039;s not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp&#039;s own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs&#039; worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp&#039;s reduced stamina cost.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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No.&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Acrobat&#039;s Leap]]&#039;&#039;&#039;:&lt;br /&gt;
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Useful for short races to make up the height gap.&lt;br /&gt;
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&#039;&#039;&#039;[[Bearhug]]&#039;&#039;&#039;:&lt;br /&gt;
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Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that &#039;&#039;are&#039;&#039; so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don&#039;t necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. It&#039;s also a bit worse for small races, but, since it&#039;s an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first.&lt;br /&gt;
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Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you&#039;re already using them!&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a need of controlling the enemy hordes so you can systematically pick them off.&lt;br /&gt;
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&#039;&#039;&#039;[[Burst of Swiftness]]&#039;&#039;&#039;:&lt;br /&gt;
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You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
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If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don&#039;t recommend using it until you have at least four ranks since the cooldown is very long before then.&lt;br /&gt;
&lt;br /&gt;
If your monk is a fast race, there&#039;s still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar &#039;&#039;mstrikes&#039;&#039;&#039; don&#039;t get faster than 5 seconds regardless of Agidex.) &lt;br /&gt;
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&#039;&#039;&#039;[[Cheapshots]]&#039;&#039;&#039;:&lt;br /&gt;
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I love this suite of disabling skills on rogues and bards, but I don&#039;t think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can&#039;t, Cheapshots won&#039;t either since they&#039;re all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I&#039;d rather get Bearhug or Coup de Grace.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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I like two or three ranks to slightly shore up TD weaknesses if you can spare the points, but it&#039;s not mandatory by any means.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Mobility]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points &#039;&#039;are&#039;&#039; a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.&lt;br /&gt;
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&#039;&#039;&#039;[[Coup de Grace]]&#039;&#039;&#039;:&lt;br /&gt;
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A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.&lt;br /&gt;
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The AS/UAF buff isn&#039;t what matters (at least for solo UC-oriented monks; it&#039;s amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can&#039;t be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup&#039;s insta-kill, so it&#039;s another helpful option in your toolbox.&lt;br /&gt;
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&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
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Even though UAF attacks &#039;&#039;can&#039;&#039; power through turtled creatures, turning that &amp;quot;can&amp;quot; into &amp;quot;most likely&amp;quot; is ideal. Feint is the premier combat maneuver for lowering enemies&#039; stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier.&lt;br /&gt;
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&#039;&#039;&#039;[[Hamstring]]&#039;&#039;&#039;:&lt;br /&gt;
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I mention this for the katar builds. Hamstring can only be used with an edged weapon, but it&#039;s a devastatingly powerful setup-and-damage maneuver all in one. Two Weapon Combat characters will find it even more exceptional.&lt;br /&gt;
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&#039;&#039;&#039;[[Ki Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver&#039;s wiki page recommends it if you aren&#039;t using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.&lt;br /&gt;
&lt;br /&gt;
That said, the stamina cost to use it too often &#039;&#039;is&#039;&#039; real, even with Mind Over Body, so you&#039;ll need heavy Physical Fitness training. It&#039;s more of a midgame or late game skill to me.&lt;br /&gt;
&lt;br /&gt;
Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don&#039;t cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.&lt;br /&gt;
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&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
I&#039;d consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge&#039;s cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you&#039;re willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Further Character Progression==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats, meditating, or upgrading your monk&#039;s gear later? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
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===Feats===&lt;br /&gt;
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Monks gain new abilities called Feats at various levels, which are as follows:&lt;br /&gt;
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====Level 0 Monk Feat - [[Kroderine Soul]]====&lt;br /&gt;
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Kroderine Soul is an opt-in feat that I won&#039;t cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.&lt;br /&gt;
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In exchange, before level 30, you can&#039;t learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I&#039;ll explain in the level 30 feat section.&lt;br /&gt;
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====Level 0 Monk Feat - [[Martial Mastery]]====&lt;br /&gt;
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After you&#039;ve maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two &#039;&#039;additional&#039;&#039; weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I&#039;ll explain that too in the level 30 feat section.&lt;br /&gt;
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While Martial Mastery is technically learned automatically from level 0, most monks won&#039;t make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I&#039;ll speak more about that in the Odds and Ends section discussing builds off the beaten path.&lt;br /&gt;
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====Level 20 Monk Feat - [[Mystic Tattoo]]====&lt;br /&gt;
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Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from &#039;&#039;[[Stock_tattoo|nearly 1000 different options]]&#039;&#039; from a stock tattoo list! These are called mundane tattoos.&lt;br /&gt;
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From level 20 on, monks can upgrade a character&#039;s existing tattoo--including one for which the monk wasn&#039;t the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!&lt;br /&gt;
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For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer&#039;s choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)&lt;br /&gt;
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As profession services go--so I&#039;m comparing Mystic Tattoos to Battle Standards, [[Bloodsmith (1135)|Bloodstone Jewelry]], [[Covert Arts]], enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this &#039;&#039;can&#039;&#039; be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.&lt;br /&gt;
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Mystic Tattoos are in the midrange of profession service value overall; don&#039;t create a monk expecting to start rolling in silver like a cleric, sorcerer, or wizard eventually can (...at least not via tattooing, but more on the silver-making secrets of monks later!), but they&#039;ll likely make more from tattooing than non-capped bards, paladins, or rangers, or any level rogues or warriors do from their services. At the time of this writing, empaths make more than monks with their service, but they also have the newest service, so that might be a temporary situation. Either way, GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Advanced Tattooing Tips!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Mystic Tattoos were designed with the intent that a typically trained monk should be able to do a tier 1 at level 20, a tier 2 at level 40, a tier 3 at level 60, a tier 4 at level 80, and a tier 5 at level 100. In practice, I find that many monks are anywhere from 5-15 levels ahead of that schedule--&#039;&#039;and&#039;&#039; that&#039;s even assuming that you want a 100% success rate unboosted! Here are some options to jump ahead of the curve:&lt;br /&gt;
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* Use BOOST ENHANCIVE STATS (from [[Login_Rewards|daily login rewards]]) for +10 tattooing skill. (However, since this temporarily increases your max health and max spirit and your tattooing ability gets reduced when those two stats aren&#039;t full, you&#039;ll need to wait until health and spirit recover after using the boost. Voln members can do this most easily since Symbol of Renewal is one of the game&#039;s very few tools to instantly recover spirit.)&lt;br /&gt;
* Use BOOST GIFT EONAK (also from daily login rewards) to take the best of two rolls when determining your success. To put that in perspective, a 50% success rate would become 75% with Gift of Eonak active, a 60% success rate would become 84%, a 70% success rate would become 91%, an 80% success rate would become 96%, and a 90% success rate would become 99%.&lt;br /&gt;
* Suffusion allows converting your Motes of Tranquility to extra skill bonus on a single tattoo upgrade at a rate of 2000 motes to 1 skill bonus. Since it&#039;s a one-off boost and yet requires trading potentially weeks of resource gain, I don&#039;t recommend using suffusion for tattooing characters other than your own monk. Even with your own monk, I&#039;d usually just advise patience--but if patience isn&#039;t your thing, then trading off a week of resources for five levels or so of skill might appeal to you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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====Level 25 Monk Feat - [[Mystic Strike]]====&lt;br /&gt;
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A weird one, to say the least. FEAT MYSTICSTRIKE allows a monk to use a small amount of stamina to infuse their next physical UC or melee attack with an effect that debuffs a foe&#039;s defense against warding spells after it lands. While monks do have a few warding spells like Thought Lash, Vertigo, and Mindwipe, those spells are normally better off as setups--if they&#039;re even used at all--than something to set up &#039;&#039;toward&#039;&#039;.&lt;br /&gt;
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====Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]====&lt;br /&gt;
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At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.&lt;br /&gt;
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&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; is a straightforward buff that improves monks&#039; Iron Skin spell.&lt;br /&gt;
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Reviewing the basics of Iron Skin first, it improves a monk&#039;s robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).&lt;br /&gt;
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Here&#039;s a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA &#039;&#039;without&#039;&#039; Dragonscale Skin.&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Dragonscale Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
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||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)&lt;br /&gt;
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||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)&lt;br /&gt;
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||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)&lt;br /&gt;
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||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)&lt;br /&gt;
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||50 Transformation||||Double chain||Augmented chain (23 benefit)&lt;br /&gt;
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||75 Transformation|||||||Chain hauberk (24 benefit)&lt;br /&gt;
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||105 Transformation|||||||Metal breastplate (33 benefit)&lt;br /&gt;
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||140 Transformation|||||||Augmented breastplate (34 benefit)&lt;br /&gt;
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||180 Transformation|||||||Half plate (35 benefit)&lt;br /&gt;
|}&lt;br /&gt;
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For illustration&#039;s sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she&#039;ll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.&lt;br /&gt;
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To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.&lt;br /&gt;
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The alternative to Dragonscale Skin, &#039;&#039;&#039;Mental Acuity&#039;&#039;&#039;, is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk&#039;s first 20 learned Minor Mental spells don&#039;t count. However, instead of a monk&#039;s first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won&#039;t necessarily be exactly twice.)&lt;br /&gt;
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The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it&#039;s not a route I&#039;m interested in.&lt;br /&gt;
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In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There &#039;&#039;are&#039;&#039; still reasons to do it. Saving 20 spell ranks&#039; worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks&#039; worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.&lt;br /&gt;
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Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I&#039;ll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can&#039;t cast Iron Skin &#039;&#039;unless&#039;&#039; they have Mental Acuity.&lt;br /&gt;
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====Level 40 Monk Feat - [[Martial Arts Mastery]]====&lt;br /&gt;
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Now we&#039;re talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).&lt;br /&gt;
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If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.&lt;br /&gt;
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Level 40 draws a line in the sand, though, to establish that unarmed combat &#039;&#039;is&#039;&#039; the monk&#039;s wheelhouse because Martial Arts Mastery &#039;&#039;is&#039;&#039; the monk&#039;s premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you&#039;ll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like &#039;&#039;double-maxing&#039;&#039; it.&lt;br /&gt;
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Unleash the power and never look back.&lt;br /&gt;
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====Level 50 Monk Feat - [[Perfect Self]]====&lt;br /&gt;
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Perfect Self raises all your stats by +10 (or +5 bonus). That&#039;s it! Your monk hits level 50 and great power drops on their head.&lt;br /&gt;
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Like I&#039;ve said, there&#039;s pretty much no bad monk stat split from level 50 on because of this feat. It&#039;s also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you&#039;re using mstrikes and weapon techniques at all, you&#039;ll notice the improvement!&lt;br /&gt;
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===Gear Upgrades: Armor===&lt;br /&gt;
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Even though fancy gear is more a luxury than a necessity for monks, you might as well upgrade your monk&#039;s gear eventually if you enjoy them! But how and in what way?&lt;br /&gt;
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For armor, I think the answer is to keep it really simple. Most of the expensive armor you can pick up doesn&#039;t do all that much for monks. (...at least not magical non-Kroderine Soul monks, the subject of this guide. I assume expensive armor does way more for KS monks who are tanking more hits.)&lt;br /&gt;
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&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
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* Rusalkan: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts UAF and CS for 10 seconds if it does knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, but the expenses  are enormous. Some contact-based combat maneuvers like Bull Rush can also trigger rusalkan flares.&lt;br /&gt;
* Zelnorn: Uses half of what would be the DS from its enchant as AS (or in monks&#039; case UAF) instead, but doesn&#039;t allow flares or a TD boost to go in the ability slot (AKA category B). Players hit creatures more than creatures hit players, so zelnorn can be fantastic for AS-based professions--but most monks aren&#039;t AS-based. Improving UAF is fairly irrelevant, not justifying the base cost of 50k bloodscrip in the case of monks. Either flares or increased TD would more greatly benefit monks, making use of the ability slot.&lt;br /&gt;
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&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
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* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you&#039;re a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.&lt;br /&gt;
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn&#039;t screaming for more DS and a flare chance for crit padding.&lt;br /&gt;
* [[Forest Armor]]? Monks don&#039;t need a tiny boost to UAF and CS.&lt;br /&gt;
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.&lt;br /&gt;
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk&#039;s seeking.&lt;br /&gt;
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip. Pass.&lt;br /&gt;
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!&lt;br /&gt;
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.&lt;br /&gt;
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You&#039;d have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.&lt;br /&gt;
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&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
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So my actual answer to the armor question is:&lt;br /&gt;
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* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
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Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I&#039;ll come back and update the guide at that point!&lt;br /&gt;
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===Gear Upgrades: Weapons===&lt;br /&gt;
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I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I&#039;ll go over the few that I think are worth looking into depending on your budget--plus flourishes and flares!&lt;br /&gt;
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&#039;&#039;&#039;No script or flourish, just basic elemental flares (especially lightning)&#039;&#039;&#039;:&lt;br /&gt;
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This is where I think you should begin if you&#039;re uncertain or just dipping your toe in the water.&lt;br /&gt;
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You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares &#039;&#039;on top&#039;&#039; of it, but that means even heavier investment.&lt;br /&gt;
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Nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later!&lt;br /&gt;
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&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; (price range: 30k to 210k bloodscrip):&lt;br /&gt;
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Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.&lt;br /&gt;
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You might hear dispel flares commonly cited as better than lightning flares in a weapon&#039;s ability slot and the best in class (unless you&#039;re using Flare Affinity for 400k bloodscrip, in which case lightning flares come roaring back). I generally agree with this and would say it&#039;s even more true that dispel is great for UC than for other weapon types due to three factors:&lt;br /&gt;
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# High volume of attacks&lt;br /&gt;
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount&lt;br /&gt;
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature&lt;br /&gt;
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There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don&#039;t affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong.&lt;br /&gt;
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All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. These aren&#039;t starter gear, but for committed and reasonably wealthy monks, and should only go onto UC gear that started with a script like Animalistic Spirit, Knockout, or Phytomorphic Weapons. (GEF can&#039;t use dispel flares.)&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
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Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn&#039;t the best since it&#039;s mainly good for knockdowns and monks are very adept at that on their own. My higher exp monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that&#039;s an extra expense.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (As a caveat, though, I highly recommend against the Savage Power unlock, which isn&#039;t particularly good for any build of any profession, and the Wild Backlash unlock, which is excellent for some professions but not all that useful for monks. Animalistic Fury upgrades can be worth it &#039;&#039;if&#039;&#039; you first change the damage type.)&lt;br /&gt;
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Overall, this script has been monks&#039; top pick for years for very good reason on the strength of Revenge Flares, messaging, and being one of the only games in town. However, it&#039;s been five years since Animalistic Spirit and the creator of Animalistic Spirit, GM Avaluka, has debuted a new script called Phytomorphic Weapons that I think is even better for monks! More on that further below.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
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For unarmed combat, Energy Weapons are only available in the form of &#039;&#039;held&#039;&#039; weapons like a [[cestus]], not handwear and footwear. That&#039;s immediately anathema to some people. I&#039;d agree with them when talking about a -10 or -15 MM weapon, but I&#039;m actually not down on the -5 MM held UC weapons like others.&lt;br /&gt;
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Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.&lt;br /&gt;
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That &#039;&#039;is&#039;&#039; an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don&#039;t use it. Easy enough.&lt;br /&gt;
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The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren&#039;t very useful to monks, so I called mine a one and done.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Obscure Trivia Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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When you&#039;re wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon&#039;s flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?&lt;br /&gt;
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Well, let&#039;s say my Animalistic Spirit gloves still had their default grapple flares, which I don&#039;t value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.&lt;br /&gt;
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This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren&#039;t as favorable or you&#039;re spending currency to upgrade gloves &#039;&#039;and&#039;&#039; a cestus. Still, I stand behind it as at least an &#039;&#039;option&#039;&#039; if your stopping point is a flare and a script flare.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Greater elemental flare|Greater Elemental Flares]] script&#039;&#039;&#039; (price: 40k bloodscrip):&lt;br /&gt;
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These are a gold standard of midrange weapon scripts, at least if you&#039;d consider 40k bloodscrip per item &amp;quot;midrange.&amp;quot; Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.&lt;br /&gt;
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GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I&#039;ve used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the &amp;quot;You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!&amp;quot; messaging.&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than other options such as Animalistic Spirit or Phytomorphic Weapons. Some people pick Knockout for for their handwear or footwear and a different script for the others.&lt;br /&gt;
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As for Skullcrusher, see everything I just said about Knockout, because Skullcrusher costs the same and is mechanically identical except that it goes into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; Animalistic Spirit or Phytomorphic if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic Weapon Shield|Phytomorphic Weapon]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit of a script in the vein of Animalistic Spirit and from the same creator! This one is plant-themed instead of animal-themed and you can customize it yourself via foraging plants. Arboreal Agony is the big selling point of unlockable features here, which makes creatures Disoriented so they&#039;ll have difficulty casting spells--which are one of a monk&#039;s weak points. The default damage type is disintegrate, which is also broadly useful and can have killing power.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (Like with Animalistic Spirit&#039;s Wild Backlash, I&#039;ll give the caveat that Phytomorphic&#039;s Deciduous Decay is far more useful for AS-based professions than UAF-based professions like most monks. Phytomorphic Putrescence upgrades, on the other hand, don&#039;t need you to change the damage type first to get full value, which makes them either better or cheaper than Animalistic Spirit&#039;s Animalistic Fury counterpart depending on how you look at it.)&lt;br /&gt;
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RP-wise, I think there&#039;s a very real chance that people will continue to favor Animalistic Spirit going forward. Mechanically, though, I&#039;d say that Arboreal Agony not allowing enemy casters to cast is even better than Animalistic Spirit&#039;s Revenge Flares firing off when dodging physical attacks--and not needing to change the base damage type is also a big win.&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Telepathy or Transformation&#039;&#039;&#039; (price: 400k bloodcsrip):&lt;br /&gt;
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At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training &#039;&#039;and&#039;&#039; great enhancives, but hey, I did say this guide was for 0 exp to 54,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that&#039;s mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.&lt;br /&gt;
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You probably aren&#039;t even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can&#039;t stack on a single creature, so it&#039;s more valuable to have a stronger initial hit since you&#039;d be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that&#039;s a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, &#039;&#039;focused&#039;&#039; mstrikes still favor Transformation due to DoTs not stacking.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. Buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later, for example. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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If there&#039;s only one service I&#039;d recommend for a monk, it&#039;s Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)&lt;br /&gt;
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As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you&#039;re only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won&#039;t, but even a lighter hit might stun a creature--and stunning increases UC&#039;s most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Battle Standards have a few other perks, but these are the main ones making them so good for monks.&lt;br /&gt;
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Battle Standards have charges and periodically need recharging, which will cost you. I don&#039;t believe we have hard confirmation on how the charges drain, but &#039;&#039;if&#039;&#039; (if!) it&#039;s identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith (1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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The temporary healing is difficult to advise on because its value heavily depends on how much risk you take in hunting. That benefit is about knowing yourself well enough to know if you&#039;ll like it or not. Same goes for more max health; I see the value for small races roughly doubling their health, but otherwise don&#039;t consider it particularly valuable. However, opinions vary widely. As for max stamina, monks already have Mind Over Body--but, even if they didn&#039;t, you can shore up stamina far more cheaply with conventional regen enhancives than with Bloodstone Jewelry.&lt;br /&gt;
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As for everything else, the value for a monk--at least a magical monk--is like a mishmash of weaker Battle Standards and weaker Ensorcell. Bloodstone Jewelry and Ensorcell both offer stamina regeneration, which is a great in a vacuum, but Ensorcell&#039;s version of stamina regeneration is a flare chance (which is effective with frequent UC attacks) instead of a per minute effect and never requires paying again for recharging. There is something to be said for having both Bloodstone Jewelry and Ensorcell since Ensorcell usually won&#039;t restore stamina unless your health is full and Bloodstone Jewelry helps keep your health full--but, then again, just having herbs or using society abilities could also keep your health full.&lt;br /&gt;
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Extra health damage, on the other hand, is a reasonable selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it does affect every attack instead of 20% of attacks--and 1-5 damage might not sound like a lot, but when it&#039;s every attack, it does matter. On average, you&#039;ll get the Major Bleed effect after every 16.67 attacks, which is decently powerful in its own right. All that said, Bloodstone Jewelry doesn&#039;t add extra damage until its fifth and final tier, so you&#039;d probably be paying a premium to get it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Either go all the way with this service or pass on it unless someone&#039;s offering a steal. I wouldn&#039;t call this a particularly monk-oriented service unless you&#039;re a Kroderine Soul build or a small race.&lt;br /&gt;
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(Since this is alphabetically the first service I&#039;m recommending against, I&#039;ll clarify that that doesn&#039;t mean it&#039;s a bad service; even Enchant isn&#039;t particularly great for monks, as we&#039;ll see later, and that&#039;s a classic service. I&#039;m simply saying that, when you&#039;re reading a monk guide because you&#039;re making a monk, don&#039;t view this service through the lens of playing your warrior, your semi, or your Sunfist pure, who would all make better use of more of the Bloodstone Jewelry perks.)&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like most other non-gear-based profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they&#039;re already amazing at. (By contrast, casters see good benefit from things like FOF defense and the myriad bonuses to maneuver defense unless already far post-cap.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat by preventing kicks.&lt;br /&gt;
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Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. The biggest is that, unlike with Battle Standards, jabs don&#039;t flare with Poisoncraft. Poisons don&#039;t affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren&#039;t lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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It&#039;s worth learning at least Poisoncraft even though the other Covert Arts don&#039;t do much for monks. Recharging Poisoncraft isn&#039;t much cheaper--if any cheaper--than learning more Arts and learning them &#039;&#039;also&#039;&#039; recharges, so once you&#039;re in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves UAF (or AS if you&#039;re using a weapon) while enchanting armor improves DS.&lt;br /&gt;
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UAF offers minimal help for all the reasons described in the Unarmed Combat Primer. DS is more compelling, especially once you&#039;re hunting areas with the [[spell sever]] mechanic. Monks have the game&#039;s cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they &#039;&#039;are&#039;&#039; regularly in offensive stance. I don&#039;t go hard on improving monk DS, but it can&#039;t hurt either.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but improving it doesn&#039;t matter much otherwise.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling armor improves CvA and enemy spells are a weak point, so I&#039;d say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling adds much more gear difficulty than sanctifying. (For much more on the intricacies of gear difficulty and order of operations for upgrading gear, see [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|my service guide]]! For our purposes here, though, basically just know that tiers 2-5 of Ensorcell should usually be done after finishing the enchanting and sanctifying you want. The order of enchanting and sanctifying doesn&#039;t matter much, though.)&lt;br /&gt;
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For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.&lt;br /&gt;
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I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy. You already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul, but only after finished with enchanting and sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible for almost everybody. They improve virtually every offensive and defensive aspect of combat, which is like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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...but monks aren&#039;t most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.&lt;br /&gt;
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Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you&#039;re probably firing off a lot of those. On the bright side, since Lucky Items&#039; charges drain depending on the amount of time spent in combat, that aspect does pair well with monks&#039; high volume of attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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If this were any other profession, I&#039;d be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they&#039;re tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you&#039;re a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I&#039;d recommend your silvers go elsewhere first--but only &amp;quot;first.&amp;quot; Luck is powerful and you should get it eventually, just not as a high priority. I&#039;d take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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Despite Mystic Tattooing being a monk&#039;s own ability, it&#039;s not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won&#039;t consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include:&lt;br /&gt;
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* Strength to decrease encumbrance, especially for small races&lt;br /&gt;
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to slightly improve defense against spiritual magic&lt;br /&gt;
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Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can&#039;t go further than &amp;quot;arguably&amp;quot; since the others will have more impact when they &#039;&#039;do&#039;&#039; have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would.&lt;br /&gt;
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Mystic Tattoos are slated for a future upgrade. The current proposal includes adding a skill bonus up to +10, flares to double the stat and skill bonuses for a short duration, an activated ability with a cooldown to double the stat and skill bonuses for a short duration, and ignoring enhancive limits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Until the future update, I&#039;d only tattoo yourself in your spare time when you can&#039;t find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins&#039; Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there&#039;s &#039;&#039;some&#039;&#039; merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you&#039;d have to know you&#039;ll be running into that damage type consistently for a while.&lt;br /&gt;
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On an obscure note, nature resistance is unique to ranger trinkets. Monks can&#039;t meditate against it and even the Ascension system can&#039;t train to defend against it. However, an extremely small number of creatures use nature damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
&lt;br /&gt;
Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.&lt;br /&gt;
&lt;br /&gt;
The first five tiers of Sanctify have dubious value for UC gear (unless you&#039;re buying the first tier specifically because of the Kai&#039;s Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you&#039;re willing to pay for the first five tiers&#039; minimal value just to get to holy fire.&lt;br /&gt;
&lt;br /&gt;
Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it&#039;ll only trigger for certain combat maneuvers or when the undead hit you.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Get the first five tiers on your robes unless you&#039;re absolutely certain you&#039;ll never have interest in hunting high-level undead. Holy fire isn&#039;t a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don&#039;t bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify).&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
&lt;br /&gt;
Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It&#039;s still marginally useful for good positioning (very specifically good positioning). Crit padding is more broadly useful. Either way, neither is useful enough to justify paying warriors unless they&#039;re charging less than the automated WPS smithy that comes around every couple of months. (They probably aren&#039;t!) Use that instead to bring your robes up to speed.&lt;br /&gt;
&lt;br /&gt;
Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn&#039;t terribly desirable for most players, monks or otherwise.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I&#039;d say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general.&lt;br /&gt;
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&lt;br /&gt;
====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
* Battle Standard up to P3 as soon as possible&lt;br /&gt;
* Enchant armor up to +30 relatively quickly&lt;br /&gt;
* Ensorcell UC gear to T1 relatively quickly&lt;br /&gt;
* Battle Standard up to P5 relatively quickly&lt;br /&gt;
* Either Sanctify UC gear all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Sanctify armor unless very rarely hunting undead&lt;br /&gt;
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Slowly enchant UC gear over time&lt;br /&gt;
* Padding to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Slowly Ensorcell armor over time&lt;br /&gt;
* Weighting to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge&lt;br /&gt;
* Bloodstone Jewelry if you want it&lt;br /&gt;
* Slowly enchant armor past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell UC gear past T1 over time, if ever&lt;br /&gt;
* Mystic Tattoo only if you can&#039;t sell yours, but selling it is preferable to fund all of the above&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Super Post-Cap Advancement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Congratulations, you&#039;ve got a cap and a half worth of exp--or more! ...now what?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ascending Even Further Beyond===&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s not relevant to the large majority of players, I&#039;ve only vaguely talked about monks&#039; advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they&#039;re &amp;quot;done enough&amp;quot; with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements.&lt;br /&gt;
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Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.&lt;br /&gt;
&lt;br /&gt;
I did say this guide was for magical monks from 0 to 54,000,000 experience, so what should you do with Ascension Training Points (ATPs)?&lt;br /&gt;
&lt;br /&gt;
The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
&lt;br /&gt;
So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race.&lt;br /&gt;
* &#039;&#039;&#039;Brawling&#039;&#039;&#039;: +2 UAF per rank. I&#039;m not going to knock UAF this time because, once we&#039;re talking Ascension, we&#039;re talking marginal gains almost no matter what you do. Get it if you like numbers going up!&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Increased maneuver defense every two ranks, but half as much increase as Agility. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race. For the weapon route, specifically, Dexterity also adds crit weighting.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: +0.75 DS (in offensive) per rank and a tiny extra chance of outright evading for more Spin Kicks.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction by 2 pounds per rank. &#039;&#039;Now&#039;&#039; I&#039;ll knock UAF again! If we&#039;re in the realm of diminishing returns from exp anyway, then Porter is a reasonable low-hanging fruit option for races with lower carrying capacity.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: If you&#039;re firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body and Ensorcell no longer enough. If that&#039;s you, you&#039;ll know when to train this--or just buy stamina regen enhancives and Bloodstone Jewelry.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks.&lt;br /&gt;
&lt;br /&gt;
During earlier versions of this guide, I was also open to Aura, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let&#039;s finally delve into the Elite skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is Monks&#039; Everything&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones potentially relevant to (magical) monks in green:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Automatic Success of Certain Spells&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;UC - Tier Up Probability&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I&#039;d argue that usually it&#039;s at or near the top end of value &#039;&#039;in&#039;&#039; that application:&lt;br /&gt;
&lt;br /&gt;
* Improving UC tier ups is, naturally, at its best for the profession most built around UC.&lt;br /&gt;
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy&#039;s EBP means improving MM, which is a UC monk&#039;s most important offensive combat number.&lt;br /&gt;
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don&#039;t use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here.&lt;br /&gt;
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn&#039;t go so far to say it&#039;s at its best here, which I think goes to pures who become capable of warding off spells from (some) &#039;&#039;pure&#039;&#039;-style Ascension creatures, but it&#039;s a pretty narrow win.&lt;br /&gt;
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln.&lt;br /&gt;
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks.&lt;br /&gt;
* Improving ambush defense is a benefit I place almost no value on for any profession and build &#039;&#039;except&#039;&#039; magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don&#039;t have 105 or more Transformation lore, so defense is valuable.&lt;br /&gt;
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(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do &#039;&#039;have&#039;&#039; the occasional spots of value. The auto-success spell benefits don&#039;t do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.)&lt;br /&gt;
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Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can!&lt;br /&gt;
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Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I&#039;d also argue that there&#039;s less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds.&lt;br /&gt;
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As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they&#039;re both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn&#039;t have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more &#039;&#039;total&#039;&#039; Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she&#039;s only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn&#039;t need to work for at all because monks have Perfect Self and Burst of Swiftness.&lt;br /&gt;
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Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They&#039;re simply the most exp-efficient profession in the game.&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
&lt;br /&gt;
The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and you want them to hit more reliably.&lt;br /&gt;
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&#039;&#039;&#039;Bold Brawler&#039;&#039;&#039;&lt;br /&gt;
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 Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
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A self-explanatory staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy!&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
&lt;br /&gt;
Pretty good reactive damage that comes at full power out of the gate. Needing an SMR check does slightly hinder its efficiency against overleveled creatures, but that&#039;s offset by the fact that it can go after multiple targets to hit at least one of them. Importantly, note that &amp;quot;a rank 2+ critical strike&amp;quot; refers to a rank 2 critical &#039;&#039;based on a crit table,&#039;&#039; not a rank 2 wound. Usually a rank 2 critical only creates a rank 1 wound; for example, rank 2 [[Slash_critical_table|slash crits]] are always rank 1 wounds unless they hit an eye. In other words, even very light hits can get this going, but just not the absolute lightest hits.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
&lt;br /&gt;
Reasonable if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to monks&#039; combination of inexpensive Harness Power costs, not much to spend that mana on, not being in full plate like warriors (and so valuing the DS more), and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don&#039;t know any of those other than my own).&lt;br /&gt;
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&#039;&#039;&#039;Ether Flux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
&lt;br /&gt;
(For clarity, it can occur once &#039;&#039;per creature&#039;&#039; per minute. You can basically consider it once per creature, period. For even more clarity, Ether Flux itself isn&#039;t a flare &#039;&#039;chance&#039;&#039;; it&#039;s described as a flare because it deals a random amount of disruption damage, but it always triggers once you meet the condition.)&lt;br /&gt;
&lt;br /&gt;
Ether Flux has no tiers and comes at full power immediately, which is definitely nice and it&#039;s a very good perk &#039;&#039;if&#039;&#039; you can get it going! ...but can you? Even though monks don&#039;t innately deal elemental damage, it still might be easier than you think.&lt;br /&gt;
&lt;br /&gt;
Some options for elemental flares include conventional ability slot flares, Battle Standards of applicable Arkati or spirits, certain Gemstone properties like Blood Boil or Infusion or Thorns, holy fire or holy water when hunting undead, or script flares of elemental types. That&#039;s already up to seven sources of elemental flares and I&#039;m not describing anything too wildly out of the way or anything that&#039;s very expensive by post-cap standards. The most expensive of those would be buying flare type changes for Animalistic Spirit or Phytomorphic Weapons.&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;re mstriking or using Fury, monks fire off a lot of attacks, so with a decent base of varied flare types, the odds can stack up to force a lot of Ether Flux triggers through! However, if you don&#039;t have that decent base, I wouldn&#039;t go out of my way working up to it just because you find an Ether Flux. This is a very solid B or maybe B+ common, but it&#039;s no Bold Brawler, Flare Resonance, Stamina Prism, or Storm of Rage.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Flare Resonance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
&lt;br /&gt;
Assuming you have flares on your handwear and your footwear (and if you don&#039;t, then you should!), this is another staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries.&lt;br /&gt;
&lt;br /&gt;
[[Flare Affinity]] basically supercharges your flares to hit substantially harder--and, for that matter, more often! Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. (If you &#039;&#039;are&#039;&#039; someone who already has the Flare Affinity flourish, you wouldn&#039;t want this property since they don&#039;t stack.) The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk&#039;s handwear &#039;&#039;and&#039;&#039; footwear would cost 800k bloodscrip.&lt;br /&gt;
&lt;br /&gt;
In short, get more flares and make them spend less time poking and more time killing. &lt;br /&gt;
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&#039;&#039;&#039;Force of Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
&lt;br /&gt;
This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! Alternatively, if you find it on a Gemstone with at least one other property that&#039;s good for somebody else but isn&#039;t good for you, you can try to sell it for a good chunk of silver since solo hunters of almost every profession like Force of Will for general purposes. (The exceptions are bards, who can already get rid of almost all of these conditions with their own [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]], and maybe clerics, who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
The UAF boost is fairly immaterial for all the reasons you know by now about UAF, but the maneuver boost makes for an acceptable placeholder for most monks to use while looking for better Gemstones in the long run. That said, I wouldn&#039;t recommend upgrading it except possibly on a monk who makes very heavy use of extremely endroll-dependent attacks like Spin Kick or Bearhug.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
&lt;br /&gt;
Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
&lt;br /&gt;
This might be the highest ceiling Gemstone property of all for monks. It&#039;s easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don&#039;t run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they&#039;re off cooldown and Ki Focus when the mstrikes &#039;&#039;are&#039;&#039; on cooldown, thus basically only using stamina for the latter. However, if you started stacking on enhancives, Ascension, and Stamina Prism to start recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and &#039;&#039;still&#039;&#039; not run out of stamina.&lt;br /&gt;
&lt;br /&gt;
In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits, but you can be even more of a whirlwind in battle if you build for it!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ll battle just about any creature in your preferred hunting ground and it&#039;s a fairly swarmy place, this is an extraordinary property since you&#039;ll have the boost going constantly. UC monks or weapon monks will both love this property! Even if you&#039;re picky about which creatures you battle or if you hunt a slower area, it&#039;s still excellent. The only other thing is to consider is that it&#039;s a top tier common for virtually every build of virtually every profession--any weapon user, any UC build, any magical bolter--and so people are likely to pay very well for it if you&#039;d rather have the silvers!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Mini Storm of Rage, except you always have the boost even if you&#039;re in the slowest of areas or if you&#039;re selectively hunting a single creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you&#039;ll almost definitely have at least one of those.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
&lt;br /&gt;
Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death. Don&#039;t use this if you go the Kroderine Soul route.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
&lt;br /&gt;
A high quality Gemstone property for almost every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky; they can&#039;t outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened. A possibly bigger obstacle is that Blood Boil, of course, only works on creatures with blood! That won&#039;t be an obstacle in most hunting grounds, but if you try to exclusively hunt undead who have no blood (most undead by far don&#039;t; a few do), this wouldn&#039;t be the property for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
&lt;br /&gt;
Despite having some anti-synergy with Spin Kick, it&#039;s very hard to ignore the value of a universal 5% chance to avoid and (to an extent) counter AS attacks. All else being equal, it &#039;&#039;is&#039;&#039; better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
&lt;br /&gt;
Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you&#039;re one of the rare monks who uses CS spells in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
&lt;br /&gt;
Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that&#039;s exactly what I&#039;d recommend, but they&#039;re mutually exclusive.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
Journeyman Tactician, but twice as good. Like its common counterpart, the UAF boost isn&#039;t noteworthy for a UC monk (it is good for a weapon monk, though!), but if you make heavy use of SMR attacks, I think it can be a reasonable long-term property for you. If not, I&#039;d either sell it to someone willing to pay top silvers or reroll until you get a better rare property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That&#039;s an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you&#039;re looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I&#039;ll cover shortly, you might consider working your entire build around it...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
A reasonable option for lighter races. It&#039;s not necessarily going to help with the newer and bigger boxes of 2026 on, but can help with the lower end loot like solid moonstone cubes or wands that add up when you&#039;re tiny. Definitely not a flashy property, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS, and this is a solution to at least part of that!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirst for Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Twice as strong as its already very powerful common counterpart, Taste of Brutality... or is it? The common version&#039;s 5% penalty when taking hits is negligible, but a 10% penalty isn&#039;t as easily dismissed. Still,  the increased DF is fantastic, so I&#039;d say you should consider your options with this one. If you have high redux &#039;&#039;and&#039;&#039; high Transformation lore, get it, love it, and upgrade it all the way. If you only have one of those, then you could simply treat it like Taste of Brutality by leaving it un-upgraded. 6% on both ends with no upgrades is comparable to the fully upgraded Taste of Brutality&#039;s 5%, after all, and nothing says you have to upgrade it at any point, never mind right away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It&#039;s actually difficult to even sell you on this because it&#039;s so straightforward that I shouldn&#039;t have to. It&#039;s a 10% double attack chance on every attack!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that&#039;s also solid for monks and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystic Impulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
&lt;br /&gt;
Hear me out. This is a very, very specific niche, but it&#039;s incredible within that niche, which is that you&#039;re a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise.&lt;br /&gt;
&lt;br /&gt;
If all of that&#039;s true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you&#039;ll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you &#039;&#039;aren&#039;t&#039;&#039; running the Serendipitous Hex build, then I&#039;d honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.&lt;br /&gt;
&lt;br /&gt;
Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power&#039;s effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that&#039;s with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Great general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF boost is, as always, borderline immaterial unless you&#039;re a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy that works well with the free jabs in your mstrikes! Unlike traditional dispel flares, these are post-resolution, so they&#039;re slightly less reliable. However, UC monks tend to have no trouble making their attacks land.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here are some hypothetical ideal layouts!&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Traditional Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# &#039;&#039;(Blood Boil)&#039;&#039; (rare 2 of 3)&lt;br /&gt;
# &#039;&#039;(Thirst for Brutality)&#039;&#039; (rare 3 of 3)&lt;br /&gt;
# Force of Will (common 5 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 6 of 7)&lt;br /&gt;
# Journeyman Tactician if using Thirst for Brutality, otherwise Taste of Brutality (common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
Blood Boil and Thirst of Brutality are parenthetical and italicized because they&#039;re slightly conditional picks. For general purposes, that&#039;s what I&#039;d go with, but specific hunting ground choices or even gear can change everything. Blood Boil might be useless if you primarily hunt undead without blood. Tethered Strike, not listed, might be superior to either Blood Boil or Thirst of Brutality if you regularly hunt evasive creatures. Anointed Defender, also not listed, could be the way to go if you&#039;ve managed your gear and training in such a way that the TD boost can push you just out of range of dangerous CS attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Very Magic-Heavy Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# &#039;&#039;(Serendipitous Hex)&#039;&#039; (rare 1 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Greater Arcane Intensity (rare 3 of 3)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# Arcane Intensity (common 5 of 7)&lt;br /&gt;
# Taste of Brutality (common 6 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
This has enough overlap that you might think they&#039;re the same picture, but the subtle differences add up to large ones. This Gemstone setup assumes a high CS monk, then Greater Arcane Intensity and Arcane Intensity push CS even higher. That means that Vertigo and Mindwipe land more consistently, which means that creatures are disabled more often, which means Force of Will shouldn&#039;t be as necessary. It also means that your MM will be higher, which means I wouldn&#039;t even think about Journeyman Tactician. Conversely, Taste of Brutality claims a solid place because its rare counterpart has been traded off to secure Greater Arcane Intensity and maybe Serendipitous Hex.&lt;br /&gt;
&lt;br /&gt;
Speaking of Serendipitous Hex, even though I ranked it highly, it gets the parenthetical italics treatment because I only recommend it if you&#039;re regularly casting Web! It doesn&#039;t trigger with Vertigo or Mindwipe, so if those are your go-tos, then bring in some other top end rare like Blood Boil, Tethered Strike, or Thirst for Brutality. (Unlike the traditional monk, the magic-heavy monk doesn&#039;t risk as much from the double DF hit of using Taste and Thirst simultaneously because their more consistent disablers will keep enemies contained. Still, just in case of the worst, &#039;&#039;definitely&#039;&#039; use Ephemera&#039;s Extension over Ether Flux if you go the double Brutality route!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we draw close to the end, I&#039;ll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Magic After Dark===&lt;br /&gt;
&lt;br /&gt;
...wait, I can&#039;t write about that on the wiki! Moving on.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Trade Secrets of the Sneaky Monk Merchants===&lt;br /&gt;
&lt;br /&gt;
I&#039;m one of the bigger advocates of training [[Trading]] in the GS community, but even more so for monks than others!&lt;br /&gt;
&lt;br /&gt;
Monks have easier and more universal means to make more silvers per item sold than any other profession--and they can do it almost anywhere in Elanthia.&lt;br /&gt;
&lt;br /&gt;
Except for [[Mist Harbor]] and [[Kraken&#039;s Fall]], every town&#039;s NPC shops will pay +5% extra silver to at least one race when players sell. ([[Trading#Trading_chart|See the chart of favored races here!]])&lt;br /&gt;
&lt;br /&gt;
Monks have a &#039;&#039;&#039;secret weapon&#039;&#039;&#039; in the profit war: &#039;&#039;&#039;[[Shroud of Deception (1212)|Shroud of Deception]]&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Even monks who live in a geographic region where their race can&#039;t get a bonus can configure their Shroud profile to appear as another race and get the bonus anyway! It&#039;s that easy!&lt;br /&gt;
&lt;br /&gt;
But wait, it gets better! Monks also have &#039;&#039;[[Glamour (1205)|Glamour]]&#039;&#039;&#039;, which gives an enhancive boost of 20 Trading ranks or 50 Trading skill, whichever is lower. (50 Trading skill will be lower before you have 20 Trading ranks on your own.)&lt;br /&gt;
&lt;br /&gt;
What does Trading do, though?&lt;br /&gt;
&lt;br /&gt;
You get an extra 1% silver for every combined 12 bonus between Influence and Trading bonus. That&#039;s &#039;&#039;bonus&#039;&#039;, not ranks! So, for example, if you had 44 Trading ranks, which is 144 Trading bonus, you&#039;d make 12% more silver for selling items than if you had 0 Trading ranks. Shroud of Deception takes that 12% to 17%, then Glamour takes that 17% to 18%--and, actually, 8/12ths of the way to 19%. If you took my advice and set Influence high from the start, Influence will also get you to 19% if not 20%!&lt;br /&gt;
&lt;br /&gt;
This is a big part of how Sariara made 2,509,473 million silver within a week of existing. By now she&#039;s existed for four weeks and a day and is up to 23,108,060 silver, only 1,500,000 of which came from selling a Mystic Tattoo.&lt;br /&gt;
&lt;br /&gt;
Some general tips on early silvers:&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t hunt overcrowded Landing areas, but find the rich lower level creatures. There are plenty of them because characters don&#039;t stay low level for long, so hunting pressure is low. (For more on hunting pressure, see the [[treasure system]] page and [[Treasure_system/saved_posts|saved posts subpage]].)&lt;br /&gt;
* Take advantage of Glamour and Shroud of Deception to get a percentage boost to these rich creatures&#039; already valuable loot. Reap the reward of being a monk!&lt;br /&gt;
* Between level 0 and 19, when skills migrate near instantly, max out Trading every time you&#039;re about to sell things.&lt;br /&gt;
* Between level 0 and 19, push First Aid and Survival up when you&#039;re out hunting so you can get value from skinning. Unlearn them afterward so you can...&lt;br /&gt;
* Between level 5 and 19, learn Glamour and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* Between level 12 and 19, learn Shroud of Deception and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* For your final level 19.9 build, as you&#039;re forced to commit to your skills, have at least 20 ranks of Trading and know at least your first 12 Minor Mental spells.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I did. I got to see delightful lines in my SKILL command like:&lt;br /&gt;
&lt;br /&gt;
 You started this migration period on Saturday, 5/25/2024 at 01:55:18 EDT.  You have 4 days, 20 hours, 8 minutes remaining in your current 30 day migration period.&lt;br /&gt;
 &lt;br /&gt;
 You&#039;re currently migrating at a rate of .001 skill points per pulse, and &#039;&#039;&#039;have converted 25580.00 training points this migration period.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t go to this extreme, though, monks are the game&#039;s best at selling to NPC merchants. At the low end, monks skyrocket toward high sales value. At the high end in the post-cap world, monks reach the maximum sale bonus in almost every town.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maximum sale bonus&amp;quot; is 28% from Trading and Influence plus another 5% from race bonus. To be clear, the max bonus is 33%, but only sort of; the two bonuses are treated separately. For example, if you&#039;re an elf monk selling in Solhaven (no bonus), you can&#039;t just pump your Trading and Influence so high that you&#039;d make 33% from that alone; it&#039;s capped at 28% and the other 5% &#039;&#039;has to&#039;&#039; come from Shroud of Deception.&lt;br /&gt;
&lt;br /&gt;
My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===When Robes Aren&#039;t Robes: Alterations===&lt;br /&gt;
&lt;br /&gt;
For simplicity, I&#039;ve been talking about &amp;quot;robes&amp;quot; throughout this guide because that&#039;s the conventional name for that [[armor]] type.&lt;br /&gt;
&lt;br /&gt;
However, robes don&#039;t have to remain robes at all; they have the same leeway for alterations as other chest-worn clothing! Here are examples of post-alteration &amp;quot;robes&amp;quot; that my various characters (monks or otherwise) have worn or that I plan to create:&lt;br /&gt;
&lt;br /&gt;
* An airy white starsilk sundress sporting an asymmetrical knee-length skirt&lt;br /&gt;
* A sleeveless lily white tunic with a jet black silk sash&lt;br /&gt;
* A knee-length midnight blue silk dress aglisten with a constellation of stars&lt;br /&gt;
* A sleeveless white tunic splashed with an autumn-hued music motif&lt;br /&gt;
* A sleeveless white starsilk tunic spangled with sunset orange musical notes&lt;br /&gt;
* A midnight black silk tunic marked with a silver eight-pointed star&lt;br /&gt;
* A sleeveless sunlight gold tunic accented by bright white edges&lt;br /&gt;
* A royal purple starsilk tunic featuring an embroidered silver rose&lt;br /&gt;
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits)&lt;br /&gt;
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola)&lt;br /&gt;
* A thigh-slit scarlet starsilk dress accented by ivory edges&lt;br /&gt;
* A sleeveless white kimono featuring golden star embroidery&lt;br /&gt;
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves&lt;br /&gt;
* A sleeveless gold feather-patterned tunic tied at the waist&lt;br /&gt;
&lt;br /&gt;
Mine are mostly feminine designs, but even for a masculine character, you can turn your robes into shirts, vests, jackets, and more. Get your creativity on!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Likewise, unarmed combat footwear isn&#039;t limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Hunting Partner Tactics and Synergy===&lt;br /&gt;
&lt;br /&gt;
Who do monks team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer that&#039;s enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies&#039; UDF. In turn, warriors love monks&#039; Mind Over Body stamina cost reduction, the best group buff they can get other than bards&#039; [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day).&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don&#039;t necessarily mind being targeted more often since it offers more Spin Kick opportunities.&lt;br /&gt;
* &#039;&#039;&#039;A monk duo&#039;&#039;&#039; can keep up both Mind Over Body and Focus Barrier, but otherwise doesn&#039;t have any particular synergy.&lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don&#039;t have as much redux as warriors and rogues nor as much DS as them, so a boost can really help.&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don&#039;t offer much to rangers otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; can make a monk&#039;s attacks even faster, at least for now, since Song of Tonis is the game&#039;s best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they&#039;re already pretty durable as casters go. Monks simply being present as an additional target to split up enemies&#039; attacks is helpful to wizards and all casters.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks&#039; Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath&#039;s [[Mass Interference (217)|Mass Interference]] setting up a monk&#039;s Vertigo isn&#039;t the worst idea I&#039;ve ever had, but it&#039;s not an amazing one either. &lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it&#039;s still there when needed. Having a hunting partner&#039;s extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn&#039;t help monks as most other professions&#039; disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward.&lt;br /&gt;
&lt;br /&gt;
Nearly regardless of team composition, your monk training &#039;&#039;&#039;Coup de Grace&#039;&#039;&#039; and &#039;&#039;&#039;Side by Side&#039;&#039;&#039; (which also requires two ranks of &#039;&#039;&#039;Combat Movement&#039;&#039;&#039;) can be helpful to groups.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===The Weapon-Wielding Melee Monk===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk more about Martial Mastery, the level 0 feat. Although monks have access, it was primarily invented for warriors and rogues as an alternative to learning [[Elemental Targeting (425)|Elemental Targeting]], a Minor Elemental spell that increases AS.&lt;br /&gt;
&lt;br /&gt;
Far enough post-cap, magical warriors or magical rogues have the same AS ceiling as their non-magical counterparts. (Their non-magical counterparts do get there millions of experience points sooner while the magical ones have more DS and TD, but that&#039;s outside the scope of this guide...) Monks, on the other hand, don&#039;t have Elemental Targeting, so a monk maximizing Martial Mastery can have up to 50 more AS and UAF than a monk &#039;&#039;not&#039;&#039; maximizing it! Of course, UAF doesn&#039;t matter nearly as much as AS and the entire monk profession is built around unarmed combat. So I ask:&lt;br /&gt;
&lt;br /&gt;
Is there merit to a weapon-wielding, AS-based monk?&lt;br /&gt;
&lt;br /&gt;
Before I explore it, I&#039;ll repeat that I think people should make whatever kind of character they find fun and that I personally like wacky builds. However, I&#039;m not convinced that a melee monk even &#039;&#039;is&#039;&#039; a wacky build. When people consider making a melee-only character who isn&#039;t stealth-based, a warrior is probably their first thought, but let&#039;s seriously compare these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Training Cost Factor&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I&#039;ll use my (first) monk and warrior for the sake of illustration since they&#039;re both elves. At level 50, my warrior had a total pool of 2568 PTPs and 2242 MTPs while my monk had a total pool of 2319 PTPs and 2259 MTPs. You might think the warrior is hugely ahead, but no, not at all. I could show you paragraphs upon paragraphs of math I wrote, but let&#039;s just cut to the chase.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say my monk and warrior had both done dual katar builds that shared nearly identical core training. 2x Brawling, 2x Edged Weapons, 1x Thrown Weapons (to buff up Martial Mastery), 2x Two Weapon Combat, 2x Combat Maneuvers, 2x Physical Fitness, 50 Multi-Opponent Combat, and 1x Perception were all in common.&lt;br /&gt;
&lt;br /&gt;
From there, my warrior took 70 Armor Use to get metal breastplate, then trained as many Dodging ranks as possible with her remaining points. My monk learned Iron Skin, took 30 Transformation to buff up Iron Skin, and took 10 Harness Power, then trained as many Dodging ranks as possible with her remaining points. Their skills would be identical in most ways, but here&#039;s where they&#039;d differ:&lt;br /&gt;
&lt;br /&gt;
* Monk in robes that act like chain mail: 153 ranks of Dodging and 102 MTPs spare&lt;br /&gt;
* Warrior in metal breastplate: 109 ranks of Dodging and 21 MTPs spare&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to claim that my monk would basically just be better; there are too many factors to say that. Warriors have their guild skills. Monks have Perfect Self. Warriors have a higher parry chance because of [[Combat Mastery|their level 40 feat]]. Monks have a higher evade chance because of &#039;&#039;their&#039;&#039; level 40 feat. Warriors have [[Whirling Dervish]]. Monks have more DS, at least at this stage of the game. Warriors have [[Weapon Specialization]]. Monks have Burst of Swiftness. Warriors have [[Weapon Bonding]].&lt;br /&gt;
&lt;br /&gt;
My point is that a melee monk is even &#039;&#039;comparable&#039;&#039;--better in some ways and worse in others--to a warrior with the exact same build despite ignoring so much of what the monk skillset is tailored toward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Mental Acuity Possibility&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
What if you learned Mental Acuity even without Kroderine Soul? My above training cost example illustrated my monk stopping at two Minor Mental spells for Iron Skin, but another alternative (though this would be during later levels) would be taking Mental Acuity to retain access to the first 20 Minor Mental spells and still even allowing room for Spirit Warding I and Spirit Defense. (If you were okay with Martial Mastery capping out at +45 AS instead of 50, you could even learn Spirit Warding II!)&lt;br /&gt;
&lt;br /&gt;
The hypothetical Martial Mastery and Mental Acuity monk has almost the same AS as a Martial Mastery warrior, but her spells would pull her far ahead in DS while keeping all the silver selling benefits of Glamour and Shroud of Deception, plus saving tons of stamina via Mind Over Body. The tradeoff is making spelling up more of a hassle, but that might be worth the payoff of having a light armored warrior-like character whose combat maneuvers and weapon techniques have 35% stamina cost reduction!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Doubly Perfect Self&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
As great as Perfect Self is for unarmed combat, it&#039;s arguably even better for a melee monk. For UC purposes, it&#039;s mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you&#039;re getting AS--more useful than UAF--and RT reduction for &#039;&#039;two&#039;&#039; types of assault techniques: Brawling&#039;s Fury and Edged Weapons&#039; Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don&#039;t sweat it as much due to Mind Over Body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specializations and Katars&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
The Grapple, Kick, and Punch Specialization bonuses for their respective techniques &#039;&#039;do&#039;&#039; still apply even if you&#039;re using a brawling weapon instead of unarmed combat!&lt;br /&gt;
&lt;br /&gt;
Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.&lt;br /&gt;
&lt;br /&gt;
Ironically, if there&#039;s anywhere that I even sort of like Punch Specialization-powered Clash, it&#039;s on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash &#039;&#039;with&#039;&#039; Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you&#039;re regularly hunting things like bandits, pirates, warcamps, or areas that swarm.&lt;br /&gt;
&lt;br /&gt;
Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I&#039;d make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It&#039;s also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk&#039;s stamina cost reduction from Mind Over Body.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it&#039;s a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I&#039;d bring it up.&lt;br /&gt;
&lt;br /&gt;
Instead, after considering all the math and angles I did while writing this, it&#039;s made such a strong case for a bizarrely appealing build that I&#039;ve talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind&#039;s swirling and it seems clear that the melee monk is a very, very real idea that&#039;s gone unexplored because it&#039;s not an intuitive or obvious idea from a glance over the monk skillset.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Infrequently Asked (or Imagined) Questions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-faq&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-faq&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This final section covers any random topics that people have asked me or that I can &#039;&#039;imagine&#039;&#039; them asking me if I feel that they&#039;re worth answering in this guide, but not worth a full tip or sidebar of their own.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things actually asked are red.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Things I imagine people should ask are pink.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things that are both red and pink come from comments I got that&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;weren&#039;t originally questions, but I&#039;ve reframed them into questions because they&#039;re worth discussing.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Does enchanting UC handwear and footwear help with DS?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Why do you rank half-krolvin monks so low?&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Flimbo&#039;s Guide and the [[Comprehensive Monk Guide]] really like them!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s guide likes half-krolvin monks because Perfect Self normalizes their Logic penalty and they have &amp;quot;solid physical stats with which to punch things quite well.&amp;quot; I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even kind of agree that if you&#039;re set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I&#039;d rather have a race without a Logic penalty to begin with! Exp-wise, that Logic penalty is less important than it used to be if you&#039;re paying for Temple of Lumnis donations or Fash&#039;lo&#039;nae&#039;s Tutelage, but it&#039;s still a penalty. The impact on Vertigo and Mindwipe also isn&#039;t negligible. (This is, after all, the Autumnwinds&#039; &#039;&#039;magical&#039;&#039; monk guide, not the Kroderine Soul monk guide.)&lt;br /&gt;
&lt;br /&gt;
Another point I agree with Flimbo on is that half-krolvin have solid physical stats with which to &#039;&#039;punch&#039;&#039; things quite well. However, I&#039;d rather have a faster Agidex race who has solid physical stats with which to also &#039;&#039;kick&#039;&#039; things quite well, meaning minimum RT for mstrike kick!&lt;br /&gt;
&lt;br /&gt;
The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn&#039;t matter! (Okay, fine, &#039;&#039;technically&#039;&#039; the math says UAF matters... fractionally.)&lt;br /&gt;
&lt;br /&gt;
Cold damage protection has some appeal if you&#039;re specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that?&lt;br /&gt;
&lt;br /&gt;
The Hinterwilds &#039;&#039;are&#039;&#039; a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you&#039;ve exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you&#039;ll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk.&lt;br /&gt;
&lt;br /&gt;
Like I said, any race can do well as a monk. I&#039;m not down on half-krolvin, exactly, but I&#039;d rather truly excel at &#039;&#039;something&#039;&#039; than be a generalist. Play a half-krolvin if you like their excellent verbs, though!&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Should I train Ambush?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The short answer is no. Now for the long, fun answer!&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but back then, players had no visibility into the aiming formula. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you &#039;&#039;did,&#039;&#039; it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.&lt;br /&gt;
&lt;br /&gt;
In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:&lt;br /&gt;
&lt;br /&gt;
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)&lt;br /&gt;
* Knocking creatures down helps (I don&#039;t remember if we&#039;d known this or not)&lt;br /&gt;
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but we underestimated how much)&lt;br /&gt;
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Intuition Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you&#039;ve tanked Intuition instead of Discipline, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even &#039;&#039;standing&#039;&#039; foes. Of course, they need Acrobat&#039;s Leap for that.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let&#039;s use that in an example.&lt;br /&gt;
&lt;br /&gt;
With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you&#039;d have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let&#039;s say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.&lt;br /&gt;
&lt;br /&gt;
Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let&#039;s say everything had reached 91%, 86%, and 83%. Even that&#039;s not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you&#039;d need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that&#039;s +17 DS in offensive stance) at 3x costs!&lt;br /&gt;
&lt;br /&gt;
What if you eased back to the old 24 Ambush mark? Then you&#039;d need 148 Combat Maneuvers. Perfect Self has kicked in, so let&#039;s call it 144 Combat Maneuvers needed. Even that&#039;s already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)&lt;br /&gt;
&lt;br /&gt;
In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you &#039;&#039;can&#039;&#039; reach max or near-max success rates with some Ambush, but not &#039;&#039;so&#039;&#039; high that you reach max or near-max success rates even without Ambush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But even then,&#039;&#039; we&#039;re only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your &#039;&#039;unaimed&#039;&#039; attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head!&lt;br /&gt;
&lt;br /&gt;
Like PSM3&#039;s wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I&#039;ve made my choice: forget Ambush and play to my strengths.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The TL;DR Recap: Making Cookie Cutter Monks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-cookiecutter&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Low on time or thought processing power and just want a cookie cutter build you don&#039;t need to put much thought into? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-cookiecutter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(...by my wacky definition of &amp;quot;cookie cutter.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leafi, I love you and all, but I expanded every section, noticed my scroll bar is tiny, noticed your guide is crazy long, and ain&#039;t nobody got time for that. Please tl;dr this nonsense?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Okay, okay, I hear you.&lt;br /&gt;
&lt;br /&gt;
Some of you never wanted the Leafiara treatment where we seek to become real life monks with advanced spiritual and mental understanding by thoroughly exploring the unfathomable mysteries of reality and transcendent metareality (like math and logic).&lt;br /&gt;
&lt;br /&gt;
Some of you instead wanted the Saraphenia treatment where I tell you how to have a functional build that lets you have mechanical fun in an online text-based multiplayer video game and then you embark on your journey.&lt;br /&gt;
&lt;br /&gt;
So I included this section for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Race&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aelotoi, dark elves, dwarves, elves, half-elves, half-krolvin, halflings, and sylvankind are all basically the same power for monks. Faster is better, but more encumbrance is worse, so find your balance. Giantmen have a niche.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Stats&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See the table in the Placing Your Stats section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Society&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voln.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;How do I fight?&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Twinhammer&#039;&#039;&#039; as your opener once you learn it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jab&#039;&#039;&#039; at decent position, &#039;&#039;&#039;punch&#039;&#039;&#039; at good position if you&#039;re not Grapple Specialization and &#039;&#039;&#039;grapple&#039;&#039;&#039; at good position if you are, &#039;&#039;&#039;kick&#039;&#039;&#039; at excellent position. Regardless of those general rules, &#039;&#039;&#039;follow prompts&#039;&#039;&#039; and do what it tells you when it tells you.&lt;br /&gt;
&lt;br /&gt;
Against single targets, &#039;&#039;&#039;Weapon Fury&#039;&#039;&#039; until whenever you have enough Agidex for a 5-6 second &#039;&#039;&#039;mstrike kick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Against multiple targets, &#039;&#039;&#039;mstrike grapple&#039;&#039;&#039; if you&#039;re Grapple Specialization or &#039;&#039;&#039;mstrike kick&#039;&#039;&#039; if you&#039;re Kick Specialization. In either case, not until they&#039;re 7 seconds or less. If mstrike grapple is 7 seconds or less, but you&#039;re Kick Specialization and mstrike kick is 8 seconds or more, &#039;&#039;&#039;mstrike punch&#039;&#039;&#039; for now until mstrike kick doesn&#039;t take so long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Core skills to train every level&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2x &#039;&#039;&#039;Brawling&#039;&#039;&#039;, 2x &#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; (eventually 3x), 2x &#039;&#039;&#039;Dodging&#039;&#039;&#039; (eventually 3x), 1x &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Skills with breakpoints&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; in bursts for various breakpoints to pick up specific maneuvers. (For which ones and when, see the &amp;quot;combat maneuvers and feats&amp;quot; section below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; in bursts to 5, 10, 24, 30, 35, 50, 55, 60, 90, and 100 ranks.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Harness Power&#039;&#039;&#039; early, 20-30 mid-game, then push near cap if you want QoL for spelling up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental&#039;&#039;&#039; to 16 so you have both focus spells (1213 and 1216) as options, then slack off with spells until the midgame. Grab 1220 if you feel the DS need, especially if using 1213 instead of 1216.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathy&#039;&#039;&#039; lore in bursts to 6, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transformation lore&#039;&#039;&#039; in bursts to 5, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Climbing and Swimming&#039;&#039;&#039; until the midgame or as needs arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Tertiary skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiritual/Mental Mana Control&#039;&#039;&#039; only if sharing mana with friends and alts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid and Survival&#039;&#039;&#039; only if you want skinning.&lt;br /&gt;
&lt;br /&gt;
20 &#039;&#039;&#039;Trading&#039;&#039;&#039; by level 20 because monks make silver via Glamour (1205) and Shroud of Deception (1212). Get to 40 or the nearest multiple of 12 Trading+Influence bonus over time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Midgame skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; to 2, 3, or 7 ranks, but only after 3x Dodging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Combat maneuvers and feats&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; for your level 30 feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1 of Combat Maneuvers, making the super early game not painful:&lt;br /&gt;
&lt;br /&gt;
Get 3 CM ranks ASAP for your first rank of &#039;&#039;&#039;Rolling Krynch Stance&#039;&#039;&#039;, then another 6 CM ranks (so 9 total) for your second rank ASAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2 of Combat Maneuvers, improving the early game:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up the last rank of Krynch and first three ranks of &#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039; or &#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it&#039;s not necessarily an early game priority since you don&#039;t get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3 of Combat Maneuvers, fleshing out skills and diversifying your abilities through the midgame:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up three or more ranks of &#039;&#039;&#039;Bearhug&#039;&#039;&#039;, two or more ranks of &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;, all three ranks of &#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;, three or more ranks of &#039;&#039;&#039;Feint&#039;&#039;&#039;, and the remaining ranks of Grapple or Kick Specialization. If you went Kick Specialization, add &#039;&#039;&#039;Combat Mobility&#039;&#039;&#039; to the list sooner than later. If you picked a halfling or gnome, add Acrobat&#039;s Leap, but otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 of Combat Maneuvers, putting the last pieces in place:&lt;br /&gt;
&lt;br /&gt;
Pick up Combat Mobility (if you didn&#039;t already have it) and all three ranks of &#039;&#039;&#039;Ki Focus&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5 of Combat Maneuvers, player&#039;s choice:&lt;br /&gt;
&lt;br /&gt;
Whatever you want. Finish Bearhug, Bull Rush, and Feint or don&#039;t, depending how you like them. You can veer off in different directions with more niche maneuver options or not. Up to you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Armor upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy TD-boosting armor of +7 or more from a playershop. It&#039;ll cost 1-5 million silver and serve you fantastically. Add services of Enchant, Sanctify, and Ensorcell over time in roughly that order while adding padding via the WPS wagons. (Enchant and Sanctify can switch places easily enough, but Ensorcell is definitely last.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spending almost nothing (~1 million silver): Buy basic lightning flaring handwear and footwear.&lt;br /&gt;
* Spending moderately (~35k pay event currency (equivalent of 35 million silver)): Buy off-the-shelf Animalistic Spirit from Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.&lt;br /&gt;
* Spending a ton (~150k pay event currency): Buy Phytomorphic handwear from Duskruin. Add Phytomorphic upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Phytomorphic upgrades and unlocks.&lt;br /&gt;
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Phytomorphic upgrades and unlocks for your footwear.&lt;br /&gt;
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.&lt;br /&gt;
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.&lt;br /&gt;
&lt;br /&gt;
And if you&#039;re the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you&#039;re probably not reading this guide. &#039;&#039;But just in case&#039;&#039;, for fun, and to entertain the other 99.5%...&lt;br /&gt;
&lt;br /&gt;
* Whaling out beyond most people&#039;s imagination just because you can (~4.24 million pay event currency):  Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Phytomorphic script at Duskruin. Add a slew of Phytomorphic upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
&lt;br /&gt;
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They&#039;ve never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it&#039;s still around. I&#039;m guessing they learned the hard way that top end flares are so astonishingly powerful with UC&#039;s low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Other upgrades when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can&#039;t afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks are easy! Go have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Denouement: An Unexpected Journey==&lt;br /&gt;
&lt;br /&gt;
First, thank you for reading The Autumnwinds&#039; Magical Monk Guide.&lt;br /&gt;
&lt;br /&gt;
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I&#039;m thankful for every reader.&lt;br /&gt;
&lt;br /&gt;
Sometimes I write a &amp;quot;guide&amp;quot; partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I&#039;d take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally &#039;&#039;was&#039;&#039; a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters&#039; skills when they want a template of where to take their post-cap training.&lt;br /&gt;
&lt;br /&gt;
This one was for you guys, though. I hope it&#039;s been helpful, I hope it&#039;s gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.&lt;br /&gt;
&lt;br /&gt;
That said, if you were here only for mechanical informational purposes, I&#039;m pretty much done with those. There&#039;s one more at the very end for people with multiple character slots (not multiple accounts, but &#039;&#039;character slots&#039;&#039;), but otherwise, you can head out! I wish you a good day or good night and hopefully I&#039;ll see you around the lands.&lt;br /&gt;
&lt;br /&gt;
Thank you again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-denouement&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious on the backstory of why this guide exists and why now? Click here and we&#039;ll close out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-denouement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the rest of you, if you&#039;ll indulge my rambling a bit longer...&lt;br /&gt;
&lt;br /&gt;
The Magical Monk Guide existing is an emergent happy accident.&lt;br /&gt;
&lt;br /&gt;
The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK&#039;s strongest.&lt;br /&gt;
&lt;br /&gt;
I thought, but didn&#039;t have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don&#039;t have the history, nostalgia, momentum, or player population of other professions.&lt;br /&gt;
&lt;br /&gt;
To be honest, even if I had said it was impossible, that wouldn&#039;t have stopped Phenia. Even as I type this, I can picture how I&#039;d try to temper her expectations and she&#039;d come back with &amp;quot;Well, I&#039;m going to try anyway!&amp;quot; Phenia aimed high, never mind the odds.&lt;br /&gt;
&lt;br /&gt;
When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia&#039;s name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia.&lt;br /&gt;
&lt;br /&gt;
I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a &amp;quot;Monk tip!&amp;quot;--plus a &amp;quot;Bonus tip!&amp;quot; about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide!&lt;br /&gt;
&lt;br /&gt;
By coincidence, I&#039;d also been answering a few people&#039;s questions in the main GS Discord server&#039;s monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia&#039;s spot as the monk division lead, I agreed. I don&#039;t think I &#039;&#039;could&#039;&#039; have declined. Over that string of seven weeks, I was basically doing what she needed already.&lt;br /&gt;
&lt;br /&gt;
That morning, I decided I should write a new guide to replace Flimbo&#039;s old one.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know what I expected would come out of it, but it wasn&#039;t this. With a motive like honoring my departed friend, I &#039;&#039;knew&#039;&#039; I&#039;d put my all into it--but I didn&#039;t expect to write this much or this in-depth, I didn&#039;t expect to cover the topics I did, and, most of all, I didn&#039;t expect that I&#039;d be learning myself, not just passing along what I knew beforehand.&lt;br /&gt;
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I&#039;d never thought about a non-Kroderine Soul monk without Mental Acuity. I&#039;d barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I&#039;d barely thought about synergy between monks and other professions. I&#039;d never investigated how one rank of Sanctify interacted with Kai&#039;s Strike. I&#039;d never investigated how or if Stance of the Mongoose worked with unarmed combat. I&#039;d never even investigated how or if Clash worked with a specified UC attack type.&lt;br /&gt;
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But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you&#039;ve learned too.&lt;br /&gt;
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When Phenia said she wanted the monk division to be RYSK&#039;s strongest, I assumed she was talking about numbers. Maybe she was; I don&#039;t know either way. I &#039;&#039;do&#039;&#039; know that we want you monk players to be &#039;&#039;your&#039;&#039; strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you&#039;ll be your strongest. Any part I might have played in helping you get there is an honor.&lt;br /&gt;
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Now, for fun and because I can, here&#039;s one last obscure mechanical interaction for the road.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I have a couple character slots where, even though I don&#039;t play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they&#039;d have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.)&lt;br /&gt;
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What&#039;s probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one&#039;s login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character &#039;&#039;had&#039;&#039; gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn&#039;t even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains.&lt;br /&gt;
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Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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Farewell, have fun, and be good to one another!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Of_Power_and_Perspicacity:_A_Paladin_Guide&amp;diff=252318</id>
		<title>Leafiara (prime)/Mechanical Musings/Of Power and Perspicacity: A Paladin Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Of_Power_and_Perspicacity:_A_Paladin_Guide&amp;diff=252318"/>
		<updated>2026-01-27T00:17:56Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
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&lt;div&gt;{{player-guide&lt;br /&gt;
|title = Of Power and Perspicacity: A Paladin Guide&lt;br /&gt;
|topic = Combat, Paladins, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2025-08-23&lt;br /&gt;
|updated = 2026-01-26&lt;br /&gt;
}}&lt;br /&gt;
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By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
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Last updated January 26, 2026.&lt;br /&gt;
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Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
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==Introduction: How to Use This Guide==&lt;br /&gt;
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This guide is for paladins from 0 exp to 77,777,777! I&#039;ll go over their strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
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&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, but sorted with collapsible sections for easier navigation. If you want to read it all, though, I do try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
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Speaking of experience, what&#039;s mine? I capped my [[Two Weapon Combat]] paladin Cotelle, who&#039;s now over 10x cap, long before the melee combat modernizations of 2020 and 2021. After those major changes, I went on to make my second paladin Astrilyn, a [[Shield Use|shield]] user, and have raised her to 3x cap.&lt;br /&gt;
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Onward to the guide!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Paladin or Why Not Play a Paladin?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a paladin at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Flares For All===&lt;br /&gt;
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Paladins are the most [[:Category:Flares|flare-iffic]] profession! Via their [[Fervor (1618)|Fervor]], [[Battle Standard (1620)|Battle Standard]], and [[Holy Weapon (1625)|Holy Weapon]] spells, they can generate up to four flares per attack even with no investment in upgrades from other professions or pay events. (Not all paladins use Fervor, however, but more on that later.)&lt;br /&gt;
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In case you don&#039;t know what flares are, they&#039;re random bursts of damage ranging from minor to deadly. Flares are a classic low ceiling, high floor mechanic. Their best case is turning a light tap of an attack into instant death, their worst case is dealing a couple damage points that have no impact, and their middling case is piling on a little extra damage. The more flares you have, the more likely it is to land significant ones through sheer volume of random rolls.&lt;br /&gt;
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The news gets even better, though! A conventional flare triggers roughly 20% of the time and has a range of rank 1 to 7 [[Plasma_critical_table|criticals]]. However, Fervor flares can exceed that rate with even minor investment in [[Spiritual Lore, Religion|Religion]] lore--and can have incredible rates with heavy investment. Battle Standard flares also have a paladin-only perk with a 20% chance of bumping their critical range from 1-7 to 5-9, the latter of which is always significant. 20% of the time, Battle Standard flares work all the time!&lt;br /&gt;
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===Immediate Power===&lt;br /&gt;
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As you might expect after all the flare talk, paladin weapons are good to go out of the box with nothing spent on gear--but I haven&#039;t even fully explained why! Besides flares, another perk of Holy Weapon is that it makes your weapon holy. (Crazy, I know!) That means it can hit [[undead]] penalty-free even without a [[Bless (304)|blessing]] or [[Sanctify (330)|sanctification]], the latter of which is typically one of the two most expensive player services.&lt;br /&gt;
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The even bigger perk of Holy Weapon is the gamechanger called spell infusion. Paladins can put a spell into their weapon so that it fires off before their swing with no additional RT! This flexible ability can try to brute force through with a damaging spell like [[Repentance (1615)|Repentance]], set up for a kill shot with a disabler like [[Web (118)|Web]], or kick off with a general purpose debuff like [[Aura of the Arkati (1614)|Aura of the Arkati]], tailoring to your playstyle.&lt;br /&gt;
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If you forego Fervor, paladins can also cast the [[Zealot (1617)|Zealot]] aura for an immense [[Attack Strength]] (AS) boost to jump ahead of most of the pack on sheer power.&lt;br /&gt;
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On top of all this, [[Arm of the Arkati (1605)|Arm of the Arkati]] (not to be confused with Aura of the Arkati) adds extra [[damage factor]] (DF) to melee attacks, which is roughly a percentage boost for lethality.&lt;br /&gt;
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In short, if you want to crush creatures offensively, paladins are for you. They can wreak havoc on the battlefield with no investment and wreak even more havoc &#039;&#039;with&#039;&#039; investment.&lt;br /&gt;
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===Semi-Custom Messaging===&lt;br /&gt;
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Paladins are encouraged to [[Verb:CONVERT|convert]] to an Arkati or lesser spirit, which has mechanical benefits we&#039;ll review later in this guide, but for now I&#039;ll highlight the fluff benefits. Many paladin spells have different messaging depending on which Arkati or lesser spirit they follow, which is the kind of character-defining cool factor that many players would and do pay a bunch for.&lt;br /&gt;
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Have a look through the wiki&#039;s messaging sections of [[Repentance (1615)|Repentance]], [[Battle Standard (1620)|Battle Standard]], [[Judgment (1630)|Judgment]], [[Raise Dead (318)|Raise Dead]] (which is a cleric spell, but paladins&#039; [[Divine Word (1640)|Divine Word]] has identical messaging), and [[Divine Incarnation (1650)|Divine Incarnation]] to find the right fit for your character as you imagine them!&lt;br /&gt;
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===Tanking for Days===&lt;br /&gt;
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Paladins are quite tough for enemies to kill since they have plate armor to reduce crits, [[redux]] to reduce crits even more, [[Divine Intervention (1635)|Divine Intervention]] to immediately free themselves from most disablers, a chance from Battle Standard to reduce crits still further, and potentially very high block rates if they use shields and [[Divine Shield (1609)|Divine Shield]]. Using Divine Shield means eschewing Fervor and Zealot, so not all paladins do--not even all shield paladins. Shields do retain a DS advantage even without Divine Shield. Regardless, if you really can&#039;t stand dying, look into paladins!&lt;br /&gt;
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===Flexibility===&lt;br /&gt;
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As you might have picked up, the aura spells--Divine Shield, Zealot, and Fervor--are mutually exclusive effects tailored to wildly different playstyles. We&#039;ll explore that more later, but flexibility doesn&#039;t stop with auras. Paladins&#039; lore training can go in a wide variety of directions to further establish your own style. (We&#039;ll explore &#039;&#039;that&#039;&#039; too in the same section with auras!) Divine Incarnation has different modes with different purposes. Many individual weapon types or even multiple weapon types at once are entirely viable options.&lt;br /&gt;
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Paladins can kill creatures very well with physical AS-based attacks, physical SMR attacks, or magical SMR attacks, so they have the tools for any combat situation. Paladins using Fervor can also do at least an acceptable job of killing with magical CS-based attacks later in the game if you truly want a dash of everything.&lt;br /&gt;
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===Downsides===&lt;br /&gt;
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Despite what I just said about flexibility, that&#039;s primarily in the context of melee weapons. Shields, [[Two Weapon Combat]], [[Polearm Weapons|polearms]] of one-handed or two-handed varieties, and even [[Two-Handed Weapons]] or hybrid weapons are approaches that paladin players take (some more than others) at a high level--and then, even within their weapon selections, lores and auras further diversify.&lt;br /&gt;
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However, other options aren&#039;t nearly so well supported.&lt;br /&gt;
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Trying to kill creatures strictly with magic is a vaguely plausible path at midgame levels and beyond because Fervor can power up an evoked Repentance to the level of a kill spell. However, it&#039;s still nowhere near the power of rangers or bards, the other two semis.&lt;br /&gt;
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Unarmed combat (UC) is a path of a lot more resistance than melee weapons. The good news is that paladins&#039; myriad flares go well with UC&#039;s fast baseline attacks and you can bond to a held UC weapon like a cestus (but not handwear). However, plate armor impedes the MM stat (UC&#039;s most important combat number) and paladins don&#039;t have the tools to make UC&#039;s core attacks really shine like monks&#039; and warriors&#039; combat maneuvers and feats, nor rogues&#039; and rangers&#039; stealth.&lt;br /&gt;
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Archery is a path of vastly more resistance than even unarmed combat, almost to the point of being off the table. You can&#039;t bond to a ranged weapon, so you&#039;d miss out on infused spells and the holy property. The Fervor aura is at least acceptable with archery, but Divine Shield does almost nothing for it and Zealot does literally nothing for it. Paladins can&#039;t train 2x Ambush and none of their AS boosters except Dauntless improve ranged AS, giving them a lower AS cap than other squares or semis. Topping it all off, the archery path is expensive on training points. Strictly speaking, you can do just about anything in GS if you&#039;re dead set on it, but I&#039;d recommend against the archer paladin unless your game knowledge is of the caliber that you probably don&#039;t need this guide in the first place. [[Ranger]]s, [[rogue]]s, [[bard]]s, [[warrior]]s, [[wizard]]s, and arguably even [[monk]]s have toolkits more suited to archery.&lt;br /&gt;
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Thrown weapons, AKA hurling, are something I almost hesitate to even bring up, but have to because you might occasionally see a long-running community joke about whether Zealot will ever be updated to work with hurling. (The answer is probably no.)&lt;br /&gt;
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&#039;&#039;Technically,&#039;&#039; paladins can hurl their bonded weapon and it&#039;ll return to them in a few seconds. The problem with this idea is layered, though. None of the [[Thrown Weapons|thrown weapon bases]] are any good against plate armor, so you&#039;d either have to avoid enemies in plate or hurl something like a war hammer, handaxe, or spear instead. Even if you did go with the latter plan, Thrown Weapons is the skill to train for hurling AS, but (respectively) Blunt/Edged/Polearm Weapons are the skill to train for &#039;&#039;DS&#039;&#039; while the weapon is in your hand and Brawling is the skill to train for DS during the time when the weapon is &#039;&#039;out&#039;&#039; of your hand. That degree of training isn&#039;t feasible until far post-cap. You could skip the Brawling part and just take the DS hit for a short period of time, but even training two weapon skills means a lot of sacrifices pre-cap.&lt;br /&gt;
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Making matters worse, the payoff doesn&#039;t even exist mechanically; it&#039;s more about the cool factor, but it holds you back. Hurling is basically like basic attack single melee strikes except that the creatures have much lower DS against it. However, weapon techniques, combat maneuvers, shield maneuvers, and one of the paladin feats offer a plethora of reduced RT attacks that work out to be as strong or stronger than hurling without such heavy training requirements. In short, I strongly recommend against trying out some Mjolnir paladin concept.&lt;br /&gt;
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===A Note on Old-School Clerics===&lt;br /&gt;
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In the event that you&#039;re a returning player from GemStone III days when paladins didn&#039;t exist and you were running a cleric whose playstyle was binding creatures and swinging your weapon, people will commonly tell you to play a paladin as the new version of old melee clerics. Thematically, maybe that&#039;s reasonable advice. Mechanically, it&#039;s off-base. Paladins have divine messaging that&#039;s in line with clerics, but the paladin gameplay experience resembles the GSIII cleric experience in almost no respect. Modern &#039;&#039;rangers&#039;&#039; are the ones who have the strongest binding spell in the game and can best approximate the gameplay experience of old clerics. It&#039;s a question of whether you prioritize flavor or gameplay. (Alternatively, clerics do still have the second, third, and fourth strongest binding spells in the game, so you &#039;&#039;could&#039;&#039; play a cleric and train weapons anyway. It&#039;s not a particularly supported path, but some players do it regardless because that&#039;s their vision for their character.)&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your paladin? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
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If making a paladin sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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Most [[race]]s excel in at least one area applicable to paladin playstyles, though some are better than others. Unlike with [[Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide|my monk guide]], I can&#039;t give an exact ranking for paladin races because it heavily depends on what the paladin is trying to do. Instead, let&#039;s go through races I might recommend, races I&#039;d recommend against, and why. They&#039;re listed in &#039;&#039;&#039;alphabetical order&#039;&#039;&#039; except where two races are so similar that I think they&#039;re worth mentioning together.&lt;br /&gt;
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====Great Paladin Races====&lt;br /&gt;
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&#039;&#039;&#039;[[Aelotoi]] and [[Half-Elf|half-elves]]&#039;&#039;&#039;:&lt;br /&gt;
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These are two of many races tied for third place in combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means fast assault techniques. Aelotoi and half-elves make very good all-arounder paladins who have no significant disadvantages in battle, allowing them to use any aura and any weapon or weapons well. Whether shields, two weapons, or big weapons, every combat option works just great!&lt;br /&gt;
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Of these two races, aelotoi gain exp slightly faster via their [[Logic]] bonus while half-elves have noticeably better carrying capacity, hit very slightly harder, and have slightly better baseline silver prices from [[Influence]] bonus. However, aelotoi in Ta&#039;Illistim or Cysaegir will make a bit more silver than half-elves living there due to race bonuses. Half-elves make more than aelotoi anywhere else, but the difference is most pronounced in Wehnimer&#039;s Landing or Solhaven.&lt;br /&gt;
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Half-elf paladins are much more commonly played than aelotoi paladins, of whom I&#039;ve only ever known two. That&#039;s probably because the two races&#039; combat abilities as paladins are near identical, but half-elves have about a 22% carrying capacity advantage, which has always been significant and has (as of this writing) only become more so after various game-wide loot changes in 2026.&lt;br /&gt;
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&#039;&#039;&#039;[[Dark Elf|Dark elves]] and [[Sylvankind|sylvans]]&#039;&#039;&#039;:&lt;br /&gt;
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These are the other third place Agidex races who can go in any direction with auras or weapons and have no major disadvantages. (No disadvantages might be more arguable with dark elves; see below on spirit). Since their Agidex is skewed in favor of Dexterity, they hit slightly harder than the Agility-skewed aelotoi or half-elves, but are slightly worse at avoiding attacks and have slightly worse DS.&lt;br /&gt;
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Dark elves have about 7.4% better carrying capacity than sylvans and their Wisdom bonus improves paladins&#039; [[Casting Strength]]-based (CS-based) spells, which can be particularly good at lower levels, but will remain at least moderately helpful even late in life. Dark elven paladins are much more commonly played than sylvan paladins, probably for these reasons.&lt;br /&gt;
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Sylvans get slightly better silver prices than dark elves as a baseline due to Influence. Location doesn&#039;t offer dark elves any real help in catching up here either; dark elves get their best silver in Wehnimer&#039;s Landing and Cysaegir while sylvans get their best silver in Icemule and Ta&#039;Illistim, so both have quick access to race bonuses in or nearby the most major cities.&lt;br /&gt;
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Dark elf paladins do take several more minutes to recover full spirit after death or after resurrecting other characters with [[Divine Word (1640)|Divine Word]] than sylvans--or aelotoi or half-elves, for that matter. (Most other races recover more quickly than sylvans, aelotoi, or half-elves.) I generally won&#039;t mention spirit recovery as a major upside or downside for races because A) most of them recover in decently similar time, B) paladins of any kind are difficult to kill, C) not all paladins resurrect others much, if at all, and D) paladins in Voln can somewhat compensate for a spirit disadvantage with fast spirit recovery symbols. Still, downtime for spirit recovery is an intangible, subjective pain that seriously annoys some players of elves or dark elves. If you&#039;re the sort who can&#039;t stand downtime, but would otherwise be looking into a dark elf for mechanical reasons, then aelotoi, half-elves, or sylvans might be the pick for you instead as fairly similar races who recover spirit a few minutes more quickly.&lt;br /&gt;
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&#039;&#039;&#039;[[Dwarf|Dwarves]]&#039;&#039;&#039;:&lt;br /&gt;
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Dwarves have a good Strength bonus and very good Constitution bonus, making for great carrying capacity and a sturdy paladin who can stay out hunting and hoarding loot for quite a while. Dwarves also have a huge +30 elemental TD bonus, which in theory shores up a paladin weakness, though this is also somewhat offset by a -10 Aura bonus that makes it +20 in practice. Either way, the elemental TD doesn&#039;t matter as much as one might think since few creatures across the entire game cast CS-based elemental spells, but it dose make a major difference if you happen to hunt those specific creatures.&lt;br /&gt;
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Various contact-based shield maneuvers like [[Shield Bash]], [[Shield Charge]], or [[Shield Trample]] (as opposed to non-contact-based shield maneuvers like [[Shield Throw]]) also account for the &amp;quot;size&amp;quot; of the race. In this game, size doesn&#039;t refer to height, but more like mass or maybe even muscle density. However you want to think of it, dwarves have above average size, so many of their shield maneuvers hit slightly harder than other races besides half-krolvin, humans, and giants.&lt;br /&gt;
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On the less bright side, dwarves have a worse baseline selling price than any other race (and could only compensate with race bonuses by living in the isolated Zul Logoth or Teras Isle) and are the second worst Agidex race. Unless they make heavy use of enhancives to bring their Agidex more up to par, dwarf paladins are most likely better off using a shield than two weapons or two-handed weapons. (That said, if they do use two weapons or two-handed weapons, then I recommend heavily leaning into single strikes like [[Chastise]] or [[Spin Attack]]. Once the dwarf&#039;s Agidex has grown enough, those single strikes will be the same speed as faster races regardless of weapon size or number.)&lt;br /&gt;
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Lastly, dwarves are tied with forest gnomes and halflings as the fastest at recovering spirit. This is the opposite extreme end of elves and dark elves, where a dwarf (or forest gnome or halfling) is ready to resume hunting at full strength after a death or Divine Word unlink 10-15 minutes more quickly.&lt;br /&gt;
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&#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;:&lt;br /&gt;
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Elves are tied for second place at Agidex and are another great paladin race that can work with any aura or melee weapon type. They have slightly worse carrying capacity than the third place Agidex races except for aelotoi (but the differences are marginal, not major), but their weapon-based offense is even more rapid fire and their defenses against AS and SMR attacks are better. Elves do, however, recover spirit as slowly as dark elves.&lt;br /&gt;
&lt;br /&gt;
Elves have slightly less size than dark elves or half-elves, so using contact shield maneuvers is slightly weaker than it could be. It&#039;s not a major difference, but still worth noting; shields don&#039;t play to elves&#039; natural strengths in other respects either, as their great Agidex is quite excessive for a single one-handed weapon. Again, though, the differences aren&#039;t major enough that they should put you off the idea if you&#039;re set on a shield-wielding elf paladin.&lt;br /&gt;
&lt;br /&gt;
Elves have a better &#039;&#039;baseline&#039;&#039; selling price than all other non-erithian races due to high Influence. However, since they only get race bonuses in Ta&#039;Vaalor and Ta&#039;Illistim, elves living anywhere else will still make less silver than races who can take advantage of a race bonus in those  places.&lt;br /&gt;
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&#039;&#039;&#039;[[Giantman|Giants]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Giants have near endless carrying capacity, allowing them to go questing and slaying for loot as long as they want, virtually never needing to end hunts early because of encumbrance. Giants are also the biggest race along with half-krolvin, making their contact-based shield maneuvers hit as hard as anyone&#039;s going to get.&lt;br /&gt;
&lt;br /&gt;
However, giants are the worst Agidex race. For that reason, as counterintuitive as it might seem, wielding a big two-handed weapon with a giant isn&#039;t necessarily the way to go for high damage output. Unless you go extremely hard on enhancives (even more than dwarves), assault techniques with a two-handed weapon will be significantly slower than one-handed weapons, essentially canceling out the damage advantage of having a two-handed weapon in the first place. Still, there&#039;s an obvious appeal to the concept of a huge character with a huge weapon or even two weapons. If you&#039;re set on that character concept, then just like I said with dwarves, lean into reduced-RT single attacks like [[Chastise]] or [[Spin Attack]].&lt;br /&gt;
&lt;br /&gt;
Giants have good Influence for baseline silver gains. Their race bonuses are in Wehnimer&#039;s Landing and the isolated Teras Isle.&lt;br /&gt;
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&#039;&#039;&#039;[[Half-Krolvin]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Half-krolvin are a very robust paladin race with high Strength, the second best carrying capacity, and even a small Agility bonus. Any melee weapons, including two weapons, make perfect sense in their hands and they&#039;re good at all things combat. Without enhancives or Ascension, the half-krolvin natural max of 55 Agidex actually falls within the same 53-67 Agidex RT reduction range as the aelotoi/dark elf/half-elf/sylvan natural max of 65. However, those other four can much more easily reach the 68-82 range with enhancives or Ascension than half-krolvin.&lt;br /&gt;
&lt;br /&gt;
The main downside of half-krolvin that makes many players not even consider playing them is a big Logic penalty that, for most characters, results in around 4-6% less exp absorbed per minute. However, that doesn&#039;t affect instant exp absorption, so it&#039;s not necessarily as bad as it sounds if you run a lot of bounties.&lt;br /&gt;
&lt;br /&gt;
Half-krolvin also have an Influence penalty and their race bonuses are in Icemule and the isolated River&#039;s Rest.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;[[Halfling]]s&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The fastest Agidex race. I have to give the caveat that halflings have incredible encumbrance issues that are only slightly mitigated by armor support and/or full plate. That mitigation might have been enough before game-wide loot changes in January 2026, but if you don&#039;t like the idea of either regularly buying encumbrance reduction or returning to town to unload every time you find a box, this is not the way to go.&lt;br /&gt;
&lt;br /&gt;
That said, along with having the best Agidex, halflings have an enormous +40 elemental TD bonus (offset to +35 by a negative Aura bonus). The caveat I mentioned with dwarves does still apply: it&#039;s very rarely helpful, but when it is, it&#039;s extremely so. Halflings also recover spirit faster than any other race besides dwarves and forest gnomes.&lt;br /&gt;
&lt;br /&gt;
Aside from encumbrance, halflings&#039; Strength penalty also hurts a bit; they can potentially use the Zealot aura to overcome the AS penalty of low Strength, but that would mean giving up the flare potential of the Fervor aura that their Agidex would naturally go so well with. I&#039;d generally default to Fervor and just live with the AS penalty.&lt;br /&gt;
&lt;br /&gt;
Big weapons or two weapons play much more into halflings&#039; talents than shields do. Halflings swing just as quickly either way, so they might as well use the harder hitting options. Since halflings are the second smallest race, their contact shield maneuvers also won&#039;t hit as hard as even an average-sized race, never mind a dwarf, giant, or half-krolvin. Shields aren&#039;t off the table for halflings, however; Shield Throw is arguably the best shield maneuver and it&#039;s non-contact, so a halfling shield paladin can simply lean on that more heavily.&lt;br /&gt;
&lt;br /&gt;
Halflings have an Influence penalty, but since they&#039;re fortunate to get race bonuses in the two most populated towns, Wehnimer&#039;s Landing and Icemule Trace, many halflings will get richer from selling their goods than most other races anyway.&lt;br /&gt;
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&lt;br /&gt;
====Not So Great Paladin Races====&lt;br /&gt;
&lt;br /&gt;
You can play the following paladin races and you can even succeed with them. Mechanically, however, there are many incentives not to make a paladin of these races and that&#039;s what I&#039;m here to explain.&lt;br /&gt;
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&#039;&#039;&#039;[[Burghal Gnome]]s&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A second place Agidex race alongside elves. Despite that, I can&#039;t possibly recommend a burghal gnome paladin. They have all the disadvantages of halflings&#039; size and Strength penalty--in fact, they&#039;re even more hindered by encumbrance--while lacking the upsides of better Agidex and superior elemental TD. They&#039;re also smaller than halflings for the purposes of contact maneuvers. They don&#039;t recover spirit as quickly as halflings. They have an Influence penalty and their race bonuses are in Ta&#039;Illistim and Zul Logoth.&lt;br /&gt;
&lt;br /&gt;
On the bright side, they do gain exp slightly faster than every other race because of their Logic bonus.&lt;br /&gt;
&lt;br /&gt;
If you want a high speed paladin who can get into the 68-82 Agidex tier even without enhancives or Ascension, then I recommend an elf over a burghal gnome. If you&#039;re absolutely set on a small race, I still recommend a halfling over a burghal gnome. That said, the paladin toolkit is inherently very strong and so is high Agidex, so if you&#039;re certain you want to play a burghal gnome paladin, they&#039;ll still do very well, just not as well as elves or halflings would. Using two weapons or a big weapon leans into a burghal gnome&#039;s strengths more than a shield due to their size. However, like with halflings, Shield Throw is a big assist to the shield build.&lt;br /&gt;
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&#039;&#039;&#039;[[Erithian]]s&#039;&#039;&#039;:&lt;br /&gt;
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Erithians bring nothing to the table that a paladin is interested in. They&#039;re tied for third slowest race, yet, unlike other slow races, they have a Strength penalty instead of a bonus. They also don&#039;t have a Wisdom bonus for spells. They&#039;re average size for the purpose of contact maneuvers. They&#039;re at the slower end of recovering spirit. Mechanically speaking, there&#039;s simply nothing to see here. They have no major strengths and no major weaknesses, but that has no merit when there are races who have major strengths and &#039;&#039;still&#039;&#039; have no major weaknesses (from a mechanical paladin-specific perspective).&lt;br /&gt;
&lt;br /&gt;
In short, erithians are generalists who are neither fast nor strong, but the game world heavily favors specialists who &#039;&#039;are&#039;&#039; either fast or strong.&lt;br /&gt;
&lt;br /&gt;
Erithians do have a high +10 Influence bonus just like elves. However, they also only get race bonuses in Ta&#039;Illistim and Cysaegir, which means you could just play an elf to get the same silver in the same geographical area while being far better in combat. I&#039;d at least acknowledge a silver niche if erithians got race bonuses in the Landing, Icemule, or Solhaven, but they don&#039;t.&lt;br /&gt;
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&#039;&#039;&#039;[[Human]]s&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Among my not-recommended list, human paladins are the only race that I do see people playing. I assume it&#039;s primarily for RP reasons, which is fine and is something I&#039;ve done too (albeit with my ranger instead of my paladins). However, if any given player told me they were considering a human paladin and asked for advice purely rooted in &#039;&#039;mechanics&#039;&#039;, I&#039;d point them toward dwarf, giant, half-elf, or half-krolvin every time. If someone is drawn toward a human paladin because of:&lt;br /&gt;
* Good carrying capacity: Go giant or half-krolvin, who have better carrying capacity.&lt;br /&gt;
* Strength and Logic bonus on the same race: Go dwarf for identical Logic and better Strength.&lt;br /&gt;
* Jack of all trades with no major strengths or weaknesses: Go half-elf for a major strength, namely Agidex, and still no major weaknesses.&lt;br /&gt;
* Above average size for contact maneuvers: Go dwarf, giant, or half-krolvin for as good or better size.&lt;br /&gt;
* Race bonuses for selling in River&#039;s Rest: Okay, sure, yes. From a mechanical perspective, one reason to be a human paladin is for making more silver in River&#039;s Rest (RR) than all other paladins. (The only other race bonus in RR is for half-krolvins, who have an Influence penalty.) Unfortunately for humans, though, RR hunting isn&#039;t fleshed out past the early level 60s.&lt;br /&gt;
* Race bonuses for selling in Solhaven: Go half-elf for the same Solhaven bonus plus greater Influence.&lt;br /&gt;
&lt;br /&gt;
All of these are positives, of course, but there&#039;s no individual area where humans excel other than making silver in RR. You&#039;d need to combine several of these niches to form a very specific case; for example, a character who&#039;s dedicated to Solhaven, focused on silver, rarely uses assaults, runs a shield build, and really doesn&#039;t like running back to the locksmith pool to unload seems like a great case for a human paladin.&lt;br /&gt;
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Overall, humans are generalists like erithians. They &#039;&#039;are&#039;&#039; significantly better than erithians since they have greater carrying capacity and recover spirit more quickly, but I simply can&#039;t (mechanically) recommend a race that has no distinct, major, geographically universal advantages.&lt;br /&gt;
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&lt;br /&gt;
====A Fine Paladin Race====&lt;br /&gt;
&lt;br /&gt;
This one is straddling a line where it&#039;s not troubled enough to classify with burghal gnomes, erithians, or humans, but certainly not good enough that I&#039;d recommend it.&lt;br /&gt;
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&#039;&#039;&#039;[[Forest Gnome]]s&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Forest gnomes recover spirit as quickly as dwarves and halflings, putting them in the fastest recovery tier. They have much worse Dexterity than halflings, so they&#039;re slower while also not hitting as hard due to less weighting. However, forest gnomes do have better carrying capacity than halflings both as a race and because of a smaller Strength penalty, they have a Wisdom bonus for better casting than halflings, and are slightly bigger size than halflings for the purpose of contact maneuvers. Forest gnomes have an Influence penalty just like halflings, but they get race bonuses in the Landing and Cysaegir, which are within distance of almost all major cities.&lt;br /&gt;
&lt;br /&gt;
Overall, I&#039;d give halflings the edge due to their Dexterity advantage mattering more often than forest gnomes&#039; Wisdom advantage. Forest gnomes&#039; roughly 5% carrying capacity advantage used to be a little more important before January 2026 game changes, but not as much anymore since encumbrance happens in bigger bursts rather than building up incrementally. Speaking of encumbrance, aelotoi, dark elves, half-elves, and sylvans are all in the same Agidex tier as forest gnomes while having anywhere from ~42% (aelotoi) to ~72.7% better carrying capacity.&lt;br /&gt;
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I assume all of these reasons are why I&#039;ve never seen anyone playing a forest gnome paladin. Still, if someone wants to do that for RP reasons or just to be a trailblazer, I don&#039;t think forest gnome paladins are in a dire situation like erithians. Forest gnomes have their niches and, as the section title implies, I think they&#039;re a perfectly fine paladin choice. Just know that you have to be willing to deal with encumbrance one way or another, as explained in the halfling section.&lt;br /&gt;
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===Stats: Power or Growth===&lt;br /&gt;
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Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want.&lt;br /&gt;
&lt;br /&gt;
But what &#039;&#039;do&#039;&#039; you want? That&#039;s not a simple question. Broadly speaking, there are two camps on stat placement:&lt;br /&gt;
# Set your stats for power. (Strong start, poor finish.)&lt;br /&gt;
# Set your stats for growth. (Poor start, strong finish.)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s elaborate!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting your stats for power&#039;&#039;&#039; involves putting the initial value of key stats like Strength, Dexterity, Agility, and Wisdom at 70+ so that you&#039;ll immediately be strong in the early game.&lt;br /&gt;
&lt;br /&gt;
However, since stats max at 100 and these vital paladin stats quickly grow through leveling, your power head start will be gone toward the midgame (level 63.5) and yet the stats that you tanked to be bad at the start will remain bad because they grow slowly. The only way to change that is with a fixstats potion, which costs 1,000,000 bounty points or can sometimes be bought from players for 14-16 million silver.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re the type of player who spends very little time in game, I generally recommend setting stats for power. You might as well enjoy your playtime while you have it.&lt;br /&gt;
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&#039;&#039;&#039;Setting your stats for growth&#039;&#039;&#039; is basically placing the initial values so that as many stats as possible will max out at exactly level 100, resulting in the highest overall stat total.&lt;br /&gt;
&lt;br /&gt;
However, this means that your fastest growing stats--which are basically all the good ones--need to be set low early. You&#039;ll feel like a jack of all trades, which can make levels 20-40 feel underwhelming. Depending on race, it&#039;s a very noticeable lack in at least one out of AS (Strength), RT (Agidex), or CS (Wisdom). RT is definitely the most  problematic of those and can severely interfere with the efficacy of a non-shield build before the midgame or so. (Shield builds can skirt by on a race&#039;s natural Agidex bonuses being sufficient.)&lt;br /&gt;
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If you&#039;re running a shield build &#039;&#039;and&#039;&#039; you&#039;re the type of player who grinds hard and gets exp very quickly, I&#039;d generally recommend setting stats for growth. You&#039;ll get past the rough patches soon enough and you might as well have those rough patches be in the early game when creatures are easier anyway. Still, biting the bullet for a fixstat later in life is a completely viable option even for this type of player.&lt;br /&gt;
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===Placing Your Stats===&lt;br /&gt;
&lt;br /&gt;
From level 0-19, set stats for power regardless of your plans for setting for power or growth at level 20+. In other words, set Strength, Dexterity, Agility, and Wisdom high so you&#039;re at your best in combat and set Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
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Before the level 20 stats-and-skills confirmation, if you&#039;re setting for power, play around with [https://web.archive.org/web/20200920112944/https://gs4chart.cfapps.io/ this stat calculator] until you find the balance between short-term and long-term power that you&#039;re looking for.&lt;br /&gt;
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If you&#039;re setting for growth, then below are my recommendations for each race. These are also the stats you&#039;d use if you were doing a fixstat in the late game.&lt;br /&gt;
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Three options are shown: tanking Discipline, Intuition, or Influence. If you&#039;ve been consulting with other players before reading this guide, you might only hear about tanking Intuition or Influence, which are very instinctive tank stats due to inertia from being the the go-tos for decades. However, tanking Discipline is usually my recommendation due to game changes in 2025 and potentially 2026 incentivizing it, which I&#039;ll explain a little further below.&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline, Intuition, or Influence if possible. If not possible, then take a small number out of the &#039;&#039;other&#039;&#039; two stats. (The left column below shows which stats won&#039;t be 100 at cap and what they &#039;&#039;will&#039;&#039; be at cap.)&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are still spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
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&#039;&#039;&#039;The Level 20 Stat Placement Table!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Wisdom to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for paladins are Strength and Wisdom. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (85 DIS)||49||68||68||68||20||82||88||78||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (75 INT)||49||68||68||68||59||82||89||38||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (76 INF)||49||68||68||68||59||82||89||78||62||37&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (79 DIS)||62||62||68||68||25||85||82||73||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (76 INT)||62||62||68||68||70||85||83||27||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (76 INF)||62||62||68||68||70||85||83||73||62||27&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (82 DIS)||49||68||62||62||29||82||88||82||65||73&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (75 INT)||49||68||62||62||68||82||88||46||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (79 INF)||49||68||62||62||68||82||88||82||64||35&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (98 DIS, 91 INT, 95 INF)||30||49||78||82||53||82||88||70||58||70&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (87 INT, 95 INF)||30||49||78||82||58||82||88||64||59||70&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (91 INT, 92 INF)||30||49||78||82||58||82||88||70||58||65&lt;br /&gt;
|-&lt;br /&gt;
||Elf (79 DIS)||49||73||62||68||35||73||88||82||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Elf (74 INT)||49||73||62||68||73||73||88||44||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Elf (91 INT, 96 INF)||49||73||62||68||73||73||88||69||64||41&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (89 DIS, 91 INT)||58||62||73||73||25||82||86||69||64||68&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (71 INT)||58||62||73||73||58||82||86||38||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (91 INT, 84 INF)||58||62||73||73||58||82||86||69||64||35&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (85 DIS, 98 INF)||59||59||70||68||20||82||88||82||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (72 INT)||59||59||70||68||59||82||88||40||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (77 INF)||59||59||70||68||59||82||88||82||64||29&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (90 DIS, 93 INT, 98 INF)||30||58||77||77||43||82||88||70||65||70&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (83 INT, 98 INF)||30||58||77||77||62||82||88||54||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (93 INT, 87 INF)||30||58||77||77||62||82||88||70||64||52&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (84 DIS)||39||62||70||70||35||82||88||82||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (77 INT)||39||62||70||70||68||82||88||49||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (83 INF)||39||62||70||70||68||82||88||82||62||37&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (89 DIS)||33||49||70||70||41||85||91||82||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (84 INT)||33||49||70||70||62||85||91||61||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (85 INF)||33||49||70||70||62||85||92||82||62||55&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (84 DIS)||62||49||62||62||35||82||91||82||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (77 INT)||62||49||62||62||68||82||91||49||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (81 INF)||62||49||62||62||68||82||92||82||62||39&lt;br /&gt;
|-&lt;br /&gt;
||Human (90 DIS, 93 INT, 98 INF)||39||59||73||73||43||82||88||70||63||70&lt;br /&gt;
|-&lt;br /&gt;
||Human (81 INT, 98 INF)||39||59||73||73||62||82||88||50||64||70&lt;br /&gt;
|-&lt;br /&gt;
||Human (93 INT, 87 INF)||39||59||73||73||62||82||88||70||62||52&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (77 DIS)||59||68||62||62||29||77||88||82||65||68&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (73 INT)||59||68||62||62||73||77||88||41||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (81 INF)||59||68||62||62||73||77||88||82||62||27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And in case you&#039;re wondering what relevant things each stat does for paladins, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 AS for every 1 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Adds crit weighting.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +0.6225 DS in offensive stance for every 1 bonus, assuming you&#039;re in full plate. If you&#039;re also using a tower shield, then make that +0.33615 DS.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). Increased resistance to enemy warcries. Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 TD against mental spells for every 1 bonus. +1 exp pool size for every 1 base stat (not bonus).&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.155625 DS in offensive stance for every 1 bonus, assuming you&#039;re in full plate. If you&#039;re also using a tower shield, then make that +0.03890625 DS.&lt;br /&gt;
* [[Wisdom]]: +1 CS for every 1 bonus. +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only. Slightly improves Battle Standard creation bonus.&lt;br /&gt;
* [[Influence]]: Increased success for SSR attacks. +1% silver from selling to NPC shops for every 12 bonus. Slightly improves Battle Standard creation bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So which stat should you tank out of Discipline, Intuition, and Influence? Answering that requires detail, talk about history for context, and math.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; paladins&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition actually provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but the only one of those systems that&#039;s definitely used by paladins is experience. Warcry defense and SSR bonus are at least &#039;&#039;potentially&#039;&#039; relevant, but many paladins will rarely, if ever, interact with either.&lt;br /&gt;
&lt;br /&gt;
Experience was and in some cases still is a primary reason that few players of any profession tanked Discipline. Instant Mind Clearers from [[Login_Rewards|login rewards]] can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the [[Wisdom of the Ages]] perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between these factors and the [[Ascension]] system introduced in 2020 (though that&#039;s more aimed at capped characters), it&#039;s far easier than ever before to reach the magical 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
One aspect of Discipline that has become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. Even though it&#039;s still very rare for now and even though full plate mitigates spell damage fairly well, the trend line of more mental CS spells probably makes the best argument for not tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
I would personally tank Discipline if I were setting stats today instead of years ago, but don&#039;t feel strongly enough about the difference to use a fixstats on it. So how about the alternatives of tanking Intuition or Influence? Most players will tell you to tank Influence, but I actually disagree.&lt;br /&gt;
&lt;br /&gt;
Professions that aren&#039;t monks need either 34+ natural Influence bonus, enhancives for Influence or Trading, Ascension for Influence or Trading, or access to [[Glamour (1205)|Glamour]] scrolls to get maximum silver value from selling items to NPC shops. Some people seem to believe this is meaningless because the difference between tanking Influence and not tanking it is &amp;quot;only&amp;quot; 1% more silver. However, the difference between tanking Intuition and not tanking it is less than 1 DS for a shield build, exactly 1 DS for a non-shield build, and avoiding enemy maneuvers about 1% more often. This is a lopsided benefit that heavily favors Influence. &lt;br /&gt;
&lt;br /&gt;
More silver means more ability to improve your offense via gear and profession services. Since players attack creatures more often than creatures attack them--and, even more pointedly, players &#039;&#039;hit&#039;&#039; creatures more often than creatures hit them--improving offense is already statistically better than improving defense. Besides that, Intuition&#039;s best perk is defending against maneuvers, but the nominal 1% benefit is actually a tiny fraction of that because it&#039;s dependent on 1) how often creature RNG decides to use maneuvers instead of other attacks and 2) how often the 1% better defense would have made a tangible difference even when the creature does use a maneuver. (In a future update, I&#039;ll delve into this math in more detail in the Odds and Ends section or maybe even an entire separate guide.)&lt;br /&gt;
&lt;br /&gt;
That&#039;s the math, though. If your subjective experience is still to value defense as highly as or more highly than offense because you can&#039;t stand getting hit, the great news on top of all of this is that you don&#039;t have to use your extra silver from Influence on offense in the first place; you could also use it to improve your &#039;&#039;defense&#039;&#039; via gear and profession services! It&#039;s simply much more flexible to tank Intuition than to tank Influence.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Which society is right for your paladin?&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things, only two of which even might apply to paladins:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist) &#039;&#039;&#039;if&#039;&#039;&#039; you can get away with consuming tons of spirit to do it (but paladins can&#039;t get away with that; it&#039;s more for CS-based casters))&lt;br /&gt;
* Offering slightly more AS and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 AS against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
More AS and DS are fine, but paladins have among the best offensive prowess and defensive prowess in the game already. If you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two society options being a poor fit based on their lore. You actually wind up having worse mana recovery in CoL since losing spirit is such bad news for almost everything paladins do (AS, DS, maneuver offense, and maneuver defense). You could somewhat get around it by buying a ton of Aura enhancives, but that gets very expensive for a pretty tame payoff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. If you intend to play your paladin by very frequently mixing might and magic, this is a solid option for reasons I&#039;ll explain shortly. However, if you want to play a paladin very similarly to a warrior, then I recommend loading up on stamina regen enhancives or this might not be the society for you. Weapon techniques, combat maneuvers, and the Chastise feat all compete with Sunfist for your stamina usage, so it helps a great deal that more magical paladins can ease the stamina burden by casting more spells and using the Excoriate feat. (More on feats later!)&lt;br /&gt;
&lt;br /&gt;
Sunfist features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and, most importantly for paladins, a sigil to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes. Paladins frequently rely on being able to use their spells in combat, but rank 2 wounds on any two body parts out of arms, hands, or eyes will stop them without a way to ignore wounds.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth mentioning that paladins&#039; innate [[Devout Guardian]] and [[Devout Resolve]] boons, which we&#039;ll cover later, can also ignore wounds. However, those boons require getting hit, only have a 20% chance to activate, and only offer a 30-second window even when they do activate. Sunfist offering the ability to ignore on demand is extremely convenient and helpful!&lt;br /&gt;
&lt;br /&gt;
Sunfist also offers a strong utility sigil that [[Sigil of Mending|minimizes the RT of healing herbs]], which can be very useful for builds that take a lot of punishment and prefer healing on the go over running back to town for empaths.&lt;br /&gt;
&lt;br /&gt;
On the less positive side, several of Sunfist&#039;s AS- or DS-boosting abilities have short durations (60 seconds) and cost enough stamina that paladins (even magical ones) are unlikely to use them often, if ever. If they only use the cheapest AS and DS sigils, the total benefit lags behind other societies. That said, paladins are already offensively and defensively very strong, so this isn&#039;t a huge deal.&lt;br /&gt;
&lt;br /&gt;
Finally, Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Overall, Sunfist is something of a one-trick pony for paladins unless you&#039;re interested in warcamps, but that one trick of ignoring wounds has such immense value that it catapults the society high on the paladin list for battle purposes.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most professions, but does that hold up for paladins?&lt;br /&gt;
&lt;br /&gt;
Like all professions, paladins get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits--just in case your paladin wasn&#039;t feeling invulnerable enough already!&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly more AS than Sunfist (unless you&#039;re wildly burning stamina on Sunfist&#039;s Major Bane) and three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than thirteen levels higher. (Thirteen because paladins&#039; [[Dauntless (1606)|Dauntless]] spell adds another three levels of protection.)&lt;br /&gt;
&lt;br /&gt;
Perhaps the primary paladin combat benefit from Voln is [[Symbol of Supremacy|increased CS against the undead]]; no other society can increase CS in any context. Spells like [[Aura of the Arkati (1614)|Aura of the Arkati]] and [[Judgment (1630)|Judgment]] only need a 101 endroll to achieve almost all of the intended impact, so some extra buffer to make sure your spells land is very helpful.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers paladins the most utility of the societies and its Liabo pantheon-oriented lore can lend itself to Liabo or neutral paladins. I&#039;d still have to argue that Sunfist is mechanically stronger in combat, but Symbol of Supremacy is a notable Voln perk.&lt;br /&gt;
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===Choosing an Arkati or Lesser Spirit===&lt;br /&gt;
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[[Conversion]] is usually a big part of paladins&#039; character concept for RP reasons, mechanical reasons, or both. I already touched on the RP aspects in the Semi-Custom Messaging section, so if that&#039;s important to you, then review the spells listed on the wiki. Repentance, Fervor, Judgment, and Divine Incarnation are the ones you&#039;re likely to see most often.&lt;br /&gt;
&lt;br /&gt;
If the mechanics are also (or exclusively) important to you, we&#039;ll review those now! The paladin spells [[Repentance (1615)|Repentance]], [[Fervor (1618)|Fervor]], [[Battle Standard (1620)|Battle Standard]], and [[Judgment (1630)|Judgment]] use [[Holy_critical|holy critical]] damage types, which vary depending on exactly which Arkati or lesser spirit is your paladin&#039;s patron.&lt;br /&gt;
&lt;br /&gt;
Like with races, the power differences are minor enough that I usually wouldn&#039;t recommend fixating on having the absolute best damage type. The only one that&#039;s truly a cut above the rest is lightning, though that does come with its own drawbacks. In case you do want to optimize around niche scenarios or just figure out the best use for the flare you&#039;ve already chosen for roleplay reasons, let&#039;s analyze the available options. These are arranged into three overarching types:&lt;br /&gt;
&lt;br /&gt;
* Type 1: knockdown-oriented flares with minimal killing power&lt;br /&gt;
* Type 2: conventional flares that do roughly as well as expected&lt;br /&gt;
* Type 3: flares that excel in specific scenarios&lt;br /&gt;
&lt;br /&gt;
====Flare Type 1: Grapple and Unbalance====&lt;br /&gt;
&lt;br /&gt;
* Grapple (Ivas)&lt;br /&gt;
* Unbalance (Arachne)&lt;br /&gt;
&lt;br /&gt;
These two types have below average damage and basically non-existent deadliness, but are unique among the available options in that they almost always knock the creature down. Repentance and Judgment already (respectively) always or usually put the creature on its knees as part of the base effect of the spell, so a full knockdown from the specific damage type is only barely an upgrade in that case. However, knockdowns can be more helpful with Fervor or tier 3 and up Battle Standards &#039;&#039;if&#039;&#039; you&#039;re not leading off by knocking the creature down in the first place (whether via Repentance, Judgment, Bull Rush, Shield Trample, or other means).&lt;br /&gt;
&lt;br /&gt;
====Flare Type 2: Almost Everything Else====&lt;br /&gt;
&lt;br /&gt;
All flares in this category except maybe steam have roughly equal power against a typical creature in a typical hunting ground, but some have other unique considerations if you run into &#039;&#039;atypical&#039;&#039; creatures or hunting grounds.&lt;br /&gt;
&lt;br /&gt;
* Steam (Jastev)&lt;br /&gt;
&lt;br /&gt;
Steam deals average damage, but has very slightly below average deadliness. No creatures in the game that I know of are immune to steam, but it wouldn&#039;t surprise me if some fiery creature somewhere is. Steam doesn&#039;t trigger environmental hazards anywhere.&lt;br /&gt;
&lt;br /&gt;
* Acid (Aeia, Lumnis, Marlu)&lt;br /&gt;
* Cold (Gosaena)&lt;br /&gt;
* Disintegration (Ghezresh)&lt;br /&gt;
&lt;br /&gt;
These three types dish out average damage and average deadliness and don&#039;t trigger environmental hazards anywhere, but a tiny handful of creatures across the entire game are immune to them. Cold is the most affected by immunities, numerically; I wouldn&#039;t recommend raising a Gosaena paladin in Icemule with its myriad ice-themed creatures, but anywhere else is perfectly fine. The [[Silver-scaled cold wyrm|wyrm]] boss in the endgame is notably immune to acid.&lt;br /&gt;
&lt;br /&gt;
* Fire (Eorgina, Laethe, Oleani, Phoen, Ronan, Voaris, Voln)&lt;br /&gt;
&lt;br /&gt;
Fire is another type with average damage and deadliness that a tiny handful of creatures are immune to. It interacts with [[Web (118)|Web]] in a way that can be good or bad: if a webbed creature gets hit with fire, the web burns up and they take an extra round of fire damage in the process. In the best case (AKA a good RNG roll), that means doubling up on fire damage to deal a significant blow. In the worst case, that means prematurely freeing the creature from the web for some minor extra damage.&lt;br /&gt;
&lt;br /&gt;
Some players seem to really hate freeing the creature, which I definitely understand at lower levels, but I don&#039;t think it&#039;s as much of a drawback at cap as others believe. Most capped creatures get out of webs near instantly anyway, so I&#039;d rather pile on extra damage for an extra shot at a crit kill.&lt;br /&gt;
 &lt;br /&gt;
Fire doesn&#039;t trigger environmental hazards anywhere that I know of except for a level 82-89 hunting ground, the Bowels. However, it&#039;s not an argument against fire because plasma &#039;&#039;also&#039;&#039; triggers those same hazards and Holy Weapon grants plasma flares, so paladins will face gas explosions in that hunting ground anyway.&lt;br /&gt;
&lt;br /&gt;
* Random (Zelia)&lt;br /&gt;
&lt;br /&gt;
Random flares have all the upsides and all the downsides of other damage types, except they&#039;re unpredictable. Fun option!&lt;br /&gt;
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* Crush (Kai, Kuon, Sheru)&lt;br /&gt;
* Disruption (Eonak, Tilamaire)&lt;br /&gt;
* Impact (Niima)&lt;br /&gt;
* Plasma (Lorminstra)&lt;br /&gt;
* Slash (Amasalen, Andelas, Fash&#039;lo&#039;nae, Mularos, The Huntress, V&#039;tull)&lt;br /&gt;
* Vacuum (Jaston, Tonis)&lt;br /&gt;
&lt;br /&gt;
These six types all dish out average damage and average deadliness while having no downsides. To my knowledge, no creatures in the game are immune to any of these damage types. None of them trigger environmental hazards anywhere either except for plasma in the Bowels, but I already mentioned above why I don&#039;t consider that an argument against it for convert status.&lt;br /&gt;
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====Flare Type 3: Puncture and Lightning====&lt;br /&gt;
&lt;br /&gt;
* Puncture (Cholen, Imaera, Leya, Luukos)&lt;br /&gt;
&lt;br /&gt;
There&#039;s a case for this to be in type 2, as puncture actually deals slightly below average &#039;&#039;damage&#039;&#039;--but it has far above average &#039;&#039;deadliness&#039;&#039; anyway because of its ability to kill creatures that have eyes at very low crit ranks. Nothing&#039;s immune to it that I know of, nor does it trigger environmental hazards.&lt;br /&gt;
&lt;br /&gt;
Against corporeal creatures that have eyes and can be crit killed, puncture is markedly more lethal than any previously listed damage type. However, against noncorporeal creatures, creatures without eyes, or creatures that can&#039;t be crit killed, all previous damage types other than grapple and unbalance can edge out puncture.&lt;br /&gt;
&lt;br /&gt;
On balance, puncture is a contender for the strongest holy critical type because the numerous cases where it far outshines almost all other damage types outweigh the comparatively few cases where it&#039;s slightly weaker than others.&lt;br /&gt;
&lt;br /&gt;
* Electrical (Charl, Koar)&lt;br /&gt;
&lt;br /&gt;
Electrical, AKA lightning, is the other contender for strongest holy critical type. It deals average damage, but has far above average deadliness due to its unique ability to hit a creature&#039;s nervous system, which can kill at low crit rank thresholds. Nothing is immune that I&#039;m aware of, though maybe some of the lightning creatures are and I don&#039;t know about it.&lt;br /&gt;
&lt;br /&gt;
The downside is that we finally have the one case where environmental hazards matter most, as watery rooms scattered throughout a few hunting grounds in the game will backfire and electrocute the user too. Some of these hunting grounds are so low level that you won&#039;t even be casting Repentance before leveling out of them, like the Solhaven bog or Solhaven death dirges. However, other hunting grounds like Old Ta&#039;Faendryl, parts of the Ruined Temple, or parts of Sailor&#039;s Grief are for capped or (with Sailor&#039;s Grief) even far post-capped characters.&lt;br /&gt;
&lt;br /&gt;
If you want the most raw power that&#039;s applicable to the largest number of creatures, electrical is probably it. You&#039;ll just need to be aware of specific watery rooms not to hunt in.&lt;br /&gt;
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&lt;br /&gt;
===Selecting a Weapon Type===&lt;br /&gt;
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These are presented in alphabetical order.&lt;br /&gt;
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====Brawling====&lt;br /&gt;
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Very few paladins brawl, but it is an option!&lt;br /&gt;
&lt;br /&gt;
At face value, the main mechanical reason to go this route is to synergize UC&#039;s relatively quick 2, 3, or 4-second attacks with paladins&#039; abundance of flares. It makes a kind of sense, though that&#039;s basically the entirety of the allure.&lt;br /&gt;
&lt;br /&gt;
The main trouble with this idea is that UC only maintains a speed advantage for so long. Between weapon techniques, feats, combat maneuvers, and shield maneuvers, paladins have numerous options that are all as fast as or faster than UC, but which work better with other aspects of the toolkit like Arm of the Arkati. Paladins only need sufficient levels and stamina to make frequent use of those techniques, feats, and maneuvers and then they&#039;ll be able to leave brawling paladins in the dust.&lt;br /&gt;
&lt;br /&gt;
Another possible disadvantage is a higher cost of gear upgrades than any other path &#039;&#039;if&#039;&#039; the paladin also wants to make use of a shield since then you have a whopping four pieces of gear to work on: shield, brawling weapon, footwear, and armor. Shields also penalize MM, UC&#039;s most important combat number. On the bright side, a brawler with a shield does at least have the big upside of far stronger AoE abilities via Shield Throw.&lt;br /&gt;
&lt;br /&gt;
If you want to try a brawling paladin for any reason, I won&#039;t call it great, but it&#039;s certainly viable. Nairdin&#039;s a famous paladin who did it for most of his life. Just don&#039;t expect it to work similarly to nor as effectively as how a brawling warrior or monk would if you&#039;re used to those.&lt;br /&gt;
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====Shields and One-Handed Weapons====&lt;br /&gt;
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Perhaps the most common paladin path players take is that of the shield, AKA the &amp;quot;sword and board&amp;quot; route. (By convention, it&#039;s often called that even if they use a blunt weapon or an edged weapon that isn&#039;t a sword.)&lt;br /&gt;
&lt;br /&gt;
This path can make for a borderline indestructible character if their training and playstyle are built around it. The Divine Shield aura is obviously at its best with shields as the name implies, aiding with that indestructibility via high block chance. It also periodically allows 1-second single-target offensive shield maneuvers. In addition, shield paladins have access to two physical AoE abilities they can rotate between on when the other is on cooldown--Shield Throw and their AoE weapon technique--while other builds would need to train two weapon types to do that. For a paladin who regularly or even exclusively fights swarms, the ability to use AoEs more frequently significantly elevates the offensive power level of shields on a DPS basis once they have the stamina to support it.&lt;br /&gt;
&lt;br /&gt;
As for downsides, the natural overarching point is that a defensive build doesn&#039;t have the power of an offensive build except, sometimes, in that swarm-specific scenario. (More on this in the Caveats section.) Abilities like Chastise and Spin Attack can be the same speed with two weapons or a single big weapon as with a single small weapon. Attacks like Flurry and Pummel reach near-identical (and potentially even exactly identical) speed thresholds with two weapons as with a single weapon despite firing off twice as many attacks. Finally, a two-handed weapon or two-handed polearm build also costs less in gear upgrades than a shield build since it only has two pieces of gear instead of three.&lt;br /&gt;
&lt;br /&gt;
Excoriate (covered in more detail later) is detached from weapon attributes like damage factor and weighting, making it exactly as powerful for all paladin builds. Relatively speaking, that elevates the average attack power for a shield paladin more than it does for other paladins (who also still like Excoriate). Divine Incarnation Smite is also detached from weapon attributes, but has a limited number of charges per hunt and gets a great deal of its power from Religion lore training, which shield paladins won&#039;t necessarily have much of since they have stronger incentives than other builds to focus on Blessings.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
====Shields and Polearms====&lt;br /&gt;
&lt;br /&gt;
This is similar to the shield and one-handed weapon build, but with two major differences that warrant its own section.&lt;br /&gt;
&lt;br /&gt;
The very good news is that Radial Sweep, the polearm reaction technique and the only reaction among all weapon types that does AoE damage, can trigger from blocking with a shield. Paladin block rate can get quite high with Divine Shield, so this specific paladin build is second only to warriors at how often it can fire off Radial Sweeps. It&#039;s arguably better overall than a shield and polearm warrior because the paladin gets the benefit of double plasma flares from Holy Weapon. Radial Sweep does have a 15-second cooldown because of its power, so it&#039;s not fully spammable, but it&#039;s definitely a great hit when you can get in.&lt;br /&gt;
&lt;br /&gt;
The very bad news is that the shield and polearm path costs 6 more PTPs and 3 more MTPs per level than training a shield and a one-handed weapon, which will probably require sacrifices elsewhere of power, utility, or both. It&#039;s a perfectly fine path, but make sure you know what you&#039;re getting into by using a character planner or experimenting on the test server.&lt;br /&gt;
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====Two-Handed Polearms or Two-Handed Weapons====&lt;br /&gt;
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Another paladin option is to pick up any huge two-handed weapon from a [[maul]] to a [[lance]] to a [[claidhmore]] and go to town!&lt;br /&gt;
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As mentioned previously, certain weapon-based abilities like Chastise or Spin Attack pack far more of a punch with a big weapon than a single small weapon while not being any slower (at least once you get the Agidex), so you&#039;ll certainly feel the power. Another selling point is that using a two-handed weapon is the cheapest path for gear upgrades since you only have two pieces of gear (armor and weapon). Furthermore, THWs (specifically those, not two-handed polearms) are the cheapest path in terms of training points other than a shield paladin who&#039;s not maxing Shield Use. (More on this in the caveats and rabbit holes section.)&lt;br /&gt;
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On the less bright side, shields are obviously far safer defensively. Big weapons also aren&#039;t stronger than two small weapons. That&#039;s partially just the math of it when comparing like to like, such as a 4-second swing vs. a 4-second swing, but it tilts further in favor of two small weapons when considering specifics like flares or the fact that, unlike Chastise or Spin Attack, Guardant Thrusts and Thrash (respectively the polearm and two-handed weapon assaults) &#039;&#039;are&#039;&#039; slower than Flurry and Pummel (the edged and blunt weapon assaults).&lt;br /&gt;
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====Two Weapon Combat====&lt;br /&gt;
&lt;br /&gt;
The final paladin option we&#039;ll go over in detail here is using two weapons for overwhelming attacks!&lt;br /&gt;
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This is the most offensively powerful path even just on the baseline strength of two weapons, but gets even better with any combination of Battle Standard flares, Fervor flares, or the Zealot AS buff, which are all roughly twice as powerful with two weapons as with one. Anything weapon-based--Chastise, Spin Attack, assaults, AoE techniques--is at its most powerful for the two weapon paladin.&lt;br /&gt;
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For downsides, once again, the most obvious is that shields are far safer defensively. Training point-wise, this path ranges from exactly the same cost as a two-handed weapon build to slightly more expensive than a shield and a two-handed polearm, depending on a player&#039;s tolerance for offhand misses. (Before cap, I wouldn&#039;t recommend either of those extremes of 1x or 2x TWC training; more on that in the Caveats section.) In terms of gear upgrades, a two-handed weapon or two-handed polearm build is also cheaper than this route.&lt;br /&gt;
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====Caveats and Rabbit Holes====&lt;br /&gt;
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You might still be undecided on your weapon path or just wondering about some of the more vague wording, so here are additional notes for digging deeper:&lt;br /&gt;
&lt;br /&gt;
* When talking about the advantage of having Shield Throw &#039;&#039;and&#039;&#039; an AoE weapon technique, I initially wrote &amp;quot;double up on AoEs&amp;quot; instead of &amp;quot;use AoEs more frequently,&amp;quot; but it&#039;s not quite that simple. In the first place, it depends on how often a character would use two AoEs instead of one even if they &#039;&#039;could&#039;&#039; do so, which wouldn&#039;t be every time. For example, if they&#039;re in a room of three creatures and the first AoE kills two of them, then the ability to use another one is irrelevant. Beyond that, all paladins have [[Glorious Momentum]] from level 40 on (more on this later), which allows even a paladin who only knows one physical AoE to sometimes ignore cooldowns and use it twice in a row anyway.&lt;br /&gt;
* For similar reasons, I mentioned two weapons being &amp;quot;roughly&amp;quot; twice as powerful as a single one-handed weapon because it&#039;s not as simple as saying that it&#039;s exactly twice as powerful. In any instance where the first strike happens to kill a creature, the fact that the second weapon &#039;&#039;would have&#039;&#039; been available as a followup is irrelevant.&lt;br /&gt;
* If you&#039;ve also been getting advice from others before reading this guide, you might have heard that shields are the cheapest path for training points. I actually had written that in here out of reflex because it was true for decades: when paladins had a 2x Shield Use cap, training a one-handed weapon along with it cost 24 PTPs per level (after the almost always inevitable PTP to MTP conversion that paladins get to). Now, however, paladins have a 3x Shield Use cap, so it works out to 29 PTPs. Meanwhile, maxing a two-handed weapon works out to 24 PTPs. Still, like I implied, someone could stop at 2x Shield Use if they wanted, taking the shield option down to 21 PTPs per level so it can be the cheapest again.&lt;br /&gt;
* Alternatively, someone might say that the shield path is cheaper because the non-shield paths have to train Dodging. This is a questionable line of reasoning, though. For one thing, some shield paladins do train Dodging, in which case they don&#039;t get to hold that over the heads of other builds. Even if they don&#039;t train Dodging, though, the training points saved from not doing so would end up spent somewhere else. As an example, let&#039;s say that they put it to use getting 1.5x Combat Maneuvers because they wanted more AS to make up for using a lighter weapon. That extra 0.5x CM costs more than 1x Dodging would. In short, you have to analyze the &#039;&#039;entire&#039;&#039; training point cost of either path to get the full picture of which is truly cheaper for your specific plan.&lt;br /&gt;
* Speaking of training point costs, the Two Weapon Combat range runs from 24 PTPs at 1x TWC (counting training the weapon skill too) to 42 PTPs at 2x TWC. 1x TWC has an 80% offhand hit rate against like-level creatures; 2x TWC has a 100% hit rate against anything up to five levels above. 1.5x TWC, which would be 33 PTPs, has a 100% hit rate against like-level and, assuming it works fairly uniformly, drops 4% for every level above you. My TWC paladin didn&#039;t even go past 1.2x before cap, which is 27.6 PTPs and an 88% hit rate against like-level. If I remember correctly, she didn&#039;t even go past 1.4x (a 96% offhand hit rate) until several times cap. How much TWC you &amp;quot;need&amp;quot; depends how comfortable you are with offhand misses. Some people fixate on them and can&#039;t tolerate a single miss; I take the stance that if I have an 88% hit rate against like-level, then I&#039;m hitting about 188% as hard as a single weapon from a shield build, which is perfectly good with me. If you&#039;re interested in TWC, figure out your tolerance threshold for either missing with the offhand or having fewer training points to spend on diversifying, then go from there.&lt;br /&gt;
* Another perspective I&#039;ve occasionally heard from players is that shield paladins are a natural default option. I don&#039;t agree or even particularly understand this perspective since they usually articulate it based around the idea that, because paladins have a shield-specific aura and are one of the three professions who have shield maneuvers, it would somehow be a waste to not use those parts of the toolkit. However, I don&#039;t hear anyone claim that shield warriors or shield rogues, the &#039;&#039;other&#039;&#039; two professions with shield maneuvers, are a natural default option. Play what you want! You&#039;ll be making tradeoffs no matter what you do.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Training Plan: Skills==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your paladin&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
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These are skills you consistently train with little to no deviation. This section and the following refer to pre-cap training.&lt;br /&gt;
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* &#039;&#039;&#039;Your chosen weapon type&#039;&#039;&#039;: Max every level. If using shields, minimum two times per level for those too. If using Two Weapon Combat, I&#039;d say at least once per level for the TWC skill, then push toward your tolerance threshold in the 1.2x to 1.5x range by the midgame after you&#039;ve hit your early breakpoints and have more flexibility with training points.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: At least once per level. You can push further whenever you want to learn specific maneuvers. If you&#039;re playing a shield paladin, this might need to be pushed a bit more heavily to compensate for the relative weakness of a single one-handed weapon.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least once per level. Twice per level later in life if or when you really want more stamina. There&#039;s also a good case for rushing the first 15-20 ranks for an early burst of 4-7 health per rank, depending on race, along with having a little more buffer on stamina.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: Once per level. If you&#039;re playing a non-shield paladin, this might need to get pushed further toward the mid-game, if not sooner, to compensate for slightly worse DS. (Note: Some shield paladin players advocate no ranks of Dodging before cap. I don&#039;t agree, but more on that later.)&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Once per level. There&#039;s a decent case for pushing the first 20-40 ranks slightly ahead of schedule for an early burst of 90-140 mana.&lt;br /&gt;
* &#039;&#039;&#039;Spell research&#039;&#039;&#039;: Once per level. Some typical paths include A) taking [[Paladin Base]] to 35 ([[Divine Intervention (1635)|Divine Intervention]], 40 ([[Divine Word (1640)|Divine Word]], or 50 ([[Divine Incarnation (1650)|Divine Incarnation]] ranks before touching [[Minor Spiritual]], B) training 1, 3, or 7 ranks of Minor Spiritual after any of those Paladin Base marks, C) never stopping Paladin Base once per level and just slipping in Minor Spiritual ranks here and there as you can, or D) skimping on other skills and/or spells to get 20 Minor Spiritual for [[Lesser Shroud (120)|Lesser Shroud]] ahead of schedule because it&#039;s the only defensive buff in Minor Spiritual that you can&#039;t have other characters cast on you.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Shields and Dodging Are Not Mutually Exclusive!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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As I mentioned in the Shield Paladin path section, they can be borderline indestructible if they build for that. One way to &#039;&#039;not&#039;&#039; build for that is to be one of the paladin players who train 0 ranks of Dodging because you&#039;ve read (or heard from somebody else who read) that shields decrease the amount of DS you get from training Dodging. That&#039;s true, but let&#039;s assess this further.&lt;br /&gt;
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First, even for a tower shield full plate paladin, Dodging gives 0.33615 DS per rank in offensive stance. That&#039;s admittedly much less than the 0.6225 DS that a non-shield paladin would get, but it&#039;s still substantial! More importantly, though, Dodging is also a crucial part of defense against SMR attacks, which are one of the few means that creatures have to simply kill paladins despite all their redux, crit reduction, and plate armor. SMR attacks don&#039;t become particularly prominent until level 60 or so, so I do understand the idea of not training Dodging with a shield paladin in the early game, but by the midgame and on you&#039;re going to need either Dodging or some other buffer against SMR attacks, like 2x Perception or 2x Physical Fitness, to avoid getting destroyed.&lt;br /&gt;
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Even in the early game, though, I still think a shield paladin should begin on Dodging after they&#039;re done with reaching some of the early thresholds like 70/110 Armor Use (90/130 with spells) that will keep points tight early on. Consider the alternative: by saving training points via ignoring Dodging, a paladin could work on spells beyond 1x, Combat Maneuvers beyond 1x, or lores.&lt;br /&gt;
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...but wait. Pushing spells above 1x is mostly for improving offense. Pushing Combat Maneuvers is mostly for improving offense. Training lores offers minor benefits to defense and enormous benefits to offense. Why be a shield paladin, the defense-oriented build, then ignore a cheap defensive skill like 1x Dodging in favor of training expensive offense-boosting skills like spells at 2x cost, CM at 2x cost, and lores? (Respectively ~6.18, ~2.364, and ~3.636 times as expensive as 1x Dodging.) Unless you&#039;re taking advantage of full outside spellups, which has its own sidebar a little further below, there&#039;s still great value to Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Combat Maneuvers and Two-Handed Weapons or Two Weapon Combat Are Not Mutually Exclusive!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I&#039;ve never encountered a paladin who believes otherwise, but &#039;&#039;just in case,&#039;&#039; the same advice from above for shield builds applies in reverse to non-shield builds. If you&#039;ve embarked on the path of an offense-oriented paladin, don&#039;t stop at 0.5x Combat Maneuvers so you can snap up a few extra Dodging ranks. Stopping at 1x Combat Maneuvers, sure, that makes sense, but the game offers the low-hanging fruit of 1x costs with the expectation that you&#039;ll take advantage of them. You admittedly might not even need the AS from Combat Maneuvers on a Zealot paladin, but the maneuver points and boost to SMR offense are keys to a sufficiently wide toolkit of options for successful offense.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Breakpoint Skills===&lt;br /&gt;
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Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
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* &#039;&#039;&#039;[[Armor Use]]&#039;&#039;&#039;: 70 and 110 are your major breakpoints. In conjunction with your [[Defense of the Faithful (1608)|Defense of the Faithful]] spell taking the totals to 90 and 130, these breakpoints respectively allow for metal breastplate and full plate. Metal breastplate is worth aiming for as quickly as you feel reasonably comfortable with because it has a very strong damage factor advantage over even chain hauberk. Full plate can be delayed into the 40s or even 50s if you want, though many players choose to hurry along the 110 mark too since it&#039;s the final armor goal from a mechanical standpoint.&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, good breakpoints are 10, 24, and 50 for hitting extra targets with your weapon techniques. For shield paladins only, 30 is also a threshold that unlocks the ability to learn Shield Strike Mastery.&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]]&#039;&#039;&#039;: Before cap, good breakpoints are 10, 24, 25, and &#039;&#039;maybe&#039;&#039; 50 (it&#039;s possibly excessive). 10, 24, and 50 are all for hitting extra targets with your AoE spells. 25 adds an extra daily use of [[Verb:MANA#Mana_Spellup|MANA SPELLUP]] and allows you to [[Multicast]] a buff spell two times at once. 50 adds another daily use of MANA SPELLUP. (50 also technically allows you to multicast three times at once, but that&#039;s only helpful for casting Minor Spiritual spells on other characters; two self-cast spells already maxes out buff duration.)&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Lore, Religion|Religion]] and/or [[Spiritual Lore, Summoning|Summoning]] lore&#039;&#039;&#039;: 25 ranks of Religion will max out [[Judgment (1630)|Judgment]]&#039;s chance of forcing the enemy to kneel at 85%, which can be pretty strong if you push Paladin Base hard and can reliably land that spell. Alternatively, if you don&#039;t push Paladin Base hard and could use a boost to your magical offense, each of the first 25 ranks of Summoning will push enemy TD down by 1 against the spell infused in your [[Holy Weapon (1625)|bonded weapon]]. If you want to run [[Web (118)|Web]] as your infused spell, you&#039;ll need 27 ranks of Summoning to be able to do that. Strictly speaking, nothing stops you from taking 25 ranks of Religion &#039;&#039;and&#039;&#039; 25-27 ranks of Summoning pre-cap, but I generally wouldn&#039;t recommend it due to too great an opportunity cost of training points not spent elsewhere.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;A Spellup Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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This is for those of you who take regular advantage of full spellups by any means--alts, Dreavenings, friends, MHOs, the invoker, or any other way. The DS benefits of a full outside spellup will leave you virtually indestructible against enemy AS attacks until the level 40s, if not later. (Almost definitely later on a shield build unless you&#039;re slacking on Shield Use &#039;&#039;and&#039;&#039; Dodging.) Since armor is primarily (not entirely) for mitigating AS-based hits, this playstyle lends itself to not pushing Armor Use as heavily as others. It can also skimp on various other defensive skills, which is why some players gravitate toward getting outside spells as long as they can.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Niche Skills===&lt;br /&gt;
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Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
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* &#039;&#039;&#039;[[Arcane Symbols]] and [[Magic Item Use]]&#039;&#039;&#039;: These are the most cost-effective means to improve your ability to create and upgrade Battle Standards, the paladin profession service. Of the two, Magic Item Use is more broadly useful due to extending the duration of [[small statue]] drops and the fact that rangers are capable of teaming up with other professions like clerics, sorcerers, and wizards to create magic items on demand. That said, Arcane Symbols allows reading scrolls you loot, which can be valuable for identifying which ones are worth selling to the pawnshop and which are worth trying to sell to other players.&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and eating herbs faster. Paladins are tied with clerics for training this skill more inexpensively than anyone besides empaths, so it&#039;s certainly worth considering. Voln paladins should especially look into this, but even Sunfist paladins, who can already eat herbs at the fastest speed, might enjoy not having to spend mana and stamina to do it.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Free extra silvers!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s twice as expensive as First Aid. Speeds up foraging bounties. Slightly reduces duration of stuns, which is potentially helpful; paladins can just [[Divine Intervention (1635)|BESEECH]] out of stuns, but 35 mana per unstun does add up quickly. I like Survival, but I certainly understand why others leave it for the late game.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
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Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
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Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
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What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Post-Cap Skills===&lt;br /&gt;
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Eventually you can train everything if you play long enough, but here are some considerations for if or when you reach post-cap.&lt;br /&gt;
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&#039;&#039;&#039;Spiritual Lores&#039;&#039;&#039; to their collective 202 cap:&lt;br /&gt;
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As is common with lores for most professions, they&#039;re a very expensive skill with high opportunity cost that leaves many players ignoring them pre-cap outside of low-hanging fruit early thresholds. In paladins&#039; case, that would be the 25 Religion and 25 Summoning benchmarks I mentioned before. Lores offer myriad offensive and defensive benefits, but they&#039;re less powerful for the exp than maxing Multi-Opponent Combat and Combat Maneuvers on the offensive side or Dodging and Physical Fitness on the defensive side. However, lores &#039;&#039;are&#039;&#039; more powerful for the exp than Ascension benefits, so post-cap is the time to prioritize lores and work out your plan. I&#039;ll touch on this more in lores&#039; own dedicated section.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Use]]&#039;&#039;&#039; to 300:&lt;br /&gt;
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The DS benefits of overtraining armor are fairly minimal, even in full plate. The improved maneuver defense is only slightly more substantial. Maxing out three armor specializations is another niche benefit, as you can certainly run into situations where the ability to switch between (say) Armored Casting, Armored Blessings, and Armor Support might be helpful. Individually, each of these three perks to finishing Armor Use--DS, maneuver defense, and flexibility--is pretty minimal, but, taken together, they do build a cumulative case.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Use]] if not normally using a shield or [[Two Weapon Combat]] if normally using a shield&#039;&#039;&#039;:&lt;br /&gt;
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There&#039;s something to be said for the flexibility of having two different playstyles at your disposal. Two Weapon Combat paladins have overwhelming offensive power, but what if the enemy &#039;&#039;also&#039;&#039; has overwhelming offensive power and taking just a couple of hits can spell doom? I&#039;m admittedly mostly thinking of bosses like the [[Silver-scaled cold wyrm|wyrm]] with her 900+ AS mstrikes rather than ordinary hunting, but even so, blocking some of her shots with a shield might be the difference between victory and defeat.&lt;br /&gt;
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On the flip side, shield paladins have far superior defensive prowess, but they don&#039;t always &#039;&#039;need&#039;&#039; more defensive prowess. For example, some creatures have fairly low AS and can&#039;t significantly damage a paladin with physical attacks anyway, while other creatures are casters against whom DS and blocking will never come into play. In cases like that, the greater offensive power of Two Weapon Combat would serve the paladin better.&lt;br /&gt;
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&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
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Archery isn&#039;t the worst option for diversifying your offense. AS-based ranged attacks don&#039;t bring much to the table for paladins, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time and pairs well with paladins&#039; myriad flares. I wouldn&#039;t do it, but it&#039;s out there as a thought.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Paladins can retain 25% redux--a great threshold--by stopping their spell training at 195 total ranks or fewer. Retaining 33.33% redux requires stopping around 149 or fewer.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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As an alternative to diversifying your offense or armor specializations, you could also simply move on to Ascension. For that, see the Ascension section toward the end of this guide.&lt;br /&gt;
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==Training Plan: Exclusive Choices==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush can knock down a room of creatures and inflict the Vulnerable status, which makes followup unaimed attacks more likely to hit body parts that will significantly damage the creature. Bull Rush does fairly minimal damage on its own, but is a very solid crowd control combat maneuver, especially before a paladin gets enough CS for Judgment to fill a similar role reliably.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Raises TD by 2 per rank. I actually max this in the late game because paladins have just enough spiritual TD that the small boost from Combat Focus can be the difference between getting hit by an enemy spiritual spell or avoiding it. However, even just two or three ranks would usually accomplish the same thing for much fewer combat maneuver points. Definitely don&#039;t bother with this until endgame or near it, though.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Movement]]&#039;&#039;&#039;:&lt;br /&gt;
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A negligible DS boost that&#039;s virtually worthless &#039;&#039;unless&#039;&#039; you want the Side by Side maneuver because you&#039;ll be group hunting regularly, in which case you need two ranks as a prerequisite.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Toughness]]&#039;&#039;&#039;:&lt;br /&gt;
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The first rank gives +15 max health for 6 combat maneuver points, which is a reasonable pickup for the endgame if nothing else seems worthwhile. It&#039;s not a priority, though. Even halflings and gnomes shouldn&#039;t really need it earlier in life since [[Vigor (1616)|Vigor]] already increases max health. As for the second and third ranks, the juice isn&#039;t worth the squeeze. Players who are willing and able to afford Bloodstone Jewelry can also just use that for vastly more max health than Combat Toughness offers.&lt;br /&gt;
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&#039;&#039;&#039;[[Disarm Weapon]]&#039;&#039;&#039;:&lt;br /&gt;
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A 2-second setup maneuver that attempts to get rid of the enemy&#039;s weapon. Paladins don&#039;t need to train this to defend against it since Holy Weapon already quickly returns disarmed weapons to their hand, nor do they necessarily fear enemy creatures&#039; AS-based attacks badly enough to warrant spending time getting rid of their weapon. That said, it&#039;s still a pretty strong debuff of sorts against specifically two-handed weapons (including polearms) because it&#039;ll knock out a huge chunk of a creature&#039;s DS in the process. Worth considering, but not a staple.&lt;br /&gt;
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&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
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Now here&#039;s a staple! Feint is the premier combat maneuver for lowering enemies&#039; stance so you can obliterate them afterward. Highly recommended if you&#039;re a Divine Shield or Fervor paladin, but still recommended even on a Zealot paladin. Even paladin AS can&#039;t power through &#039;&#039;every&#039;&#039; turtled creature, barring the extreme top ends of gear, enhancives, or Ascension experience.&lt;br /&gt;
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&#039;&#039;&#039;[[Precision]]&#039;&#039;&#039;:&lt;br /&gt;
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Worth a look if you&#039;re using a weapon that can deal slash damage, which is slightly tougher to land lethal blows with than crush or puncture damage. Even just the first rank for 4 points will cut out most slash-based damage. (Just remember to actually use CMAN PRECISION with your weapon in hand to set the damage type you want! Simply learning the maneuver without configuring it won&#039;t do anything!)&lt;br /&gt;
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&#039;&#039;&#039;[[Side by Side]]&#039;&#039;&#039;:&lt;br /&gt;
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Good straightforward AS and DS boost, but for group hunters only.&lt;br /&gt;
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&#039;&#039;&#039;[[Spike Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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You&#039;ll need this as a prerequisite if you want Shield Spike Focus on a shield paladin, but otherwise it&#039;s frivolous at best. Armor spikes from offensive maneuvers aren&#039;t terribly significant.&lt;br /&gt;
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&#039;&#039;&#039;[[Spin Attack]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily a top tier paladin maneuver not despite the overlap with Chastise, but because of it.&lt;br /&gt;
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Spin Attack is an unaimed attack that swings 2 seconds faster than your normal attacks (that&#039;s cutting attack speed in half for most weapon types!) while also having a minor AS boost for that one attack and a boost to Dodging for 10 seconds afterward. It even still fires off infused spells from Holy Weapon in the process.&lt;br /&gt;
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The swing speed benefit is the same whether you&#039;ve learned 1 rank or 5 ranks of Spin Attack, making the first 2 CM points an incredible value. (More ranks increase the AS and Dodging boosts.) Get it to have in your toolbox for times when both Chastise and your weapon type&#039;s assault technique are on cooldown.&lt;br /&gt;
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&#039;&#039;&#039;[[Sunder Shield]]&#039;&#039;&#039;:&lt;br /&gt;
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A flat 2-second setup maneuver that can get effectively rid of enemy shields. When it&#039;s good, it&#039;s really good for the same reasons that Disarm Weapon is. There are, however, far fewer creatures that use shields than creatures that use weapons. Worth considering, but not a staple.&lt;br /&gt;
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&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
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Actually quite good if you&#039;re using blunt weapons because it pairs well with Concussive Blows, adding another 2d16 of damage to those flares on top of the AS boost that higher Strength represents in the first place. That said, Surge of Strength really comes across as a &amp;quot;max it or skip it&amp;quot; type of combat maneuver, which means it might have to be saved for the endgame since the whole package costs 30 total CM points. Rank 5 has 75% uptime as a 90-second effect with a 120-second cooldown, but lower ranks have 150, 180, 240, and 300-second cooldowns.&lt;br /&gt;
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If you&#039;re not using blunt weapons, I&#039;d still consider this for races who aren&#039;t dwarves, giants, or half-krolvin. Paladins have a pretty good selection of combat maneuver options, but not amazing to the level of warriors or rogues, so you might (or might not) find that you can spare points for your final build.&lt;br /&gt;
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&#039;&#039;&#039;[[Tainted Bond]]&#039;&#039;&#039;:&lt;br /&gt;
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Tainted Bond makes an Ensorcell AS boost linger for two attacks instead of one. If you have a T5 Ensorcell, you should almost definitely get this, but if you don&#039;t, don&#039;t. It&#039;s also not worth rushing to a T5 Ensorcell and rocketing the gear difficulty of your weapon up just for Tainted Bond.&lt;br /&gt;
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&#039;&#039;&#039;[[True Strike]]&#039;&#039;&#039;:&lt;br /&gt;
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True Strike is an unaimed attack that swings 1 second faster than your normal attacks while penalizing the enemy&#039;s EBP against it and having a higher floor on your d100 roll by changing it to anywhere from 20+d80 (minimum 21 roll from rank 1 True Strike) to 60+d40 (minimum 61 roll from rank 5 True Strike).&lt;br /&gt;
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Spin Attack is generally better than True Strike in a vacuum because it&#039;s faster, but True Strike offers something that&#039;s more unique from Chastise than Spin Attack is. True Strike is a solid toolkit option to consider if you regularly face particularly EBP-heavy creatures. Even just one or two ranks will really cut into how well they can avoid your attack.&lt;br /&gt;
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&#039;&#039;&#039;[[Weapon Specialization]]&#039;&#039;&#039;:&lt;br /&gt;
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A paladin must-have that simply increases AS and SMR power, including that of all the offensive and setup maneuvers listed above.&lt;br /&gt;
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===Shield Maneuvers===&lt;br /&gt;
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This time I &#039;&#039;will&#039;&#039; go over every shield maneuver since almost all of them are at least worth a look.&lt;br /&gt;
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&#039;&#039;&#039;[[Block Specialization]]&#039;&#039;&#039;:&lt;br /&gt;
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Offering 5% block rate per rank, this is a bread and butter must-have passive for dedicated shield paladins. The first rank is a great early buy at a cost of only 4 shield points, but the next two cost 8 and 12, which could be worth delaying for a while so you can diversify your shield maneuver options early in life with other low-hanging fruit options.&lt;br /&gt;
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&#039;&#039;&#039;[[Block the Elements]]&#039;&#039;&#039;:&lt;br /&gt;
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Reduces incoming crits from enemy flares and bolt splashes. The first rank is pretty strong value at 5-10 crit padding for 6 shield points, but the next two ranks are another 12 and 18 points to bump that crit padding up to 10-15 or 15-20. In practice, I don&#039;t find that there are enough creatures who can use flares or hit a paladin with bolts to justify more than a single rank, which is already pretty hefty protection. However, if you simply despise getting hit with all your being and want marginal gains, it&#039;s an option!&lt;br /&gt;
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&#039;&#039;&#039;[[Large Shield Focus]] or [[Tower Shield Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Another bread and butter must-have passive that will improve all of your offensive shield maneuvers and is a necessary prerequisite to train certain options. The final two ranks should be saved for at or near the endgame due to diminishing returns, though. Large shields have a faster Shield Throw and result in very slightly better DS after you have Dodging. Tower shields hit harder with virtually all shield maneuvers and have a few exclusive maneuver options.&lt;br /&gt;
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&#039;&#039;&#039;[[Phalanx]]&#039;&#039;&#039;:&lt;br /&gt;
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Amazing additional block chance if you regularly group hunt with other shield users who also train Phalanx (available to warriors and rogues in addition to paladins), but it does nothing outside group hunts. You&#039;ll know if you want it.&lt;br /&gt;
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&#039;&#039;&#039;[[Prop Up]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires Large Shield Focus or Tower Shield Focus to be rank 3 before you can train this. Prop Up ranks each give you one-third chance to avoid being knocked down for 6, 12, and 18 shield points. Here&#039;s another passive where the first rank offers solid value, but the next two can be pretty difficult to justify until much later in life. Paladins are already very durable even if they do get knocked down, so it doesn&#039;t have to be a priority either.&lt;br /&gt;
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&#039;&#039;&#039;[[Protective Wall]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires Tower Shield Focus to be rank 3 before you can train this. Protective Wall has two ranks and the first rank only benefits party members, halving the DS lost from being stunned, webbed, immobile, unconscious, rooted, or prone. The second rank only benefits you with the same effect. Some players see this as the primary reason to use a tower shield over a large shield; I&#039;d argue that &#039;&#039;almost everything else&#039;&#039; is the reason to use a tower shield, though. If you&#039;re a group hunter, Protective Wall will help your partners, but if you&#039;re going solo, you can already get out of almost all of those status conditions already via Divine Intervention without spending valuable shield points.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Bash]]&#039;&#039;&#039;:&lt;br /&gt;
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Basic offensive shield skill that hits and applies Vulnerable. It&#039;s not amazing, but it&#039;s not bad and you have to train it to learn Shield Strike or make Shield Strike stronger. Whether you use it or just train it as a prerequisite, you&#039;ll have it!&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Charge]]&#039;&#039;&#039;:&lt;br /&gt;
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Far more powerful single-target maneuver than Shield Bash. This attack is 1 second slower, but has potential killing power (rarely, but it can get there) and, in addition to applying Vulnerable, it also staggers (adds RT), adds Weakened Armament (reduces armor protection), and can drop the enemy&#039;s stance. Shield Charge simply works well in a vacuum, so it&#039;s a pretty strong contender for your first offensive shield maneuver.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Forward]]&#039;&#039;&#039;:&lt;br /&gt;
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Passive ability that gives a 30-second Shield Use buff of +10 per rank after using an offensive shield maneuver. In practice, that&#039;s long enough that it basically feels like it&#039;s always active. Like many other passives, the first rank is great value even early, but the latter two can be delayed until after fleshing out your versatility.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Mind]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires that you&#039;ve trained Spell Block. Use 10 stamina to block the next CS-based spell, then the ability is on cooldown. I have a very low opinion of this one in all except the most dangerous Ascension hunting grounds, where it&#039;s only a pretty low opinion. Enemy CS spells aren&#039;t particularly dangerous to paladins anywhere else, you already have Faith Shield for the instances where they &#039;&#039;are&#039;&#039; dangerous, and the Spell Block prerequisite is, itself, also really weak for paladins.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Push]]&#039;&#039;&#039;:&lt;br /&gt;
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Probably the most pointless shield maneuver. This one pushes a creature out of the room, but even if you don&#039;t feel comfortable fighting a particularly dangerous creature, just leave the room yourself. No need to spend stamina and RT on making it go away, never mind the shield points.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Spike Mastery]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires training the Spike Focus combat maneuver. This passive lets your spikes flare reactively if you block an enemy attack while in offensive, advance, or forward stance. Pretty good if you&#039;re a capped character just finding yourself with 20 shield points and 12 combat maneuver points to spare. I wouldn&#039;t go out of my way to make room for Shield Spike Mastery if other combat maneuvers and shield maneuvers seem appealing enough to eat up all your points, though. It&#039;s specific to spike damage; any other flares on your shield can still happen without this.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Strike]]&#039;&#039;&#039;:&lt;br /&gt;
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An absolute must. This requires at least two ranks of Shield Bash. Shield Strike uses what&#039;s called a &amp;quot;minor bash&amp;quot;--a light, weak shield attack--that&#039;s immediately followed up by a strike with your weapon at 2 RT less and 15 stamina more than swinging with your weapon would be. Its strength is derived from training both Shield Strike itself and Shield Bash.&lt;br /&gt;
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In a vacuum, Shield Strike is really good, but like I always say, nothing&#039;s in a vacuum. Weapon technique assaults and Chastise are both even better uses of stamina, making this your third best option at most even in a strictly one-on-one scenario. If you regularly hunt multiple creatures in a room, then weapon technique AoEs and Shield Throw are also better uses of stamina. So, in practice, you might use Shield Strike as its own ability pretty rarely.&lt;br /&gt;
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The actual reason that makes Shield Strike a must-have is the next item on the list...&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Strike Mastery]]]&#039;&#039;&#039;:&lt;br /&gt;
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This passive requires at least three ranks of Shield Strike and 30 ranks of the Multi-Opponent Combat skill. It adds a minor bash right before the first hit of your assault technique, including the potential of any flares and spikes. That&#039;s it and that&#039;s all it needs to be to claim the title of the best shield maneuver once you have the whopping 30 spare points for it. Assault techniques are your best option for completely obliterating a single target and this makes them even better. Simple as that!&lt;br /&gt;
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And, yes, this does count to trigger the Shield Forward buff.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Throw]]&#039;&#039;&#039;:&lt;br /&gt;
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Shield Throw is the deadliest shield maneuver per second of RT and smashes the room for AoE damage. It doesn&#039;t add any other effects like Shield Bash or Shield Charge, but is just for sheer damage. Since it&#039;s SMR-based, leading with Judgment and following up with Shield Throw gets pretty devastating! You&#039;ll certainly want at least one rank of this immediately.&lt;br /&gt;
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Shield Throw is the only offensive shield maneuver that makes any kind of mechanical argument for large shields, since at least it&#039;s 1 second faster than tower shields; however, tower shields do still hit harder, as they do with all the other previously mentioned shield maneuvers.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Trample]]&#039;&#039;&#039;:&lt;br /&gt;
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The slightly more damaging shield version of Bull Rush. It&#039;s no more a killing move than Bull Rush is, but offers the same solid crowd control. Training both of them is redundant. I&#039;d generally recommend going with Shield Trample if you have a particularly good shield (meaning lots of flares). If not, then go with whichever one you feel is facing worse competition for the combat maneuver points or shield points it&#039;s eating up.&lt;br /&gt;
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&#039;&#039;&#039;[[Shielded Brawler]]&#039;&#039;&#039;:&lt;br /&gt;
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If you&#039;re set on using a shield &#039;&#039;and&#039;&#039; brawling, then the better option is a rogue or warrior. Those professions not only have Grapple/Kick/Punch Specialization, but also Small Shield Focus and Light Armor Specialization. That enables them to brawl with a shield while only barely hindering their MM at a -5 penalty.&lt;br /&gt;
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Mechanically speaking, the only thing that gets a brawling paladin to make sense is the sheer number of flares. The whole idea presumes, however, that you&#039;re using a cestus or similar -5 MM held brawling weapon. (The alternative of not using a brawling weapon means not getting any benefit from Holy Weapon, which is basically off the table.) Wearing full plate takes away another -8 MM for a total of -13, though you can eventually get it down to -5 MM at or near cap with 280 Armor Use. A large or tower shield piles on another -19 MM on its own, though maxing Shielded Brawler can take that down to -9. Overall, though, that still stacks up to -22 MM, which very seriously cuts into the the strength of UC&#039;s basic attacks.&lt;br /&gt;
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Some especially mechanically savvy players might be thinking things like &amp;quot;What if I stop at metal breastplate instead of wearing full plate? Then I save myself 3 MM so I can better absorb the hit of -9 MM from my shield.&amp;quot; In that case, though, you&#039;d be a house divided who&#039;s sacrificing defense by wearing worse armor so that you can get defense by using a shield.&lt;br /&gt;
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All of this said, if you&#039;re absolutely set on using a shield &#039;&#039;and&#039;&#039; brawling &#039;&#039;and&#039;&#039; being a paladin, then get Shielded Brawler.&lt;br /&gt;
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&#039;&#039;&#039;[[Spell Block]]&#039;&#039;&#039;:&lt;br /&gt;
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Lets you block bolt spells with an ensorcelled, veil iron, or kroderine shield. You don&#039;t need to block bolt spells because paladins have fantastic DS against them and it&#039;s very likely you&#039;ll never get hit by a bolt spell in your life. That&#039;s if you&#039;re training Dodging, anyway. Even if not, Minor Spiritual spells still give good enough bolt DS to make them unthreatening.&lt;br /&gt;
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&#039;&#039;&#039;[[Steely Resolve]]&#039;&#039;&#039;:&lt;br /&gt;
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The other tower shield-only ability paladins can learn. This one costs 30 stamina to give you a 60-second buff of +15 DS per rank and +15% chance to block attacks per rank. It has a 300-second cooldown. Even though I think tower shields are definitely the mechanical pick for paladins, it&#039;s sure not because of this. The only context where I have any respect for Steely Resolve is in boss battles that are short and high intensity. Anywhere else, you&#039;re already virtually impossible to kill because you&#039;re a shield paladin, so there&#039;s no merit to spending 30 stamina and 24 shield points just for frivolous overkill levels of defense 20% of the time (because it&#039;s a 60-second duration effect with an overlapping 300-second cooldown).&lt;br /&gt;
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===Armor Specializations===&lt;br /&gt;
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Paladins&#039; five armor specializations, three of which are unique to them, offer a variety of combat benefits.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Blessing]]&#039;&#039;&#039;:&lt;br /&gt;
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The description on Armor Blessing is a bit deceptive; it claims to help mitigate wound stacking (such as multiple rank 1 wounds to the same body part turning into a rank 2 wound) from magical sources, but what it really means is sources that aren&#039;t designated in the code as physical attacks. In practice, it applies to a number of things that might seem physical, like various creature-specific maneuvers.&lt;br /&gt;
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That said, how good is this? It can save some time in eating herbs, save some silver for buying them, and most notably sometimes bail you out of a bad situation. In particular, preventing two rank 2 arm, hand, or leg wounds from stacking into a rank 3--a severed limb--is an enormous difference maker. For anything short of that, paladins do have many ways to get themselves out of bad situations with or without Armor Blessing.&lt;br /&gt;
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Still, due to paladin nuances I&#039;ll mention with the alternative armor specializations, I think it&#039;s completely reasonable that some players treat Armor Blessing as a sort of default armor specialization for a solo-oriented paladin. It arguably offers the greatest mechanical benefit.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Spike Mastery]]&#039;&#039;&#039;:&lt;br /&gt;
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Lets your armor spikes fire off reactively when you get hit. This one&#039;s not an armor adjustment like paladins&#039; other options, but simply a passive buff, so it might be worth picking up if you have armor spikes and get hit by enough AS attacks. It&#039;s comparatively slightly less valuable for shield paladins due to their higher attack avoidance rate.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Support]]&#039;&#039;&#039;:&lt;br /&gt;
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A classic. When maxed, it reduces effective encumbrance in plate armor by 35 pounds. (Chain would be 30 pounds, scale 25 pounds, leather 20 pounds, and robes 15 pounds.) Anything with less carrying capacity than a dwarf would get good use from it, but the question isn&#039;t whether Armor Support is good; it&#039;s whether Armor Support is &#039;&#039;better&#039;&#039; than the alternatives. On the smallest races--gnomes and halflings--it probably is. On anything else, that&#039;s a question that only you can answer out as you play and learn your own habits with loot.&lt;br /&gt;
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&#039;&#039;&#039;[[Armored Casting]]&#039;&#039;&#039;:&lt;br /&gt;
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Armored Casting entirely prevents spells from failing via fumbles (1 rolls) or hindrance, but if they &#039;&#039;would&#039;&#039; have failed, they succeed at the cost of coming with hard RT. In cloth, leather, or scale armor, maxed armored casting only gives 3 hard RT, making it a very useful armor adjustment for professions in those armor types. Since spells are 2-3 RT, those armor types can only lose 0-1 total RT in exchange for spells never failing. In chain, it&#039;s 4 hard RT, so armored casting is excellent for them too.&lt;br /&gt;
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In paladins&#039; conventional plate armor, Armored Casting results in 5 hard RT, which makes it more of an open question as to whether using this armor adjustment is a net positive or net negative. A 3-RT spell becoming 5 RT is a win because the alternative of casting the spell twice (a failed attempt, then a successful one) would have been 6 RT. On the other hand, a failed 2-RT spell becoming 5 RT is a loss because casting the spell twice would have only been 4 RT.&lt;br /&gt;
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In other words, whether Armored Casting is useful to adjust your own plate armor depends heavily on which spells you typically cast. Even if you do primarily cast 3-RT spells, there&#039;s an argument that Blessings or Support are still better. All that said, if you&#039;re a social sort, Armored Casting is a stellar aid for any of your friends who cast spells and have hindrance.&lt;br /&gt;
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&#039;&#039;&#039;[[Armored Fluidity]]&#039;&#039;&#039;:&lt;br /&gt;
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This adjustment does nothing for a solo paladin because it doesn&#039;t stack with [[Faith&#039;s Clarity (1612)|Faith&#039;s Clarity]], but how about for other characters?&lt;br /&gt;
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Maxed Armored Fluidity cuts spell hindrance in half. This sounds powerful, is powerful, and was the staple paladin armor adjustment for many years since it&#039;s unique to paladins and they used to not have Armor Support nor Armored Casting. However, as good as Fluidity is in a vacuum, nothing&#039;s in a vacuum and the newer Armored Casting is superior in a wide variety of situations. (Not all!)&lt;br /&gt;
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Let&#039;s consider an example of a ranger in brigandine armor casting Moonbeam or Spike Thorn.&lt;br /&gt;
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* Moonbeam with maxed Armor Fluidity: 3% of the time, Moonbeam needs to be cast twice because the first time failed, requiring 2 casts and 4 soft RT total&lt;br /&gt;
* Moonbeam with maxed Armored Casting: Moonbeam casts never fail, but 6% of the time, they require 3 hard RT instead of 2 soft RT&lt;br /&gt;
* Spike Thorn with maxed Armor Fluidity: 3% of the time, Spike Thorn needs to be cast twice because the first time failed, requiring 2 casts and 6 soft RT total&lt;br /&gt;
* Spike Thorn with maxed Armored Casting: Spike Thorn casts never fail, but 6% of the time, they require 3 hard RT instead of 3 soft RT&lt;br /&gt;
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In short, Armored Casting saves mana on all spells and also saves RT on 3-RT spells. The question is whether the character can survive hard RT and the answer should usually be yes because A) with Armored Casting, the spell actually goes through and hopefully makes an impact, but B) even in the event that spell doesn&#039;t make an impact, like a low roll that misses, the situation will usually have been &#039;&#039;even worse&#039;&#039; in Armored Fluidity because the spell wouldn&#039;t have worked then either, but the character would have been standing around in more total RT.&lt;br /&gt;
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One major exception is bolting, where being caught in hard RT in offensive is potentially dangerous enough to warrant preferring Fluidity over Casting. Some other unusual corner cases can make Fluidity preferable, but they &#039;&#039;are&#039;&#039; corner cases and I have to stretch to find them; for example, getting caught in hard RT via Casting can make it easier for a character to be left behind by their group if the leader isn&#039;t using the GroupMovement flag.&lt;br /&gt;
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Another notable exception is for post-cap characters who have unlocked [[Gemstones]] and acquired a rare Grace of the Battlecaster property. This property, which can reduce hindrance by up to 5%, stacks with Armored Fluidity and makes various 0% hindrance builds possible that otherwise wouldn&#039;t be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Further Character Progression==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats and boons? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
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===Feats and Boons===&lt;br /&gt;
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Paladins gain new abilities called feats and boons at various levels:&lt;br /&gt;
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====Level 15 Paladin Boons: [[Devout Guardian]] and [[Devout Resolve]]====&lt;br /&gt;
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Starting at level 15, paladins who know [[Rejuvenation (1607)]] have a 20% chance to gain the 30-second Devout Guardian effect after taking damage. This allows them to cast Rejuvenation with 0 RT while ignoring most wounds. (They can&#039;t ignore fully severed limbs, for example.) If the paladin does cast Rejuvenation while Devout Guardian is in effect, that triggers Devout Resolve, which creates a new 30-second window in which the paladin ignores most wound penalties for combat purposes.&lt;br /&gt;
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====Level 20 Paladin Feat and Boon: [[Chastise]] and [[Righteous Rebuke]]====&lt;br /&gt;
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Chastise, used with the FEAT CHASTISE command, is a very powerful ability unique to paladins. For only 10 stamina, this unaimed attack with a 15 second cooldown hits a single target 2 seconds faster than your normal swing while having 125% of your normal damage factor and guaranteed Guiding Light flares if you have them from Holy Weapon or Consecrate. Each Chastise also has a 20% chance to trigger Righteous Rebuke, a boon that drops your next spell to 1 cast RT and cuts its mana cost by up to 20 down to a minimum of 0.&lt;br /&gt;
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Furthermore, every sixth Chastise you connect with has 150% of your normal damage factor instead of 125% and fires off your infused spell from Holy Weapon without consuming a charge in addition to all the normal Chastise benefits. (Note: You won&#039;t have spell infusion yet when you very first learn Chastise. You&#039;ll have to reach at least level 25 for that.)&lt;br /&gt;
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Early on, while you only have enough stamina to choose one out of assault techniques or Chastise, assaults are still the better of the two for one-handed weapons, but I&#039;d give Chastise the edge for two-handed weapons and polearms. Damage factor multipliers get even stronger when there are higher damage factors to be multiplied, after all! Damage factor multipliers also get better when there are twice the damage factors to be multiplied, so Chastise is also stronger for a TWC build than a shield build; it&#039;s just that TWC assaults are stronger still.&lt;br /&gt;
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Chastise is incredible value for every paladin and, when it&#039;s not on cooldown, you&#039;ll likely slam creatures with it pretty regularly while stamina lasts. &lt;br /&gt;
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====Level 30 Paladin Feat and Boon: [[Excoriate]] and [[Ardor of the Scourge]]====&lt;br /&gt;
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Excoriate, used with the FEAT EXCORIATE command, is another very powerful ability unique to paladins. Once again it has a 15 second cooldown, but this one&#039;s a single-target plasma damage magical SMR attack with 3 seconds cast RT that also applies -20% plasma resistance for the next plasma damage within 30 seconds. Each Excoriate also has a 20% chance to trigger [[Ardor of the Scourge]], a boon that allows your next assault technique within 30 seconds to ignore its cooldown and incur no additional cooldown while also stacking +10 AS with each round of attacks.&lt;br /&gt;
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Furthermore, every sixth Excoriate you connect with will hit much harder, applies -40% plasma resistance instead of -20%, and hits two targets if there are two or hits the same target twice if there&#039;s only one.&lt;br /&gt;
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Since Excoriate is an SMR-based attack, it gets huge bonuses when enemies are prone, stunned, immobilized, or otherwise disabled. (In practice, every sixth Excoriate is so powerful that even landing at all is usually enough, but it&#039;s important for the other five Excoriates!) Since it&#039;s magical, you can also deal damage with it just as effectively from guarded stance as offensive stance.&lt;br /&gt;
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The most unique thing about Excoriate is that it can trigger flares from your right hand weapon. At the time of this writing, there&#039;s actually no other means in the game to fire off a melee weapon&#039;s flares from guarded stance. (Flares from runestaves or from &#039;&#039;non-weapon&#039;&#039; sources like Fervor or Battle Standard do fire from guarded stance.) Even if you&#039;re only using a basic paladin bonded weapon, that&#039;s still a worthy perk because, of course, paladin bonded flares are plasma and Excoriate just gave the enemy a plasma weakness. If you start stacking script flares, holy fire flares, and potentially other flares, then we&#039;re really talking about a strong benefit that carves out its own lane.&lt;br /&gt;
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Unlike Chastise, Excoriate doesn&#039;t offer any advantage to THWs, polearms, or TWC since it only looks at one weapon and doesn&#039;t use any aspects of that weapon other than its flares.&lt;br /&gt;
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====Level 40 Paladin Boon: [[Glorious Momentum]]====&lt;br /&gt;
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(Also requires 75 ranks of a weapon skill, but by level 40 you should have 84.) The Glorious Momentum boon rewards mixing might and magic while taking on swarms. By casting Pious Trial, Aura of the Arkati, or Judgment--a paladin&#039;s three AoE spells--and hitting three or more creatures, a paladin has a 20% chance to make the paladin&#039;s next assault technique, Shield Trample, or Shield Throw have +25 AS, +15 SMR power, no stamina cost, and no cooldown while ignoring any current cooldowns.&lt;br /&gt;
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===Secret Sauce of Lores===&lt;br /&gt;
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This section reviews the various benefits of the three spiritual lores for Paladin Base spells. We&#039;ll start with a comprehensive overview in bullet point form. For the summation-based lore benefits, I&#039;ll list comparative benchmarks at the nearest thresholds to 50, 100, and 150 ranks to illustrate the quick early gains of each lore as well as the diminishing returns from going hard in just one or two. (I&#039;ve opted not to illustrate the nearest threshold to 200 because, due to the nature of seed summation benefits, most paladins will ultimately train each of the three lores to at least some degree.)&lt;br /&gt;
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====Lore Overview====&lt;br /&gt;
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(If thinking about the math of all these numbers makes your head hurt, feel free to skip to the &amp;quot;In a Nutshell&amp;quot; sections below that summarize each lore.)&lt;br /&gt;
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&#039;&#039;&#039;Blessings&#039;&#039;&#039;&lt;br /&gt;
* More DS and TD from Mantle of Faith (+5 at 0 ranks, +14 at 54 ranks, +18 at 104, +21 at 152, +24 at 209)&lt;br /&gt;
* Extra duration added to Bless or Symbol of Blessing after Consecrate (+50% at 0 ranks, +100% at 10 ranks; doesn&#039;t get any better than that)&lt;br /&gt;
* Extra swings for EVOKE Consecrate plasma flares (flat +1 per rank)&lt;br /&gt;
* Increased odds of Consecrate or Holy Weapon plasma flare triggering twice (assumed to be a 20% base chance at 0 ranks, +32% (52%) at 52 ranks, +48% (68%) at 102 ranks, +60% (80%) at 150 ranks)&lt;br /&gt;
* Longer refresh of food/drink from Consecrate (unknown to what degree)&lt;br /&gt;
* Extra HP and stamina regeneration from Rejuvenation (+15 at 0 ranks, +45 at 55 ranks, +57 at 105 ranks, +66 at 153 ranks)&lt;br /&gt;
* Reduced enemy Force on Force impact with Defense of the Faithful&#039;s Beacon of Courage in effect (ignores 1 foe at 0 ranks, 5 foes at 46 ranks, 9 foes at 108 ranks, 11 foes at 145 ranks)&lt;br /&gt;
* Greater block rate with Divine Shield (+10% at 0 ranks, +18% at 52 ranks, +22% at 102 ranks, +25% at 150 ranks)&lt;br /&gt;
* More Combat Maneuvers ranks from Patron&#039;s Blessing (+10 at 0 ranks, +18 at 52 ranks, +22 at 102 ranks, +25 at 150 ranks)&lt;br /&gt;
* Increased max health from Vigor (there&#039;s a baseline, but it&#039;s dependent on Constitution bonus, so we&#039;ll just look at the lore benefits only: +0 at 0 ranks, +18 at 54 ranks, +20 at 91 ranks, +23 at 154 ranks)&lt;br /&gt;
* Extra damage weighting for Fervor (+10 at 0 ranks, +15 at 50 ranks, +17 at 110 ranks, +18 at 140 ranks)&lt;br /&gt;
* Extra resistance from Divine Incarnation Armor (50% at 0 ranks, 62% at 45 ranks, 70% at 95 ranks, 76% at 143 ranks)&lt;br /&gt;
* Extra daily uses of Divine Incarnation Armor (1 use at 0 ranks, 2 uses at 50 ranks, 3 uses at 125 ranks; doesn&#039;t go higher)&lt;br /&gt;
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&#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
* More DS from Higher Vision (+10 at 0 ranks, +16 at 45 ranks, +20 at 95 ranks, +23 at 143 ranks)&lt;br /&gt;
* Increased DS debuff from Aura of the Arkati (-10% at 0 ranks, -15% at 30 ranks; doesn&#039;t go any lower)&lt;br /&gt;
* Increased EBP debuff from Aura of the Arkati (-5% at 0 ranks, -12% at 49 ranks, -16% at 99 ranks, -19% at 147 ranks)&lt;br /&gt;
* Extra flare chance for Fervor (15% at 0 ranks, 33% at 54 ranks, 41% at 104 ranks, 47% at 152 ranks)&lt;br /&gt;
* More AS from Zealot (+30 at 0 ranks, +40 at 55 ranks, +44 at 105 ranks, +47 at 153 ranks)&lt;br /&gt;
* Extra TD for Faith Shield (+50 at 0 ranks, +68 at 45 ranks, +74 at 68 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra CS for spells infused into Holy Weapon via scrolls (0 baseline with flat +1 per each of the first 50 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Increased kneel chance with Judgment (35% at 0 ranks, 85% at 25 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra raises per day with Divine Word (1 baseline with flat +1 per every 20 ranks up to 140; doesn&#039;t go higher)&lt;br /&gt;
* Added double strike with Divine Incarnation Smite (0% at 0 ranks, 30% at 45 ranks, 70% at 105 ranks, 100% at 150 ranks)&lt;br /&gt;
* Increased stance ignoring with Divine Incarnation Onslaught (50% at 0 ranks, 57% at 56 ranks, 60% at 110 ranks, 62% at 156 ranks)&lt;br /&gt;
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&#039;&#039;&#039;Summoning&#039;&#039;&#039;&lt;br /&gt;
* Extra RT for Pious Trial slow effect (+2 RT at 0 ranks, +3 at 10 ranks, +4 at 25 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra chances to debuff with Templar&#039;s Verdict if an attack made after it misses (3 chances at 0 ranks, 4 chances at 50 ranks, 5 chances at 100 ranks, 6 chances at 150 ranks)&lt;br /&gt;
* Increased crit rank from Consecrate or Holy Weapon second plasma flare (+0 crit ranks at 0 ranks, +1.2 crit ranks at 51 ranks, +2 crit ranks at 105 ranks, +2.6 crit ranks at 156 ranks)&lt;br /&gt;
* Increased damage factor for Arm of the Arkati (10% at 0 ranks, 16% at 45 ranks, 20% at 95 ranks, 23% at 143 ranks)&lt;br /&gt;
* Increased maximum Swift Justice charges for Divine Shield (2 charges at 0 ranks, 3 charges at 40 ranks, 4 charges at 105 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Allows self-cast Aid the Fallen (unlocked at 20 ranks)&lt;br /&gt;
* Added debuff for infused Holy Weapon spells (flat -1 DS per each of the first 25 ranks)&lt;br /&gt;
* Increases maximum spell level possible to infuse in Holy Weapon (+0 at 0 ranks, +9 at 54 ranks, +13 at 104 ranks, +16 at 152 ranks)&lt;br /&gt;
* Extra duration for Divine Incarnation Zeal (30 seconds at 0 ranks, 34 seconds at 46 ranks, 38 seconds at 108 ranks, 40 seconds at 145 ranks)&lt;br /&gt;
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That&#039;s a lot to digest, so let&#039;s break it down in chunks and figure out which benefits matter most!&lt;br /&gt;
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====Blessings in a Nutshell====&lt;br /&gt;
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A clear winner if you&#039;re using the Divine Shield aura, with the extra block rate going a long way to make shield paladins indestructible. That benefit isn&#039;t even entirely defensive in nature, just mostly so, since more shield blocks also means more reactive flares. Another strong Blessings benefit is the double plasma flare for Consecrate or Holy Weapon, though that one does really want to also tag team with Summoning lore to make the second flare hit hard and often instead of just often.&lt;br /&gt;
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The extra DS and TD from Mantle of Faith and the extra stamina recovery for Rejuvenation are also good benefits, but, like I implied earlier, the alternatives for your exp have to be considered. Compared to all but the earliest ranks of Blessings, Dodging and Physical Fitness are much cheaper paths to, respectively, more DS and more stamina. There&#039;s no TD alternative, though, so evaluate the entire package of Blessings. More AS from Patron&#039;s Blessing is in a similar boat; it&#039;s quite good, but not as good as maxing Combat Maneuvers, so there&#039;s an order of operations here. (The Blessings AS benefit also isn&#039;t as good as the Religion AS benefit, but the latter only applies if Zealot is your aura.)&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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Extra max health from Vigor via Blessings ranks is a bit frivolous since you already get extra health from just Constitution and Paladin Base training. The Blessings benefit does ramp up pretty quickly, at least, and you can wrangle a good bit of extra health without even trying. If you plan on getting Bloodstone Jewelry, the value of max health drops further.&lt;br /&gt;
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More Fervor damage weighting isn&#039;t too impressive because it starts at a high baseline of 10 even with no lores, so it basically has diminishing returns from the outset. Divine Incarnation Armor similarly starts at a powerful baseline of 50% before lores. Between redux, plate armor, Divine Intervention, potentially a P5 Battle Standard if you have it, and potentially a shield if you have that, the odds of being able to salvage a situation at (say) 70% resistance that you can&#039;t salvage at 50% resistance are extremely low at best. Similarly, it&#039;s not terribly likely that you&#039;d need to activate the emergency mode multiple times per day.&lt;br /&gt;
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The Consecrate benefits &#039;&#039;other&#039;&#039; than secondary flare rate are basically fluff or QoL that saves tiny amounts of mana.&lt;br /&gt;
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Finally, reduced enemy Force on Force with Beacon of Courage is nearly useless in almost all scenarios since paladins are already naturally going to train Multi-Opponent Combat. 50 ranks of MOC and 0 Blessings would already mean no penalty against five creatures with Beacon of Courage up; 100 ranks of MOC and 0 Blessings would mean no penalty against seven creatures.&lt;br /&gt;
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====Religion in a Nutshell====&lt;br /&gt;
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The low-hanging fruit of 25 Religion ranks for Judgment that I mentioned earlier is vital for paladins who use that spell even slightly often. Aside from that early breakpoint, the big win from training Religion for almost any paladin has to be Aura of the Arkati&#039;s EBP debuff to stop creatures from avoiding your attacks. The debuff starts at a pretty low baseline and scales quite well for how strong the effect is.&lt;br /&gt;
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Double strike Divine Incarnation Smite also has extreme killing power against anything crittable, bordering on a guaranteed one-shot when it does hit twice. It&#039;s not &#039;&#039;quite&#039;&#039; guaranteed, but it&#039;s vastly closer to that than not. Still, there is the obvious disclaimer that a 100 SMC paladin can only use Smite 10 times per 10 minutes. The ramp up for how often you get double strikes is also pretty slow, making it more targeted at a far post-cap paladin than anyone else.&lt;br /&gt;
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Religion ranks are to Fervor what Blessings is to Divine Shield: if you&#039;re set on using Fervor, Religion takes that aura to another level with fast scaling and a powerful effect to boot. Many high Religion paladins use Zealot anyway, however; the scaling Religion AS benefits are much more marginal, but they do start from a high baseline of 30 and work on every attack. As ever, high baselines are a double-edged sword. If you&#039;re into Zealot for the AS, consider all options: maxing Combat Maneuvers is a better path to AS than all but the earliest ranks of Religion, so this is what you&#039;d top off with down the road.&lt;br /&gt;
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Same goes for the Higher Vision DS benefit; it&#039;s reasonable and it&#039;s there, but Dodging is more efficient, so max that first. The Blessings DS benefit via Mantle of Faith is also better than the Religion DS benefit via Higher Vision.&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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Extra uses of Divine Word are cool if you cast it often, but potentially useless to players who never resurrect others. You&#039;ll know if it&#039;s valuable to you or not.&lt;br /&gt;
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More TD with Faith Shield is pretty good when it &#039;&#039;is&#039;&#039; good, but excessive in most cases since the baseline +50 is very high already. Even if you do need extra TD, it&#039;s still a spell with a cooldown. On the bright side, the Religion benefit scales pretty quickly before capping off at just 68 ranks. Divine Incarnation Onslaught is another very high baseline at 50% stance ignoring, which should usually get the job done after an Aura of the Arkati even if you had 0 Religion to benefit either spell.&lt;br /&gt;
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More CS for infusing spells from scrolls into your Holy Weapon is actually very powerful in a vacuum since you can put far stronger spells into your weapon than anything in Paladin Base. However, nothing&#039;s in a vacuum, so I hav a small caveat, a medium caveat, and a big caveat. The small caveat is that Religion needs to tag team with Summoning to make this idea work at all since non-native spells count as higher spell levels than they normally would and you can&#039;t infuse them without a good buffer of Summoning. The medium caveat is that, even with up to a +50 CS boost, you still need high baseline CS of your own (via high spell ranks, heavy quartz orbs, and potentially even Transcend Destiny) to get non-native spells into the range of hitting creatures consistently. The big caveat is that regularly sourcing scrolls with killer spells like Dark Catalyst, Divine Fury, or Wither is a royal pain.&lt;br /&gt;
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====Summoning in a Nutshell====&lt;br /&gt;
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Summoning works wonders for Arm of the Arkati, making every melee hit land harder. This is already a premier paladin spell, but it&#039;s especially potent for non-shield builds as big weapons or two weapons reap more benefit from percentage boosts to their offense. I can&#039;t stress enough that even though Arm of the Arkati isn&#039;t nearly as flashy and in your face as Zealot or Fervor, the sheer invisible math of it makes it arguably the most powerful of the three effects. It&#039;s not an aura itself either, so it can stack with one of the auras.&lt;br /&gt;
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As for other Summoning benefits that scale into the endgame, higher crit ranks for the second Holy Weapon or Consecrate plasma flares really raises the power floor on those. However, this benefit does want to operate alongside Blessings lore to increase the odds of a double flare happening in the first place.&lt;br /&gt;
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The first 25-27 ranks of Summoning are also crucial for spell infusion, both in the sense of debuffing creatures (25 ranks) and the sense of being able to infuse Repentance (9 ranks) or Web (27 ranks).&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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More Swift Justice charges for Divine Shield are a decent benefit, but that aura heavily favors Blessings lore overall, so the Summoning benefit is probably only worth thinking about as part of a bigger picture where you&#039;re taking Summoning primarily for other reasons. Even then, while the 40 breakpoint isn&#039;t a big ask, the next breakpoint being at 105 &#039;&#039;is&#039;&#039; a huge commitment.&lt;br /&gt;
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Pious Trial doubles its slow effect at just 25 Summoning, but I don&#039;t encounter many paladins who cast this spell with any regularity. It&#039;s pretty strong, but paladins are loaded with options ranging from very strong to extremely strong, so it can fall by the wayside.&lt;br /&gt;
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Self-cast Aid the Fallen at 20 ranks used to be more useful, but Battle Standard can now do a similar thing with no lore required.&lt;br /&gt;
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Templar&#039;s Verdict extra debuff chances are another hard case of the high baseline blues where you&#039;ll virtually never benefit from having more than the 3 you&#039;d get even with no training.&lt;br /&gt;
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Having a longer window of time for Divine Incarnation Zeal to fire off flares doesn&#039;t seem to have any value since the total number of flares is limited by divine energy, not time.&lt;br /&gt;
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====So What Do I Do?====&lt;br /&gt;
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Whatever you want. Paladin players see viability in virtually any split of lores.&lt;br /&gt;
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===Gear Upgrades: Armor===&lt;br /&gt;
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Even though fancy gear is more a luxury than a necessity for paladins, you might as well upgrade your paladin&#039;s gear eventually if you enjoy them! But how and in what way? This is going to go quickly because I generally think that armor scripts or materials aren&#039;t worth it unless you have a lot of money burning a hole in your pocket. I&#039;ll cover both scripts and materials, but do note that if you want both, it&#039;s 50k more expensive than buying each individually would have been and you generally have to start with the material. (Transmuting an armor from one material to another is only offered for limited periods of time in rotating selections, so you can&#039;t count on its availability. Adding scripts to existing armor is always there at Duskruin.)&lt;br /&gt;
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&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
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* [[Adamantine]]: Has a chance to disarm or break weapons that connect with it, though its minimum weight is 50% heavier than standard armor materials. Its base cost is 40k bloodscrip, so it&#039;s for long-term projects that begin with fairly heavy spending. Non-shield paladins would get better use out of it than shield paladins due to taking more hits. Adamantine can&#039;t be worn until at least level 65.&lt;br /&gt;
* [[Obskruul]]: Has impact flares and a 5 AvD advantage. Not bad as a long-term project since the 5 AvD is the equivalent of an extra 5 enchant that would be otherwise impossible. It&#039;s worth noting that the base cost is 25k bloodscrip, so unless you go to a minimum of a +35 enchant normally, getting the extra 5 AvD via obskruul is a less efficient path than simply enchanting.&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, though shield paladins might potentially get more use out of zelnorn due to taking fewer hits. (On the other hand, rusalkan &#039;&#039;shields&#039;&#039; are much more powerful than the armor, so see those below.) Some contact-based combat maneuvers like Bull Rush can also trigger this.&lt;br /&gt;
* [[Somnis]]: Can put enemies to sleep after they hit you. Great stuff! But is it 100k bloodscrip great? I&#039;d be hard pressed to say so, but I acknowledge that it&#039;s a powerful effect.&lt;br /&gt;
* [[Zelnorn]]: Uses half of what &#039;&#039;would&#039;&#039; be the DS from its enchant as AS instead. If you want to have the highest AS possible, here&#039;s the armor for you! Its base cost is 50k bloodscrip, so, like other materials, it best serves as a long-term project that begins with fairly heavy spending. The big downside is that zelnorn doesn&#039;t allow flares in the ability slot (AKA category B). Zelnorn can&#039;t be worn until at least level 60.&lt;br /&gt;
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&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
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* [[Animalistic Spirit Armor]]: Much more aimed at warriors and open rogues than paladins. The reactive flares are non-damaging knockdowns, which paladins are already good at via Judgment, Shield Trample, or Bull Rush. Revenge Flares have some value, but aren&#039;t at their best on paladins, who have low evade rates. Stamina regen is decent, but expensive compared to buying stamina regen enhancives. Extra DS is fine, but extraneous. This is a fine package, but nothing overwhelmingly must-have.&lt;br /&gt;
* [[Ethereal armor]]: Again, extra DS and a flare chance for crit padding are pretty extraneous to a paladin. If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it.&lt;br /&gt;
* [[Forest Armor]]: Random boosts of 3-5 AS and CS for random durations. Not terrible and this is, if nothing else, one of the cheapest armor scripts around. Worth considering.&lt;br /&gt;
* [[Ithzir Armor]]: Cool abilities involving healing and emergency escape, but not 500k bloodscrip cool.&lt;br /&gt;
* [[Mana-Infused Armor]]: Mana, damage padding, crit padding, AS and CS, and an emergency button to drive creatures out of the room. The AS and CS buff is three minutes of guaranteed +25 AS and +15 CS, which is great. However, it&#039;s 476k bloodscrip to get to that point (and 676k total to also have the emergency button).&lt;br /&gt;
* [[Parasite Armor]]: Health recovery is redundant on paladins due to Rejuvenation. It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip.&lt;br /&gt;
* [[Sprite Armor]]: Extra DS and maneuver defense are extraneous. However, the Sprite Armor wiki page doesn&#039;t adequately cover what &#039;&#039;does&#039;&#039; make this worth considering at its full unlock (and only at its full unlock): it can store up to 900 mana, which you can infuse into it at random amounts by touching the armor (on a five-minute cooldown). You extract the mana at 90% efficiency, which means it&#039;s a mana battery of 810 mana on demand. This would already be pretty cool, but what kicks it up another level is that whatever random amount the game takes when you infuse mana, the armor stores four times that much. Putting this all together: if you touch the armor and the game takes 50 mana from you, it puts 200 mana into the armor, which you can then get back out of the armor as 180 mana. It&#039;s more or less as close to infinite mana as you&#039;re going to get, hindered only by the fact that it takes random amounts of mana and there&#039;s a cooldown. Is all of that worth 115k bloodscrip? You decide.&lt;br /&gt;
* [[Valence Armor]]: Now we&#039;re talking because we&#039;ve come to the first armor script that has damaging reactive flares, which are great since paladins take a lot of hits--and even better for non-shield paladins (or shield paladins not using Divine Shield). Of course, since they &#039;&#039;know&#039;&#039; damaging reactive flares are great, the base armor is 25k bloodscrip, which might feel steep for people without giant stashes of money. If you absolutely must have non-vanilla armor of some sort, I think this is a fine default that&#039;s better than any of the other script options and most or all of the material options, but I do have an alternative suggestion below.&lt;br /&gt;
* [[Voln armor]]: Extra DS, sheer fear protection, crit padding, and an emergency escape button. Nothing a paladin badly needs.&lt;br /&gt;
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&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
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If you absolutely must have non-vanilla armor of some sort, then I think Valence Armor is a fine default script while adamantine or zelnorn are fine default materials depending on whether you favor defense (adamantine) or offense (zelnorn).&lt;br /&gt;
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However, my actual answer to the armor question is simply:&lt;br /&gt;
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* Go to playershops and spend 1-3 million silver on full plate that has flares, then get it upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
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Think about it. You could pay 25k bloodscrip for Valence Armor to have disintegrate flares or 25k bloodscrip for obskruul to have impact flares, just as an example, or you could just buy flares in a playershop for the equivalent of 1-3 million silver. The pay event counterparts don&#039;t exceed the playershop item unless you spend &#039;&#039;even more&#039;&#039; than those base 25k bloodscrip costs to start piling on ability slot flares (Valence Armor) or scripts (obskruul).&lt;br /&gt;
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As always, everything is subject to your budget range. If you want to immediately come in and spend big, that option is there too.&lt;br /&gt;
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===Gear Upgrades: Shields===&lt;br /&gt;
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&#039;&#039;&#039;No script, flourish, or material, but simply cast Consecrate on a vanilla shield&#039;&#039;&#039;:&lt;br /&gt;
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This is where I think you should begin if you&#039;re uncertain or dipping your toe in the water. For 50,000 silver or less, you can get a basic shield at the game&#039;s baseline expectation of +20 enchantment. Even a vanilla shield becomes potent enough in a paladin&#039;s hands due to Consecrate as long as you remember to refresh its plasma flares when they run out.&lt;br /&gt;
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There&#039;s nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later! Just don&#039;t sink silver into too far upgrading such a vanilla shield with Enchant, Ensorcell, or Sanctify; you&#039;re likely to want a better baseline eventually and the silvers spent on those services can be used more effectively elsewhere.&lt;br /&gt;
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&#039;&#039;&#039;Start with a special material&#039;&#039;&#039;:&lt;br /&gt;
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* [[Adamantine]]: Has a chance to disarm or break weapons that connect with it, though its minimum weight is 50% heavier than standard shield materials. Its base cost is 40k bloodscrip, so it&#039;s for long-term projects that begin with fairly heavy spending. Adamantine can&#039;t be used until at least level 65.&lt;br /&gt;
* [[Kroderine]]: Some professions consider kroderine a neat budget way to get triple dispel flares for 30k bloodscrip instead of the 90k it would normally cost. That said, this isn&#039;t what paladins are looking for. Kroderine comes at a +22 enchant and is impossible to further Enchant, Ensorcell, Bless, or Sanctify. You also can&#039;t cast Consecrate on it for double plasma flares and it&#039;s debatable whether triple dispel flares are better than that or, even if so, how much so. Most importantly, though, holding a kroderine shield cuts your maximum mana in half. It&#039;s just too big a price to pay for too little benefit.&lt;br /&gt;
* [[Low steel]]: A high-end expensive option at 300k bloodscrip that inflicts a damage over time (DoT) psychic flare that deals damage and inflicts RT. Any enemy that gets hit by this flare is basically dead--not literally so, but I mean that it&#039;ll be so stalled out in RT that you&#039;ll essentially have won. The cost is steep, but the power is immense. Of course, there&#039;s the lingering question of how much more powerful low steel psychic flares are than the double plasma flares you get for free as a paladin. I wouldn&#039;t blink if someone said ten times more powerful, but it is, of course, difficult to beat free on sheer value!&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. The shield version of this is a lot better than the armor version since offensive shield maneuvers are much more powerful overall than contact maneuvers that use armor, making it easier to fit into your routine without going out of your way. Low steel might be even more powerful still, but unlike with low steel, you can stack the rusalkan flares &#039;&#039;and&#039;&#039; your own double plasma flares from Consecrate. It&#039;s a close call.&lt;br /&gt;
* [[Zelnorn]]: Uses half of what &#039;&#039;would&#039;&#039; be the DS from its enchant as AS instead. If you want to have the highest AS possible, here&#039;s the shield for you! Its base cost is 50k bloodscrip, so, like other materials, it best serves as a long-term project that begins with fairly heavy spending. The big downside is that zelnorn doesn&#039;t allow flares in the ability slot (AKA category B)--and that&#039;s a far bigger downside than its armor counterpart since flares really help shields at least try to keep up in the offense department. Zelnorn can&#039;t be used until at least level 60.&lt;br /&gt;
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Whether you&#039;ll be using materials or not, let&#039;s move on and look at the script options!&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Shield]] script&#039;&#039;&#039;:&lt;br /&gt;
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While Animalistic Spirit&#039;s weapon counterparts are extremely popular even without upgrades, off-the-shelf Animalistic Spirit shields face a few unique challenges due to their default grapple damage. Almost all of the offensive shield maneuvers worth using already knock down creatures, which renders grapple frivolous. That means you need to pay extra to either change the damage type or buy the Revenge Flares unlock, which allows blocking in forward, advance, or offensive stance to fire off grapple flares and knock enemies down passively. Wild Backlash is also a good unlock for paladins, who benefit from both sides of the DS and TD debuff, but the power of Wild Backlash is tied to the unlock tier of Animalistic Fury. The problem with that is that there&#039;s almost difference in the power of the Animalistic Fury flares themselves &#039;&#039;unless&#039;&#039; you change the damage type.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy Shield]] script&#039;&#039;&#039;:&lt;br /&gt;
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The good news is that Energy Shields come in lightning flare variety off the shelf and don&#039;t need an unlock to fire off flares when blocking. (You can choose fire, ice, or impact instead if you want.) The bad news is that both their OTS versions and their unlocks are far more expensive than Animalistic Spirit or Phytomorphic Shields without a corresponding power increase. I love Energy &#039;&#039;Weapons&#039;&#039; and highly recommend them, which we&#039;ll get to below, but can&#039;t do the same for their shield version.&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic_Weapon-Shield|Phytomorphic Shield]] script:&#039;&#039;&#039;&lt;br /&gt;
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Slam dunk shield script. These have default disintegrate flares and unlock paths to simultaneously debuff enemy DS and buff your AS (or debuff TD and buff your CS if you prefer as a toggleable choice), add Disoriented status that makes it more difficult for enemy creatures to cast spells, or both. Since shield maneuvers are frequently setups for a followup weapon attack, these debuffs and status-inducing effects are just what the doctor ordered.&lt;br /&gt;
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Whether you&#039;re looking to spend exactly 10k bloodscrip and no more or for a long-term project, this is &#039;&#039;the&#039;&#039; shield script right now.&lt;br /&gt;
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===Gear Upgrades: Weapons===&lt;br /&gt;
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I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]] with more information on scripts, specifically, but I&#039;ll use this section to cover some personal favorites, flourishes, materials, and paladin-specific considerations for scripts!&lt;br /&gt;
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&#039;&#039;&#039;No script or flourish, but simply bond to a vanilla weapon&#039;&#039;&#039;:&lt;br /&gt;
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Start here. You won&#039;t have trouble finding any weapon base on the cheap and your baseline vanilla weapon will be even better than your baseline vanilla shield due to Holy Weapon and Arm of the Arkati. Again, nothing wrong with starting small; the higher exp of my two paladins actually used two plain eonake war hammers from level 10 to 100 and even for a while beyond before finally upgrading. (I do have to acknowledge that capped hunting in 2017 was a very different thing than capped hunting in 2025.)&lt;br /&gt;
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Just don&#039;t sink silver into too many upgrades on a vanilla weapon with Enchant, Ensorcell, Sanctify, or weighting; get a better baseline to build on eventually. If you really want some middle ground between a starter vanilla weapon and a long-term project piece, then I recommend checking the market and asking around, as people frequently sell vanilla-ish weapons with tons of player services on them at massive discounts when they themselves have outgrown those items and upgrade to bigger and better things. You can then turn around and sell it later when it&#039;s your time to move forward.&lt;br /&gt;
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&#039;&#039;&#039;Create or buy a perfect forged weapon&#039;&#039;&#039;:&lt;br /&gt;
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[[Forging]] your own weapon can eventually create what&#039;s known a perfect weapon, which has 6% better damage factor and +3 AvD compared to vanilla weapons of the same base. This is a time-consuming endeavor that can take weeks or potentially months, but many players find it rewarding to create a weapon that&#039;s truly their own with their crafting mark on it. Paladins are [[Forging#Profession_Modifiers|among the best at forging]]. That doesn&#039;t mean that they&#039;ll produce a perfect weapon faster than other professions after becoming masters, but rather that they&#039;re likely to become masters slightly faster than other professions.&lt;br /&gt;
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You can also potentially buy a perfect forged weapon from someone else, especially if you use fairly common weapon bases. This is a vanilla-ish path that doesn&#039;t look flashy or do anything fancy like scripts, but has comparable power to the un-upgraded version of most scripts and leaves room for expansion to add scripts or flourishes later. The lower exp of my two paladins has been using a perfect forged white ora broadsword from somewhere around the low level 30s to 3x cap. Meanwhile, the higher exp paladin upgraded from her vanilla eonake war hammers to a perfect eonake war hammer and a perfect zorchar war hammer.&lt;br /&gt;
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&#039;&#039;&#039;Start with a special material&#039;&#039;&#039;:&lt;br /&gt;
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Various ores are available at pay events to create weapons from. Let&#039;s briefly review those:&lt;br /&gt;
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* [[Adamantine]]: A much better armor or shield material than weapon material since the weapon version can only disarm or shatter an enemy&#039;s weapon when you parry. Possibly reasonable in the hands of a Parry Mastery warrior for 40k bloodscrip, but paladins don&#039;t have anywhere near their level of parrying ability.&lt;br /&gt;
* [[High Steel]]: Extraplanar bane material with 8 crit weighting and anti-Ithzir fade mechanics. There was a time when almost all capped creatures were extraplanar, but that time has been erased with Ascension hunting grounds--at least for now. Even back then, players largely didn&#039;t consider it worth the 150k bloodscrip.&lt;br /&gt;
* [[Kroderine]]: You can&#039;t bond to it with Holy Weapon, making it an automatic non-starter for paladins even disregarding its other disadvantages like being impossible to Enchant, Ensorcell, Bless, or Sanctify. Other professions sometimes regard kroderine weapons as a neat budget way to get triple dispel flares for 30k bloodscrip, but paladins simply have better options in their own toolkit.&lt;br /&gt;
* [[Low steel]]: A high-end expensive option at 300k bloodscrip that inflicts a damage over time (DoT) psychic flare that deals damage and inflicts RT. Any enemy that gets hit by this flare is basically dead--not literally so, but I mean that it&#039;ll be so stalled out in RT that you&#039;ll essentially have won. The cost is steep, but the power is immense. Again, though, you could just be using your own double plasma flares for free, so there&#039;s a question of how much power you need and at what price.&lt;br /&gt;
* [[Pure coraesine]]: I&#039;ve never heard of anyone even attempting to use this with a paladin, which makes sense because I don&#039;t see why they would. Even assuming you can bond to pure coraesine with Holy Weapon, which I&#039;m not certain you can since it&#039;s not blessable, you wouldn&#039;t get your double plasma flares since it has innate air flares that are weaker. It also takes up the script slot. If that&#039;s not enough, it&#039;s also 400k bloodscrip, which means you could have been getting low steel instead with bloodscrip to spare!&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. The weapon version of this is even better than the shield version, which is already a lot better than the armor version, since weapon attacks are the bulk of your offense. Low steel might be even more powerful still, but unlike with low steel, you can stack the rusalkan flares &#039;&#039;and&#039;&#039; your own double plasma flares from Consecrate. It&#039;s a close call.&lt;br /&gt;
* [[Vethinye|Starsong, AKA vethinye]]: A 100k raikhen base cost material that flares disruption. Like rusalkan, the flares are in the material slot, which means you still get your plasma flares! Starsong can be upgraded up to twice for 150k raikhen per upgrade, which can make it flare disruption up to one extra time per upgrade. Fully upgraded, it flares disruption 1 to 3 times; if there&#039;s only one creature against the room, all three flares would hit the same creature, but if there&#039;s more than one, then additional flares would hit other creatures. I&#039;d say the highest value bang for your buck here is the basic 100k flare, but it&#039;s still behind the value proposition of scripts... which in turn are behind the value proposition of perfect forged weapons, which in turn are behind the value proposition of basic weapons. Free is infinitely cheaper than non-free, but non-free isn&#039;t infinitely stronger than free. Ultimately, everything has to be evaluated through the lens of what you want from your endgame weapon and how much you&#039;re willing to spend to get it. If scripts seem expensive to you, starsong probably isn&#039;t the way. If they seem reasonable to you, then consider starting here. If scripts seem &#039;&#039;cheap&#039;&#039; to you, then perhaps look at the more expensive materials like low steel or xazkruvrixis just below...&lt;br /&gt;
* [[Xazkruvrixis]]: The most expensive option at 500k bloodscrip, but this is even more imposing than low steel because its flares simply cause instadeath. That&#039;s it! It takes up the flare slot, so you won&#039;t get your own double plasma flares, but this is obviously better; the question is whether it&#039;s 500k bloodscrip better, which is your call.&lt;br /&gt;
* [[Zelnorn]]: An excellent material for armor and shields, but a terrible material for weapons because it works in reverse: it trades half of the &#039;&#039;AS&#039;&#039; of its enchant for extra &#039;&#039;DS.&#039;&#039; An easy skip that&#039;s not worth 50k bloodscrip.&lt;br /&gt;
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Whether you&#039;ll be using forging, materials, neither, or both, let&#039;s move on and look at the script options!&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
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Incredible variety of flavor messaging makes this script very popular among all professions! The default grapple damage type isn&#039;t particularly deadly on its own, but does frequently knock creatures down, which makes for excellent followups. If you find that you tend to lead off battles with [[Repentance (1615)|Repentance]] or [[Judgment (1630)|Judgment]] (or, for that matter, [[Web (118)]]), then the grapple type will be redundant and you might be better served elsewhere; however, if you tend to lead with [[Aura of the Arkati (1614)]], it can be very useful. You can also convert the dmaage type of Animalistic Spirit, though that&#039;s an extra expense.&lt;br /&gt;
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Wild Backlash is at its best here because paladins can benefit from both sides of its DS and TD debuff. However, the strength of the debuff depends on upgrading Animalistic Fury, which won&#039;t be an appreciable power increase on its own unless you&#039;ve also changed Animalistic Fury&#039;s damage type. That said, if you do change the damage type, upgrade Animalistic Fury, and unlock Wild Backlash, all of that also comes together to kick Revenge Flares up a notch. I said with Animalistic Spirit &#039;&#039;armor&#039;&#039; that Revenge Flares weren&#039;t at their best, but the armor version is only for evade while the weapon version works with evade and parry--plus the weapon version incorporates the Wild Backlash debuff.&lt;br /&gt;
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Despite a high ceiling of how much you can spend, the entry point is only 10k bloodscrip and the a la carte unlocking paths make upgrading in the future easy and flexible. Still, I&#039;d say paladins have an even better script option from the same creator, so see Phytomorphic Weapons below.&lt;br /&gt;
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&#039;&#039;&#039;[[Blink_weapon|Blink Weapon]] script&#039;&#039;&#039; (price: 750k bloodscrip):&lt;br /&gt;
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Extremely expensive, but almost certainly the most powerful option for any one-handed paladin weapon and even some of the faster two-handed ones. It adds the chance to shoot even more spells out of your weapon while swinging it; compared to the spell infusion from paladin bonding itself, the upsides are that it can even fire off AoE spells like Judgment and doesn&#039;t require recharging, but the downside is that it&#039;s only a flare chance instead of guaranteed on demand.&lt;br /&gt;
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Most paladin players reading this guide because they need advice probably shouldn&#039;t be thinking about Blink Weapons for years, if ever, but I can&#039;t judge if you have tons of disposable income and want immense power immediately!&lt;br /&gt;
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&#039;&#039;&#039;[[Briar_flare_items|Briar Weapon]] script&#039;&#039;&#039; (price: 350k to 360k bloodscrip for T3 (don&#039;t get T1 or T2, which are basically just more expensive grapple flares)):&lt;br /&gt;
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T3 Briar Weapons have grapple flares with a much higher damage ceiling than ordinary grapple flares (including the ones from Animalistic Spirit), also poison the enemy, and furthermore charge an internal counter for an activated ability that gives two minutes of +25 AS. In practice, they recharge so quickly that they usually amount to always having the AS boost.&lt;br /&gt;
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Paladins already have some of the game&#039;s highest AS, so Briar Weapons can be your path to jaw-dropping overkill AS. In practice, it&#039;s usually not a significant mechanical difference, but more for fulfilling a personal need to have the highest number possible. The cost is also high enough that Briar Weapons are another case where most paladin players reading this guide probably shouldn&#039;t be considering them for a long while, if ever.&lt;br /&gt;
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&#039;&#039;&#039;[[Coraesine_Relic|Coraesine Relic]] script&#039;&#039;&#039; (price: 750k bloodscrip):&lt;br /&gt;
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Another alternative to Blink as the strongest possible paladin option. Coraesine relics can flare to swing up to five extra times, though each extra swing consumes 10 stamina and 10 mana until you run out (at which point it won&#039;t be making extra swings). These extra swings are even more powerful for paladins than almost all other professions because of all the extra flares you can get going!&lt;br /&gt;
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In scenarios like boss battles, this is definitely the most burst damage you&#039;ll find anywhere. In normal hunting that lasts longer than a few minutes, though, those costs of stamina and mana are very real and will need support from enhancives and Ascension. Some people will swear by coraesine relics, but I definitely side with Blink Weapons out of the two 750k options.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
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Energy Weapons are one of the only scripts that can come with lightning flares off the shelf, making them an extremely powerful budget option. (You can choose fire, ice, or impact instead if you want.) Their upgrade path also potentially has more raw power than comparable scripts, but less versatility. Energy Weapons have three power modes: standard, drained, and surged. You can ignore drained and surged if you want and just stick to conventional flare power. If you&#039;re willing to try the other two, then you can use the weakest form, drained flares, to store energy to unleash the strongest form, surged flares on demand when you need them.&lt;br /&gt;
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I highly recommend Energy Weapons if you&#039;re looking for something that delivers sheer power off the shelf without going wild on spending, but aren&#039;t a TWC paladin. (If you are a TWC paladin, see Twin Weapons further below.) Higher unlock tiers remain an option because they do improve the power, but only moderately so. If you&#039;re willing to spend a bit more than the 10k OTS cost, but not tons more, then maybe see Knockout/Skullcrusher or Phytomorphic Weapons below.&lt;br /&gt;
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&#039;&#039;&#039;[[Iasha_white_ora_weapon|Iasha Weapon]] script&#039;&#039;&#039; (price range: doesn&#039;t matter because you shouldn&#039;t buy it):&lt;br /&gt;
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I&#039;m only bringing this up to explain that it&#039;s a trap. It&#039;s cheap and it might look aimed at paladins, but Iasha will cut you off from using your own toolkit&#039;s flares in Consecrate or Holy Weapon, which are free, more powerful, don&#039;t add gear difficulty, don&#039;t take up the script slot, and don&#039;t require that the weapon remain white ora forever.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. If you&#039;re using a blunt weapon, it doesn&#039;t get much more powerful than this without costing a ton by getting into Blink Weapon territory. (Honestly, I&#039;d take Knockout over Briar Weapon on a paladin despite the latter costing three and a half times as much. Briar is at its most efficient for archers, where +25 is a greater percentage boost.)&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than Animalistic Spirit. Some people pick Animalistic Spirit for their handwear or footwear and Knockout for the other.&lt;br /&gt;
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As for Skullcrusher, see everything I just said about Knockout, because these are mechanically identical and cost the same, but go into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; a script if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Blessings, Religion, or Summoning&#039;&#039;&#039; (price: 400k bloodscrip):&lt;br /&gt;
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This is another very high end offering that&#039;s at the peak of power, this time in the realm of flourishes. While normal flares have a 20% rate, Lore Flares start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. Blessings Lore Flares deal the always-favored lightning damage and increase AS by 10 for 10 seconds, allowing stacks of up to three without refreshing the duration. Religion Lore Flares deal plasma damage and heavy damage over time (DoT) afterward, but only hit the undead. Summoning Lore Flares deal plasma damage and moderate DoT that&#039;s weaker against the living and stronger against the undead.&lt;br /&gt;
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Paladins like all three of their spiritual lores, so reaching 171 ranks in one of them requires either a hefty tradeoff of other lores or heavy investment via enhancives and Ascension.&lt;br /&gt;
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Blessings is pretty clearly the strongest for paladins. Still, as great as lightning is, it&#039;s not such an enormous margin over plasma that it should necessarily throw you off of Summoning if you were training that for the lore&#039;s core benefits. Religion Lore Flares are a bit difficult to justify unless you&#039;re certain you almost exclusively hunt undead. Both of my paladins favor Religion lore because I like the core benefits, but if I were to spend on Lore Flares, then I&#039;d go with Blessings anyway for the versatility of hitting everything.&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic_Weapon-Shield|Phytomorphic Weapons]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit script that you can tailor to your liking by altering its messaging with foraged plants. This comes with a default disintegrate damage type, which, while not amazing like lightning, is perfectly suitable for almost all creatures other than water elementals.&lt;br /&gt;
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Phytomorphic Weapons&#039; unlockables are what really make them shine! Deciduous Decay makes its flares simultaneously debuff enemy DS and buff your AS--or, if you prefer, it can debuff enemy TD and buff your CS. You can toggle which one it does. As good as Animalistic Spirit&#039;s Wild Backlash is, this is the even stronger version in most cases due to being able to specialize in the exact needs of your hunting ground, playstyle, and training. Arboreal Agony makes the flares also have a chance to add Disoriented status that makes it more difficult for enemy creatures to cast spells. Stopping creatures from casting spells is one of very few things that the paladin toolkit isn&#039;t inherently good at.&lt;br /&gt;
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If you&#039;re looking to spend exactly 10k bloodscrip and never any more no matter how long you play, then my recommendation remains with Energy Weapons. However, for anyone else looking into the midrange of a low entry point that has room to grow, the a la carte unlocks and high ceiling earn Phytomorphic Weapons a top recommendation from me for any non-TWC paladin. (Still high honors for TWC paladins, for that matter, but up next is my preferred pick for them!)&lt;br /&gt;
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&#039;&#039;&#039;[[Twin Weapons]] script&#039;&#039;&#039; (price range: 7.5k to 117.5k bloodscrip per weapon (minimum 15k total to start)):&lt;br /&gt;
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With the caveat that Twin Weapons are for Two Weapon Combat only, they&#039;re uncontested as the best bang for your buck. Like Energy Weapons, these offer lightning flares off the shelf, which is already an immediately strong starting point. (You can choose fire, ice, or impact instead if you want.) Unlike Energy Weapons, the main hand Twin Weapon has one of the best script perks in the game: the ability to flare an entire second swing of your weapon! (Before you start picturing that these are coraesine relics at 2% the price, not quite. The second swing rate ranges from 1% to 7% depending on the unlock tier. On the bright side, unlike coraesine relics, there&#039;s also no mana or stamina cost.)&lt;br /&gt;
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Twin Weapons also have various other perks of temporarily raising AS, DS, or TWC skill. They also have a pretty flexible upgrade path that allows only upgrading the main hand weapon or the offhand weapon depending on which perks you prefer instead of having to spend equal amounts on both. (The main hand perks are far more powerful because of the double swing.)&lt;br /&gt;
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All of this said, I&#039;m talking about sheer power. That&#039;s where Twin Weapons can&#039;t be bested without spending five to fifty times as much. If you want versatility, you might still prefer Phytomorphic, which is completely reasonable.&lt;br /&gt;
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&#039;&#039;&#039;Miscellaneous alternatives: [[Duskbringer_weapons|Daybringer or Nightbringer]], [[Parasitic_Weapon|Parasitic Weapons]], or [[Sprite_Weapon|Sprite Weapons]] scripts&#039;&#039;&#039;:&lt;br /&gt;
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I&#039;d describe this trio of scripts as wonderfully flavorful options. Mechanically, compared to other options in their off the shelf form with no upgrades, they&#039;re about as strong as Phytomorphic Weapons and stronger than Animalistic Spirit due to better damage types, but less strong than Energy Weapons (and especially Twin Weapons for TWC paladins). Where they fall a bit behind is that their upgrade paths are completely linear, bundling aspects into the cost that you might not necessarily want. Still, if you love the flavor of these scripts, I don&#039;t think you can go wrong with any of them. They&#039;re not the best of the best, but they&#039;re still in the ballpark.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. For example, buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, despite the name, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout or Skullcrusher adds 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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Paladins&#039; own profession service is great for just about every profession and even better for paladins themselves!&lt;br /&gt;
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From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.) These flares randomly deal rank 1-7 crits; however, as a paladin-only benefit, there&#039;s a 20% chance that the flare will instead randomly rank 5-9 crits, which is a giant power boost on average. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Second tier Battle Standards create an aura that fires off attacks at nearby creatures every 10 seconds or so for 3 minutes. I mention them here because they have quite a long cooldown until your standard is upgraded to at least tier 5, at which point it&#039;s a mere 15 minutes--basically once per hunt!&lt;br /&gt;
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Lastly, fifth tier Battle Standards can reduce incoming crits while retaliating with an SMR-based flare and sixth tier Battle Standards offer a once-per-day activated ability to &#039;&#039;always&#039;&#039; reduce incoming crits and flare back for the next 30 seconds.&lt;br /&gt;
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Just looking at the above, I could still make the case that Battle Standards are still better for faster attacking professions and builds like monks, bards, and wizards. However, what cinches the deal for paladins is that, as long as they do the most recent cast on their own Battle Standard, it never runs out of charges. In other words, Battle Standards are a permanent upgrade for paladins themselves, but an upgrade with semi-regular upkeep costs for other professions. That&#039;s an enormous difference with this much power!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Every paladin will want one of these sooner or later. Tier 5 at minimum, but tier 6 if you like that ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith_(1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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Bloodstone Jewelry is another great buy for paladins because they get good benefits out of health since they take lots of hits, great benefits out of mana since they cast lots of spells, and great benefits out of stamina since they use lots of maneuvers! They&#039;re truly the total package for paladins.&lt;br /&gt;
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(Caveat: If the paladin is mostly trying to play like a warrior and rarely uses spells, then I&#039;d recommend just buying stamina regen enhancives instead for much cheaper. So much of what makes Bloodstone Jewelry good for paladins is the assumption that they&#039;ll use all three resources out of health, mana, and stamina.)&lt;br /&gt;
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The extra health damage at the fifth tier is another good selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it affects every attack instead of 20% of attacks. On average, you&#039;ll get the Major Bleed effect after every 8.3 attacks.&lt;br /&gt;
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As for the temporary healing, paladins can also make better use out of that than almost all other professions other than warriors and maybe Kroderine Soul monks. TWC paladins or two-handed paladins will get more value than shield paladins, who take fewer hits, but even the latter will still appreciate a mid-hunt refresh!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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For paladins, Bloodstone Jewelry is the second best of the charging-based services. (Not counting Battle Standard since it won&#039;t &#039;&#039;be&#039;&#039; charging-based for the paladins themselves.) Get it some time after you&#039;re done with Lucky Items. More on those below!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like many of the most recent profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for paladins? Well... &amp;quot;not very&amp;quot; would be my answer. The combat-oriented perks only offer tiny improvements to things that paladins already range from good to incredible in. (By contrast, casters see excellent benefit from things like FOF defense and the myriad bonuses to maneuver defense.) That leaves the utility perks like  Swift Recovery and finding children for bounties, but that&#039;s a bit niche for how much it costs.&lt;br /&gt;
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Poisoncraft is typically a selling point for melee characters, but paladins already have tons of flares even without it. I&#039;m a huge advocate of creating more screen scroll, but, in the spirit of being responsible with your silvers, I can&#039;t seriously argue for Poisoncraft unless you&#039;ve already exhausted all or almost other avenues of flares.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Think about Poisoncraft far down the road when you have so many silvers you don&#039;t know what to do with them. Other than that, I can&#039;t justify it for paladins.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves AS while enchanting armor or shields improves DS. The most straightforward of all services and still one of the best! Paladins already have great offense and defense, but making it even greater certainly can&#039;t hurt when it&#039;s their bread and butter.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your gear up to +30. It gets expensive afterward and paladins have the offense and defense for +35 to arguably be excessive and to &#039;&#039;definitely&#039;&#039; be heavily diminishing returns, but if you have to spend silver on something eventually, further enchanting remains an option.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling weapons adds a flare chance for either an AS boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong, but the flares give AS boosts most of the time, which is merely alright for paladins mechanically.&lt;br /&gt;
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Ensorcell evenly scales up its AS bonus; a fifth tier (T5) Ensorcell increases AS by 25 while a first tier (T1) increases AS by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15. For that reason, I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy; you already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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That said, people subjectively place different values on numbers going up, so some players will want T5 Ensorcell for the AS boost! Paladins also have the option of learning the [[Tainted Bond]] maneuver, which effectively doubles the efficiency of Ensorcell by making sure that, if it triggers on an attacks, it&#039;ll also trigger on the next attack. If you do decide on T5 Ensorcell, just make sure to get most or all of your enchanting and sanctification done first since ensorcelling adds much more gear difficulty than the other two gear services.&lt;br /&gt;
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As for Ensorcelling armor and shields, that improves CvA, which isn&#039;t exactly a major paladin weakness, but also isn&#039;t so much of a strength that there&#039;s no merit to it. I wouldn&#039;t prioritize it at all compared to many other services, but it&#039;s probably worthwhile eventually. Like with weapons, though, try to save Ensorcell for last.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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At least T1 Ensorcell on weapons, but I can&#039;t necessarily criticize T5 either. Just don&#039;t go to T5 Ensorcell before Sanctify (if you intend to do Sanctify) or the latter will get excessively expensive due to Ensorcell&#039;s gear difficulty. As for armor and shields, get T5 for them over a very long time horizon.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible. When maxed out, they have a 20% chance of rolling every combat action that you and every combat action taken against you to take the better of two rolls. In case that&#039;s too abstract to understand, the point is that they improve virtually every offensive and defensive aspect of combat.&lt;br /&gt;
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It&#039;s like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue from at least &#039;&#039;&#039;three perspectives&#039;&#039;&#039; that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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The least exciting perspectives (which is saying something because it&#039;s still extremely exciting!) is to say that, on average over an infinite number of combat actions, they&#039;re 3 better than they would have been. In other words, on average, 3 more AS, 3 more DS, 3 more CS, 3 more TD, 3 more SMR offense, and 3 more SMR offense. It really is a lot of benefit from a single item!&lt;br /&gt;
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The most exciting perspective involves considering best case scenarios like your offensive 1 roll becoming a 100 roll or an enemy&#039;s open roll SMR instadeath attack becoming a normal roll that doesn&#039;t even connect. While these events are comparatively rare, they do happen more often than you might think due to how many combat actions you see in a typical day of hunting.&lt;br /&gt;
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The middling perspective involves looking at probabilities. There&#039;s roughly a 5% chance that an enemy SMR attack will be an open roll. To put that in perspective, it&#039;s more likely that not (a ~51.23% chance) that you&#039;re going to get open rolled within 14 enemy SMR attacks. However, with a maxed out Lucky Item, it&#039;s only more likely than not (a 50.04% chance) that you&#039;re going to get open rolled by the time creatures have thrown &#039;&#039;17&#039;&#039; SMR attacks at you. Looking at it another way, let&#039;s say creatures throw exactly 20 SMR attacks at you. Under normal conditions, there&#039;s a 64.2% chance that at least one of them will have been an open roll; with a maxed Lucky Item, it&#039;s only a ~55.8% chance.&lt;br /&gt;
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Even if you ignore a best case scenario like turning an open roll into an outright miss, it&#039;s still a &#039;&#039;great&#039;&#039; case scenario to turn an open roll into a non-open roll--and that&#039;ll happen a lot!&lt;br /&gt;
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Even better yet, that the benefit of Lucky Items is so abstract and mathematical that many players don&#039;t actually understand it (nor does the game openly show what &#039;&#039;would&#039;&#039; have happened if not for the Lucky Item), so you can almost always get away with paying extremely little for a ludicrously powerful service.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Simply fantastic service for paladins, especially at the prices you&#039;ll probably pay.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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The benefits of +5 bonus to a stat are moderate at best for paladins. Standout options include:&lt;br /&gt;
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* Strength to increase AS and decrease encumbrance (particularly notable for small races)&lt;br /&gt;
* Agility or Dexterity to reach an Agidex threshold (Agility gives more maneuver defense, but Dexterity gives crit weighting)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to increase CS&lt;br /&gt;
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That&#039;s for now. &#039;&#039;&#039;In the future,&#039;&#039;&#039; Mystic Tattoos are going to get a significant buff; at the time of this writing, the current proposal is that you&#039;ll also be able to pick a skill to get +10 bonus to, have flares to double the stat and skill bonus, have a cooldown-based activated ability to double the stat and skil bonus, and ignore enhancive limits. When such time comes, recommended skills include weapon skills, Combat Maneuvers, or lores.&lt;br /&gt;
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For now, Mystic Tattoos are fine for paladins, albeit not a priority.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Pick it up on the cheap when you can and after getting many other services and gear upgrades.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area. There&#039;s a case to be made for getting one or two resistances worked on pre-cap, but I&#039;d usually say that pre-cap creatures aren&#039;t deadly enough on average to make it a priority.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds. Before cap, think about it if you can get it cheaply or know that you&#039;ll be dealing with a specific damage type for a long while.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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On a weapon, the first five tiers of Sanctify add AS against undead while the sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit. The first five tiers also negate undead damage resistance, but that&#039;s generally irrelevant on a paladin weapon because Holy Weapon or being a holy armament already eliminates that; it would only help something like a Two Weapon Combat paladin wielding a non-holy offhand weapon.&lt;br /&gt;
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On a shield or armor, the first five tiers of Sanctify add DS, TD, and sheer fear protection against undead while the sixth tier once again adds a holy fire flare. The sheer fear protection is minimally useful since paladins already have their Dauntless spell, so even without being in Voln nor having Sanctify, they&#039;d need to be hunting undead fourteen or more levels higher to get hit by fear in the first place. That&#039;s not happening outside specific Ascension hunting grounds.&lt;br /&gt;
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For weapons and shields, the sixth tier of Sanctify is amazing because the holy fire flares are extremely powerful if you spend any time at all hunting undead. The question is just whether you&#039;re willing to pay for the subdued value of the first five tiers to get there. 10 AS, 10 DS, and 6 TD aren&#039;t nothing, but like I keep saying, paladins don&#039;t have trouble with sheer AS or DS numbers even without.&lt;br /&gt;
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For armor, the reactive holy fire flares are still good if you get a lot. They&#039;re a bit better on non-shield paladins who take more hits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Paladins get comparatively less benefit from the main tiers than most professions due to already having holy weapons, so, in my opinion, either commit to seeing through the entire holy fire path for the awesome flares at the end of the rainbow or don&#039;t bother sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
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Crit weighting is always a great buy for melee characters, especially up to the 5 CER (50 services) mark. Afterward, scaling costs kick in and it&#039;s twice as much per CER to 10, then three times as much (as the original rate) per CER to 15, four times as much per CER to 20, and ten times as much per CER to 40. That&#039;s all notwithstanding the added gear difficulty; 10 CER is just 100 gear difficulty, but 15 is 225, 20 is 400, and it adds up fast. Many people stop at 10 CER, if that high, for pragmatic reasons.&lt;br /&gt;
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As for paddings, paladins join warriors as are one of the two professions that can get pretty good use out of crit padding and damage padding alike. The benefits of crit padding are obvious in just reducing instadeath one-shots or hard hits that begin death spirals, but damage padding needs more elaboration. With paladins&#039; redux and full plate, they don&#039;t take extremely hard individual hits all that often, but the first 5-6 CER of damage padding can save them from getting plinked to death by enemy mstrikes.&lt;br /&gt;
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5 CER of damage padding is a reasonable stopping point due to scaling costs above there; 6 CER of damage padding is also reasonable because it always reduces exactly 6 damage per hit, but 7 or more CER randomizes between 6 and its maximum range. For example, if you have 7 CER damage padding, the game will reduce 6 damage half the time and 7 damage half the time; if you have 10 CER damage padding, it&#039;ll reduce a hit by 6, 7, 8, 9, or 10 damage each 20% of the time. Some players don&#039;t like the psychology of knowing they&#039;re not always getting full value. You can still do it if you have silver to burn, though!&lt;br /&gt;
   &lt;br /&gt;
Whatever you decide on weighting and padding, it&#039;s still almost always cheaper to wait for the automated WPS smithy that comes around every couple of months than to pay warriors. It is, however, &#039;&#039;faster&#039;&#039; to pay warriors, so it depends on your patience level.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Get weighting and padding and get it pretty, but probably not from warriors unless unless a friend or alt is providing it for free or near-free. Use the much more affordable WPS wagon and get to at least 5 CER on your weapon and armor.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Enchant gear up to +30 quickly&lt;br /&gt;
* Battle Standard up to P3 as soon as you&#039;re capable of doing it&lt;br /&gt;
* Ensorcell weapon to T1 relatively quickly&lt;br /&gt;
* Weighting to 5-10 CER over time, but start early (via WPS wagons, not warriors)&lt;br /&gt;
* Padding to 5-6 CER or even 5-6 CER of each type over time, but start early (via WPS wagons, not warriors)&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Either Sanctify weapons and armor all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Bloodstone Jewelry when you can spare funds and still handle all of the above&lt;br /&gt;
* Battle Standard up to P5 as soon as you&#039;re capable of doing it&lt;br /&gt;
* Mystic Tattoo when you can spare funds and still handle all of the above&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly enchant gear past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell armor over time, if ever&lt;br /&gt;
* Sanctify armor very far post-cap when hunting Ascension grounds&lt;br /&gt;
* Slowly Ensorcell weapons past T1 over time, if ever&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Congratulations, you&#039;ve got two or even three caps worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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When you should start heavily devoting a percentage of exp into [[Ascension]] Training Points is a matter of great debate that&#039;s beyond the scope of this guide. &#039;&#039;Within&#039;&#039; the scope of this guide, however, is the question of what you do with them whenever you&#039;ve started.&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So, whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Reduced RT at various Agidex thresholds, increased maneuver defense every two ranks, increased evade chance, and between +0.6225 DS (full plate with no shield) and +0.33615 DS (full plate with tower shield) in offensive per two ranks. Highly recommended for aelotoi, dark elves, forest gnomes, half-elves, sylvans, erithians, or humans since their natural, unenhanced Agidex is a mere 6 bonus away from the next reduced RT threshold. Split gains between Agility and Dexterity for the most efficient path.&lt;br /&gt;
* &#039;&#039;&#039;Blunt/Edged/Polearm/Two-Handed Weapons&#039;&#039;&#039;: +1 AS per rank. Get it if you like numbers going up, but I&#039;d argue that at least the first four ranks of Dexterity and first 10-20 ranks of Stamina Regeneration are actually better for offensive power.&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 AS per two ranks and increased maneuver offense and maneuver defense every rank (but half as much defense increase as Agility, so basically the same rate per two ranks). A solid pickup after sinking 5-50 points each into more important things like your weapon skill, Agidex, and Stamina Regeneration.&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Reduced RT at various Agidex thresholds, increased crit weighting, and increased maneuver defense every two ranks (but half as much increase as Agility). Highly recommended for all paladins this time due to the weighting, but still &#039;&#039;even&#039;&#039; more recommended for the races listed under Agility due to the reduced RT threshold. Split gains between Agility and Dexterity for the most efficient path.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: Increases evade chance and adds between +0.6225 DS (full plate with no shield) and +0.33615 DS (full plate with tower shield) every rank. Note: that&#039;s every one rank, not every two ranks like Agility. Improving Dodging is more one-dimensional than improving Agility, but it&#039;s at least worth considering. It&#039;s probably more worthwhile for a dwarf or giant paladin than most other races since they take a minor hit to DS from their race-based Agility penalties, but even then, I&#039;d personally rather just take Agility for its more multifaceted benefits even though the DS gains are  slower.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: Get it for exp whenever you get bored of the diminishing returns grind of having trained other Common Ascension skills. Aelotoi, dwarves, erithians, forest gnomes, halflings, and humans might want to pick this up sooner than others; Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, so 35 Logic bonus is an especially attractive target as a multiple of both. These races&#039; natural Logic boost brings them to 30 already, so 15 ATPs into Logic gets them to the 35 mark.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction of 2 pounds per rank. Definitely one to at least to consider for sheer QoL if your paladin isn&#039;t a giant, half-krolvin, or dwarf who can carry things for days.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: Another option for increasing DS, this time at 0.433 DS per rank for a tower shield or 0.383 DS per rank for a large shield. The best DS gains you&#039;ll get out of Ascension, though it&#039;s a pretty one-dimensional benefit to most other things&lt;br /&gt;
* &#039;&#039;&#039;Spirit Mana Control&#039;&#039;&#039;: This is here for one reason only: spell infusion with high mana cost spells. Every 2 SMC bonus lets your bonded weapon hold 1 more mana over the baseline of 30. The unenhanced paladin max of 201 SMC bonus holds 130 mana, which is good for 8 charges of Repentance, but putting 13 ATPs into 9 ranks of SMC brings that up to 9 charges, reducing the amount of time you&#039;d have to spend refreshing your bonded spell.&lt;br /&gt;
* &#039;&#039;&#039;Spiritual Lores&#039;&#039;&#039;: I can only give general advice here: look into your spells and figure out if any thresholds are close enough to be quick wins from doing some Ascension training. Definitely max out lores with normal exp before even considering this route in Ascension, though.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: The most universally powerful option. Meeting Agidex thresholds is still more powerful for the races who can do that, but 10-20 ranks of Stamina Regen adds a degree of combat flexibility that will make far more of a difference than the equivalent in AS would.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 AS per two ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks. You also need 31 or more Strength bonus for the CLENCH MUSCLE command to show off your powerful muscles! For most races, I&#039;d put this in the same tier of value for your ATPs as Combat Maneuvers; you&#039;ll want it eventually, but many other things are more important. Gnomes and halflings might want Strength a lot sooner than most, though.&lt;br /&gt;
* &#039;&#039;&#039;Wisdom&#039;&#039;&#039;: Great for helping spells land in Ascension areas, but unnecessary in non-Ascension capped hunting. If you want it, you&#039;ll know you want it.&lt;br /&gt;
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I&#039;ll also give &#039;&#039;&#039;Trading and Influence&#039;&#039;&#039; their own segment since it&#039;s complicated. The following assumes that A) you&#039;ve already maxed Trading in normal exp (if you haven&#039;t, do that instead since it&#039;s much cheaper exp-wise) and B) you took my advice and tanked Discipline or Intuition, not Influence.&lt;br /&gt;
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* Half-elves and giants can put a mere 4 ATPs into 4 ranks of Trading to max out silver gains at 28%.&lt;br /&gt;
* Sylvans and humans can spend 13 ATPs total across 7 ranks of Trading and 4 ranks of Influence to max out at 28%.&lt;br /&gt;
* Aelotoi, burghal gnomes, dark elves, forest gnomes, halflings, and half-krolvin can put a mere 2 ATPs into 2 ranks of Trading to bump up to the next tier of silver gains! ...though the bad news is that that next tier is &#039;&#039;27%&#039;&#039;, not 28%, due to their Influence penalties. Getting them to 28% requires 18 ATPs total across 11 ranks of Trading and 6 ranks of Influence.&lt;br /&gt;
* Dwarves are the worst off here, as they&#039;d need 9 ATPs total across 5 ranks of Trading and 4 ranks of Influence to reach 27%. For 28%, it&#039;s 41 ATPs total across 15 ranks of Trading and 8 ranks of Influence.&lt;br /&gt;
* Elves and erithians reach 28% with no Ascension Trading or Influence. In fact, they can even stop normal exp Trading itself at 201 ranks instead of 202.&lt;br /&gt;
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Now that we&#039;ve covered all the Common Ascension skills, let&#039;s move on to the big Elite Ascension skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is the Goal&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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After you&#039;ve spent 150 ATPs in Common, you can begin spending 10 or more ATPs per rank of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;usually relevant to paladins in green&amp;lt;/font&amp;gt; and &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;possibly&#039;&#039; relevant to paladins in blue&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* Automatic Success of Certain Spells&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* UC - Tier Up Probability&lt;br /&gt;
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Let&#039;s break these benefits down further since they range from minor to major.&lt;br /&gt;
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* Increased CS is a big one. Non-Ascension capped hunting and pre-cap hunting doesn&#039;t assume that paladins are heavily pushing spell training, so creatures are designed to be pretty easily hittable. Ascension creatures live in a very different world, metaphorically speaking, and you&#039;ll want all the CS you can get.&lt;br /&gt;
* Improving EBP is a great defensive benefit. Offensively, it&#039;s a bit less potent since paladins already have Aura of the Arkati to debuff enemy EBP, but this is still good!&lt;br /&gt;
* More FOF defense is helpful since paladins are frontline tanks, but don&#039;t have a natural 2x MOC cap to mitigate as much DS pushdown from swarms as warriors and monks do.&lt;br /&gt;
* Sheer fear resistance isn&#039;t useful to paladins pre-cap because undead need to be at least 14 levels above them to inflict it due to Dauntless--or 17 levels above if they&#039;re Voln paladins. Ascension hunting in the Hinterwilds actually has undead that spawn anywhere from level 103 to 119, though, which means that a non-Voln paladin either needs tier 5 sanctified armor or some Transcend Destiny to avoid sheer fear entirely. Even a Voln paladin still needs tier 2 sanctified armor (or a tier 4 sanctified shield) or Transcend Destiny to avoid it. Other Ascension areas&#039; undead aren&#039;t quite that high level, though, so I&#039;ve only highlighted this Transcend Destiny benefit in blue.&lt;br /&gt;
* Paladins have plenty of SMR-based offense to capitalize on with Transcend Destiny: their combat maneuvers, shield maneuvers, Excoriate, and 1650 Smite.&lt;br /&gt;
* Paladins don&#039;t have plenty of SSR-based offense; in fact, they have none. However, the Voln society does have the extremely powerful Symbol of Sleep, so I highlighted this in blue.&lt;br /&gt;
* TD is another big benefit in the post-cap world of spell sever, where paladins--and everyone else--will get hit by enemy CS spells regularly. Even though paladins can just beseech away most hard hits, it&#039;s better not to get hit if they can help it!&lt;br /&gt;
* Better offhand hit rate for Two Weapon Combat against overleveled creatures is another excellent benefit in the Ascension world. Ordinary 202 max TWC ranks allows guaranteed offhand hits against up to level 105 creatures, but they do get much bigger than that now!&lt;br /&gt;
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Transcend Destiny is a slog after the first few ranks, no doubt, but every rank is a huge payoff. When the time comes, train it and love it!&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
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* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
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The bolt AS is near worthless, but the CS is alright for making some spells land a little more reliably. Other CS-related Gemstone properties are much stronger, though! Fine placeholder property as you look for better ones.&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
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Pretty good reactive AoE flare since many paladins take a lot of hits (though shield paladins take less of them than TWC or two-handed paladins). I wouldn&#039;t necessarily recommend keeping this in the long run, but it&#039;s a solid placeholder. (Please note that a rank 2 critical isn&#039;t the same as a rank 2 wound; almost all rank 2 criticals only deal rank 1 wounds.)&lt;br /&gt;
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&#039;&#039;&#039;Channeler&#039;s Edge&#039;&#039;&#039;&lt;br /&gt;
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 When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
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Now we&#039;re talking real CS-related benefits! This is basically 333% as powerful an effect as Arcane Intensity for the purposes of Templar&#039;s Verdict, Repentance, and Judgment, assuming your spell does land. Arcane Intensity &#039;&#039;is&#039;&#039;, however, infinitely more powerful for the purposes of Aura of the Arkati, which only cares about whether the spell connects at all.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
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 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
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Excellent property if you ever use Wall of Force and even better still if you &#039;&#039;also&#039;&#039; use Faith&#039;s Shield.&lt;br /&gt;
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&#039;&#039;&#039;Focused Storm&#039;&#039;&#039;&lt;br /&gt;
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 You gain a Focused Storm effect for each kill. Stacks up to 3 times. When your warding spells are successful, the endroll is increased by 2/3/4 per Focused Storm effect. Focused Storm falls off after 30 seconds without making a kill.&lt;br /&gt;
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120% as good as even Channeler&#039;s Edge since now the phantom endrolls go to +12 instead of +10. If you&#039;re looking to boost your magical power (which not every paladin is!) because you cast Judgment or Repentance a lot, this is a top tier among Common Gemstone properties.&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Defender&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
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Straightforward defense boosts. I don&#039;t think paladins need much more in the way of defense, but if you want to keep tiptoeing toward invulnerability, this is one option!&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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Straightforward physical offense boost. It&#039;s not going to knock your socks off, but it&#039;s a good, simple staple that virtually every paladin will love.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
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 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
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Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Goes particularly well with Defense of the Faithful&#039;s Beacon of Courage effect in a group setting. Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
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 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
&lt;br /&gt;
This might be the highest ceiling Gemstone property of all. You&#039;ll need to stack some additional stamina regen from enhancives or Ascension to make it do truly busted things, but if you do it, the pot of gold at the end of the rainbow is recovering 50-90% of your stamina every minute so you can blast away wildly with Chastise, Spin Attack, and weapon techniques while still feeling like you never run out of stamina.&lt;br /&gt;
&lt;br /&gt;
In other words, you can think of Stamina Prism as indirect means to reduce your RT by freeing you to used reduced RT abilities more often. Strike like lightning!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
&lt;br /&gt;
Another top tier Common Gemstone property. In fact, it&#039;s probably &#039;&#039;&#039;the&#039;&#039;&#039; top tier Common Gemstone property because it&#039;s great for all paladins universally. No enhancives or Ascension needed like Stamina Prism, no specific build needed like its CS counterpart Focused Storm. Just destroy everything in sight with incredible force by virtue of having Storm of Rage.&lt;br /&gt;
&lt;br /&gt;
This property is amazing for every melee build of every profession, but even slightly more for paladins because damage factor buffs stack multiplicatively. Let&#039;s say you have 45 Summoning lore so your Arm of the Arkati spell grants +16% DF, then you get a maxed Storm of the Rage for +15% DF. Your resulting DF isn&#039;t 131%, but rather 100% * 115% * 116%* = 133.4%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Mini-Storm of Rage, but even mini-Storm of Rage is still amazing. Again, these buffs also stack multiplicatively, so get more of them! As for the downside of attacks hitting you harder, it&#039;s not that big a deal when you&#039;re a paladin protected by plate and redux.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
&lt;br /&gt;
If you use swords, this is reasonable in tandem with the Slashing Strikes buff from Flurry active. The main problem here, despite being another DF booster, is that paladins don&#039;t have a way to force Major Bleed to happen on demand like some other professions. It&#039;s not exactly excellent here, but still a decent placeholder to use for a while if you find it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
&lt;br /&gt;
I definitely wouldn&#039;t recommend this taking one of your three rare slots as your endgame unless you&#039;re completely set on being as close to invulnerable as possible, but if you happen to get one, it&#039;s a solid placeholder to use for a while.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
&lt;br /&gt;
A very high quality Gemstone property that can pile on tons of damage, especially in boss battle scenarios or against particularly high health creatures. Unlike normal flares, Blood Boil flares can&#039;t outright kill on their own, nor can you land several of them on the same creature. Still, the sheer health damage will frequently exceed more conventional flares unless the creature is already very weakened.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
&lt;br /&gt;
With no pun intended, this is sneaky good--but you do have to train Ambush to get full value. It doesn&#039;t require Stalking and Hiding training and simply auto-hides you, which is defensively useful, but the real benefit is that you can attack afterward &#039;&#039;from&#039;&#039; hiding with stance pushdown and crit weighting against the foe.&lt;br /&gt;
&lt;br /&gt;
However, the &#039;&#039;even more&#039;&#039; real benefit is that the game might do this on its own if you&#039;re using an assault technique or AoE technique. For example, you might get auto-hidden after the first attack of your assault, then the second automated attack of your assault will have the pushdown and weighting.&lt;br /&gt;
&lt;br /&gt;
An extremely powerful effect &#039;&#039;if&#039;&#039; you&#039;re willing to spend the exp on Ambush for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Channeler&#039;s Epiphany&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When your warding spells are successful, the endroll is increased by 2/4/6/8/10. Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
&lt;br /&gt;
This is the rare version of Channeler&#039;s Edge. On average, it works out to a boost of 12 instead of 10. You &#039;&#039;can&#039;&#039; stack them, so it&#039;s still better than Greater Arcane Intensity (coming up shortly in this list), but I&#039;d only recommend it as a long-term rare if you intend to be a very, very magic-heavy paladin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
&lt;br /&gt;
A universal 5% chance to avoid and (to an extent) counter AS attacks is pretty solid stuff. If you&#039;re bent on nigh-invulnerability or if you want to somewhat counteract the DS disadvantages of two-handed paladins or TWC paladins, go for it. For everybody else, players attack much more often than they &#039;&#039;get&#039;&#039; attacked, so a defensive benefit would need to be extraordinary to close that gap compared to an offensive benefit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grace of the Battlecaster&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
&lt;br /&gt;
Very subjectively powerful effect depending on how much you hate spell hindrance and would like to get it from 3% to 0%. I probably don&#039;t even have to say anything more; most people read that effect and either instantly fall in love or instantly write it off as pointless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
&lt;br /&gt;
A reasonable placeholder like its common counterpart. These are much better for bolting wizards than paladins; paladins generally only need a 101 endroll, as their spells don&#039;t scale particularly well (if at all in some cases) with higher endrolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
&lt;br /&gt;
Top notch rare Gemstone property that&#039;s universally powerful for every profession. Like I said toward the start of the guide, flares are high variance, but the more of them you can chain together, the more likely it is that one of them will get the job done. Simple, clean power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lost Arcanum&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 1 additional spell on you is protected from Spell Sever.&lt;br /&gt;
&lt;br /&gt;
Pretty good option, albeit a bit mechanically dull. I wouldn&#039;t exactly recommend it as the endgame for any paladin, but it&#039;s always at least as good as the third best spell that you&#039;d want it in spell sever that you normally can&#039;t have. Very good placeholder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
Journeyman Tactician, but twice as powerful. Needless to say, that&#039;s excellent in a vacuum!&lt;br /&gt;
&lt;br /&gt;
However, it&#039;s not in a vacuum. Part of what makes Journeyman Tactician such an easy recommendation is that you can have up to seven commons for your endgame list (or even as many as ten commons if you somehow decided that you were okay with having no rares or legendaries). You can only have up to three rares, so make sure that Master Tactician is among your top three (or at least close) before committing to using it long-term.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a TWC paladin, I think this is a pretty slam dunk pick because it does boost both weapons. If you&#039;re not a TWC paladin, then it&#039;s still good, but see Relentless just below for an alternative...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again. The triggered attack can hit or miss as normal.&lt;br /&gt;
&lt;br /&gt;
Another stellar rare and a perfect example of why I was expressing caution about leaping to Master Tactician. 10 AS is great, but 25% retry chance on a missed attack is better on a shield paladin or two-handed paladin. Since they&#039;re attacking half as often as a TWC paladin, a missed attack is twice as punishing.&lt;br /&gt;
&lt;br /&gt;
Looking at it another way, turning a miss into a hit is infinitely better than turning a hit into a fractionally stronger hit. That won&#039;t always happen, as sometimes the creature will dodge the second try too, but the upside is too great to ignore when it works.&lt;br /&gt;
&lt;br /&gt;
All that said, Relentless isn&#039;t in a vacuum any more than Master Tactician is. If you regularly hunt with a warrior using Carn&#039;s Cry or a cleric casting Censure, for example, then you&#039;re already not missing much against immobilized creatures. Even if you hunt solo, there&#039;s also the question of how drastically your own Aura of the Arkati reduces enemy EBP depending on your  lore training. Consider everything in its context!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
I&#039;m only mentioning this to say that, no, unfortunately, it doesn&#039;t trigger from infused spells. If it did, I&#039;d call this no contest the best rare property for paladins. It also doesn&#039;t trigger from AoE spells like Judgment. If it did &#039;&#039;that&#039;&#039;, I&#039;d call it no contest the best rare property for particularly magic-heavy paladins.&lt;br /&gt;
&lt;br /&gt;
Still, caveats aside, Serendipitous Hex remains extremely powerful for paladins &#039;&#039;if&#039;&#039; they actually cast single-target spells like Web or Repentance on their own without spell infusion. That&#039;s an enormous if, though. If you&#039;re among the ones who do, then here&#039;s a strong contender for your endgame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You instantly regain all of your spirit. Cooldown: 60/40/20 mins.&lt;br /&gt;
&lt;br /&gt;
If you cast Divine Word even decently often or if you just plain hate long recovery time after death (especially looking at you low spirit recovery elves and dark elves!), I really like Spirit Wellspring as a toolkit option.&lt;br /&gt;
&lt;br /&gt;
I can&#039;t recommend it for your endgame combat setup, but just having this around to equip when needed is cool and you don&#039;t even have to upgrade it to get most of its value, nor do you have to luck into finding a Spirit Wellspring with a good common. Just having this rare already makes the Gemstone perfectly useable!&lt;br /&gt;
&lt;br /&gt;
(Note that you can&#039;t unequip a Gemstone while it&#039;s still on cooldown, so upgrading can still be worth it just to reduce that cooldown and allow swapping back to your other combat-oriented Gemstones more quickly.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
It&#039;s definitely not flashy, but small race paladins or anyone who regularly uses Armor Support as their armor specialization of choice might like this. For everyone else, I&#039;d personally consider it a good placeholder, at absolute least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Easily the most powerful legendary property for paladins of just about any kind. It&#039;s a 10% double attack chance on every attack! Do I even have to say more?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get Mirror Image at all costs. However, if you happen to find a different legendary that&#039;s also solid for paladins and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If Serendipitous Hex already sounded good to you, here&#039;s the far superior version of it! The same caveats do apply, though: no triggers from infused spells or AoE spells. If this is strong for you, it&#039;ll be incredible for you. It&#039;s just that there are many paladins for whom it&#039;s basically pointless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Extraordinary general purpose power for any solo hunter (of any profession) or a group hunting paladin who casts Defense of the Faithful to draw all attacks toward them, maximizing the flare value. Randomly killing enemy creatures by standing in the same general vicinity is pretty good!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here&#039;s my ideal layout for a traditional unarmed combat monk in descending order of priority.&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Polearm or Two-Handed Weapon Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Relentless (rare 1 of 3)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Chameleon Shroud (rare 2 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 3 of 3, but Defensive Duelist, Grace of the Battlecaster, and Master Tactician are similarly powerful for two-handed weapons; would definitely take Infusion for polearms due to Radial Sweep, however)&lt;br /&gt;
# Ephemera&#039;s Extension (common 3 of 7)&lt;br /&gt;
# Taste of Brutality (common 4 of 7)&lt;br /&gt;
# Journeyman Tactician (common 5 of 7)&lt;br /&gt;
# Burning Blood (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Shield Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Relentless (rare 2 of 3)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Blood Boil (rare 3 of 3)&lt;br /&gt;
# Taste of Brutality (common 3 of 7)&lt;br /&gt;
# Journeyman Tactician (common 4 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension (common 5 of 7)&lt;br /&gt;
# Journeyman Tactician (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Two Weapon Combat Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Blood Boil (rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Master Tactician (rare 3 of 3, but Grace of the Battlecaster and Relentless are similarly powerful)&lt;br /&gt;
# Taste of Brutality (common 3 of 7)&lt;br /&gt;
# Journeyman Tactician (common 4 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension (common 5 of 7)&lt;br /&gt;
# Burning Blood (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: paladins, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s only one topic in this section for now, but it&#039;s a relevant one since paladins have some of the game&#039;s best group spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hunting Partner Tactics and Synergy===&lt;br /&gt;
&lt;br /&gt;
Who do paladins team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer. Between that and paladins&#039; Aura of the Arkati, virtually everything will roll over to the duo&#039;s overwhelming offense. Warriors also get immense benefit from paladins&#039; Arm of the Arkati and potentially any of the three paladin auras, depending on what the warrior is doing. Conversely, paladins will enjoy an AS boost from Seanette&#039;s Shout or Coup de Grace.&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and Zealot can make their ambushes that much more potent. It&#039;s not overwhelming synergy, but it exists.&lt;br /&gt;
* &#039;&#039;&#039;Monks&#039;&#039;&#039; offer [[Mind Over Body (1213)|Mind Over Body]] stamina reduction or a [[Focus Barrier (1216)|Focus Barrier]] DS boost, either of which paladins put to great use. In turn, the Fervor aura or Judgment knockdown really power up monks.&lt;br /&gt;
* &#039;&#039;&#039;A paladin duo&#039;&#039;&#039; doesn&#039;t have any major synergy, as most duos of the same profession don&#039;t, but using two auras will at least be a notable power boost almost no matter which two auras or on which two builds. Even in the worst case where one paladin isn&#039;t using a shield and the other is using Divine Shield, they do still both get benefits!&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. On the paladin&#039;s end, melee rangers should love Zealot and Arm of the Arkati from their partner, along with armored casting or armored fluidity. Archer rangers, however, get very little from paladins other than perhaps Fervor.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; pair extremely well with paladins since Song of Tonis is the game&#039;s best group buff and has extreme synergy with Arm of the Arkati and Zealot or Fervor. Faster attacks that are also more powerful is all the right stuff.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that paladins can follow up on. Fervor is particularly useful to caster wizards out of the three auras while warmages absolutely revel in Zealot elevating their AS to more conventional levels.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing, but paladins appreciate them even more than most and the feeling is mutual. Paladins can use [[Defense of the Faithful (1608)|Defense of the Faithful&#039;s Beacon of Courage effect]] to keep the empath safe and tank all the hits, which the empath can then heal off. Non-shield paladins will appreciate the healing even more because they take more hits, but should be ready to send mana to the empath to make up for it. Warpaths will really love Zealot or Fervor among the auras.&lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer, [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), and [[Benediction (307)|Benediction]] as a group AS buff, so paladins get strong offensive and defensive boosts from the cleric. However, caster clerics get basically nothing from the paladin besides Fervor. War clerics love Zealot and Arm of the Arkati, though!&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; casting [[Major Elemental Wave (435)|Major Elemental Wave]] or [[Implosion (720)|Implosion]] after a paladin&#039;s Judgment is a pretty strong combo, albeit not amazing. The two professions otherwise don&#039;t add too much to each other as partners, but Fervor is at least something.&lt;br /&gt;
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Nearly regardless of team composition, your paladin training the &#039;&#039;&#039;Side by Side&#039;&#039;&#039; combat maneuver (which also requires two ranks of Combat Movement) can be helpful to groups. If there are at least two shield users, the &#039;&#039;&#039;Phalanx&#039;&#039;&#039; shield maneuver also helps. I mentioned &#039;&#039;&#039;Defense of the Faithful&#039;s Beacon of Courage effect&#039;&#039;&#039; for empaths because it&#039;s at its best by far there, but nothing stops paladins from acting as the tank for other professions too.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
[[Category:Paladin]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Of_Power_and_Perspicacity:_A_Paladin_Guide&amp;diff=252317</id>
		<title>Leafiara (prime)/Mechanical Musings/Of Power and Perspicacity: A Paladin Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Of_Power_and_Perspicacity:_A_Paladin_Guide&amp;diff=252317"/>
		<updated>2026-01-27T00:17:06Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: Various updates related to 2026 loot changes.&lt;/p&gt;
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&lt;div&gt;{{player-guide&lt;br /&gt;
|title = Of Power and Perspicacity: A Paladin Guide&lt;br /&gt;
|topic = Combat, Paladins, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2025-08-23&lt;br /&gt;
|updated = 2026-01-26&lt;br /&gt;
}}&lt;br /&gt;
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By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
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Last updated January 26, 2026.&lt;br /&gt;
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Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
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==Introduction: How to Use This Guide==&lt;br /&gt;
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This guide is for paladins from 0 exp to 77,777,777! I&#039;ll go over their strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
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&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, but sorted with collapsible sections for easier navigation. If you want to read it all, though, I do try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
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Speaking of experience, what&#039;s mine? I capped my [[Two Weapon Combat]] paladin Cotelle, who&#039;s now over 10x cap, long before the melee combat modernizations of 2020 and 2021. After those major changes, I went on to make my second paladin Astrilyn, a [[Shield Use|shield]] user, and have raised her to 3x cap.&lt;br /&gt;
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Onward to the guide!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Paladin or Why Not Play a Paladin?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a paladin at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Flares For All===&lt;br /&gt;
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Paladins are the most [[:Category:Flares|flare-iffic]] profession! Via their [[Fervor (1618)|Fervor]], [[Battle Standard (1620)|Battle Standard]], and [[Holy Weapon (1625)|Holy Weapon]] spells, they can generate up to four flares per attack even with no investment in upgrades from other professions or pay events. (Not all paladins use Fervor, however, but more on that later.)&lt;br /&gt;
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In case you don&#039;t know what flares are, they&#039;re random bursts of damage ranging from minor to deadly. Flares are a classic low ceiling, high floor mechanic. Their best case is turning a light tap of an attack into instant death, their worst case is dealing a couple damage points that have no impact, and their middling case is piling on a little extra damage. The more flares you have, the more likely it is to land significant ones through sheer volume of random rolls.&lt;br /&gt;
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The news gets even better, though! A conventional flare triggers roughly 20% of the time and has a range of rank 1 to 7 [[Plasma_critical_table|criticals]]. However, Fervor flares can exceed that rate with even minor investment in [[Spiritual Lore, Religion|Religion]] lore--and can have incredible rates with heavy investment. Battle Standard flares also have a paladin-only perk with a 20% chance of bumping their critical range from 1-7 to 5-9, the latter of which is always significant. 20% of the time, Battle Standard flares work all the time!&lt;br /&gt;
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===Immediate Power===&lt;br /&gt;
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As you might expect after all the flare talk, paladin weapons are good to go out of the box with nothing spent on gear--but I haven&#039;t even fully explained why! Besides flares, another perk of Holy Weapon is that it makes your weapon holy. (Crazy, I know!) That means it can hit [[undead]] penalty-free even without a [[Bless (304)|blessing]] or [[Sanctify (330)|sanctification]], the latter of which is typically one of the two most expensive player services.&lt;br /&gt;
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The even bigger perk of Holy Weapon is the gamechanger called spell infusion. Paladins can put a spell into their weapon so that it fires off before their swing with no additional RT! This flexible ability can try to brute force through with a damaging spell like [[Repentance (1615)|Repentance]], set up for a kill shot with a disabler like [[Web (118)|Web]], or kick off with a general purpose debuff like [[Aura of the Arkati (1614)|Aura of the Arkati]], tailoring to your playstyle.&lt;br /&gt;
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If you forego Fervor, paladins can also cast the [[Zealot (1617)|Zealot]] aura for an immense [[Attack Strength]] (AS) boost to jump ahead of most of the pack on sheer power.&lt;br /&gt;
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On top of all this, [[Arm of the Arkati (1605)|Arm of the Arkati]] (not to be confused with Aura of the Arkati) adds extra [[damage factor]] (DF) to melee attacks, which is roughly a percentage boost for lethality.&lt;br /&gt;
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In short, if you want to crush creatures offensively, paladins are for you. They can wreak havoc on the battlefield with no investment and wreak even more havoc &#039;&#039;with&#039;&#039; investment.&lt;br /&gt;
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===Semi-Custom Messaging===&lt;br /&gt;
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Paladins are encouraged to [[Verb:CONVERT|convert]] to an Arkati or lesser spirit, which has mechanical benefits we&#039;ll review later in this guide, but for now I&#039;ll highlight the fluff benefits. Many paladin spells have different messaging depending on which Arkati or lesser spirit they follow, which is the kind of character-defining cool factor that many players would and do pay a bunch for.&lt;br /&gt;
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Have a look through the wiki&#039;s messaging sections of [[Repentance (1615)|Repentance]], [[Battle Standard (1620)|Battle Standard]], [[Judgment (1630)|Judgment]], [[Raise Dead (318)|Raise Dead]] (which is a cleric spell, but paladins&#039; [[Divine Word (1640)|Divine Word]] has identical messaging), and [[Divine Incarnation (1650)|Divine Incarnation]] to find the right fit for your character as you imagine them!&lt;br /&gt;
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===Tanking for Days===&lt;br /&gt;
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Paladins are quite tough for enemies to kill since they have plate armor to reduce crits, [[redux]] to reduce crits even more, [[Divine Intervention (1635)|Divine Intervention]] to immediately free themselves from most disablers, a chance from Battle Standard to reduce crits still further, and potentially very high block rates if they use shields and [[Divine Shield (1609)|Divine Shield]]. Using Divine Shield means eschewing Fervor and Zealot, so not all paladins do--not even all shield paladins. Shields do retain a DS advantage even without Divine Shield. Regardless, if you really can&#039;t stand dying, look into paladins!&lt;br /&gt;
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===Flexibility===&lt;br /&gt;
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As you might have picked up, the aura spells--Divine Shield, Zealot, and Fervor--are mutually exclusive effects tailored to wildly different playstyles. We&#039;ll explore that more later, but flexibility doesn&#039;t stop with auras. Paladins&#039; lore training can go in a wide variety of directions to further establish your own style. (We&#039;ll explore &#039;&#039;that&#039;&#039; too in the same section with auras!) Divine Incarnation has different modes with different purposes. Many individual weapon types or even multiple weapon types at once are entirely viable options.&lt;br /&gt;
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Paladins can kill creatures very well with physical AS-based attacks, physical SMR attacks, or magical SMR attacks, so they have the tools for any combat situation. Paladins using Fervor can also do at least an acceptable job of killing with magical CS-based attacks later in the game if you truly want a dash of everything.&lt;br /&gt;
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===Downsides===&lt;br /&gt;
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Despite what I just said about flexibility, that&#039;s primarily in the context of melee weapons. Shields, [[Two Weapon Combat]], [[Polearm Weapons|polearms]] of one-handed or two-handed varieties, and even [[Two-Handed Weapons]] or hybrid weapons are approaches that paladin players take (some more than others) at a high level--and then, even within their weapon selections, lores and auras further diversify.&lt;br /&gt;
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However, other options aren&#039;t nearly so well supported.&lt;br /&gt;
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Trying to kill creatures strictly with magic is a vaguely plausible path at midgame levels and beyond because Fervor can power up an evoked Repentance to the level of a kill spell. However, it&#039;s still nowhere near the power of rangers or bards, the other two semis.&lt;br /&gt;
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Unarmed combat (UC) is a path of a lot more resistance than melee weapons. The good news is that paladins&#039; myriad flares go well with UC&#039;s fast baseline attacks and you can bond to a held UC weapon like a cestus (but not handwear). However, plate armor impedes the MM stat (UC&#039;s most important combat number) and paladins don&#039;t have the tools to make UC&#039;s core attacks really shine like monks&#039; and warriors&#039; combat maneuvers and feats, nor rogues&#039; and rangers&#039; stealth.&lt;br /&gt;
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Archery is a path of vastly more resistance than even unarmed combat, almost to the point of being off the table. You can&#039;t bond to a ranged weapon, so you&#039;d miss out on infused spells and the holy property. The Fervor aura is at least acceptable with archery, but Divine Shield does almost nothing for it and Zealot does literally nothing for it. Paladins can&#039;t train 2x Ambush and none of their AS boosters except Dauntless improve ranged AS, giving them a lower AS cap than other squares or semis. Topping it all off, the archery path is expensive on training points. Strictly speaking, you can do just about anything in GS if you&#039;re dead set on it, but I&#039;d recommend against the archer paladin unless your game knowledge is of the caliber that you probably don&#039;t need this guide in the first place. [[Ranger]]s, [[rogue]]s, [[bard]]s, [[warrior]]s, [[wizard]]s, and arguably even [[monk]]s have toolkits more suited to archery.&lt;br /&gt;
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Thrown weapons, AKA hurling, are something I almost hesitate to even bring up, but have to because you might occasionally see a long-running community joke about whether Zealot will ever be updated to work with hurling. (The answer is probably no.)&lt;br /&gt;
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&#039;&#039;Technically,&#039;&#039; paladins can hurl their bonded weapon and it&#039;ll return to them in a few seconds. The problem with this idea is layered, though. None of the [[Thrown Weapons|thrown weapon bases]] are any good against plate armor, so you&#039;d either have to avoid enemies in plate or hurl something like a war hammer, handaxe, or spear instead. Even if you did go with the latter plan, Thrown Weapons is the skill to train for hurling AS, but (respectively) Blunt/Edged/Polearm Weapons are the skill to train for &#039;&#039;DS&#039;&#039; while the weapon is in your hand and Brawling is the skill to train for DS during the time when the weapon is &#039;&#039;out&#039;&#039; of your hand. That degree of training isn&#039;t feasible until far post-cap. You could skip the Brawling part and just take the DS hit for a short period of time, but even training two weapon skills means a lot of sacrifices pre-cap.&lt;br /&gt;
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Making matters worse, the payoff doesn&#039;t even exist mechanically; it&#039;s more about the cool factor, but it holds you back. Hurling is basically like basic attack single melee strikes except that the creatures have much lower DS against it. However, weapon techniques, combat maneuvers, shield maneuvers, and one of the paladin feats offer a plethora of reduced RT attacks that work out to be as strong or stronger than hurling without such heavy training requirements. In short, I strongly recommend against trying out some Mjolnir paladin concept.&lt;br /&gt;
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===A Note on Old-School Clerics===&lt;br /&gt;
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In the event that you&#039;re a returning player from GemStone III days when paladins didn&#039;t exist and you were running a cleric whose playstyle was binding creatures and swinging your weapon, people will commonly tell you to play a paladin as the new version of old melee clerics. Thematically, maybe that&#039;s reasonable advice. Mechanically, it&#039;s off-base. Paladins have divine messaging that&#039;s in line with clerics, but the paladin gameplay experience resembles the GSIII cleric experience in almost no respect. Modern &#039;&#039;rangers&#039;&#039; are the ones who have the strongest binding spell in the game and can best approximate the gameplay experience of old clerics. It&#039;s a question of whether you prioritize flavor or gameplay. (Alternatively, clerics do still have the second, third, and fourth strongest binding spells in the game, so you &#039;&#039;could&#039;&#039; play a cleric and train weapons anyway. It&#039;s not a particularly supported path, but some players do it regardless because that&#039;s their vision for their character.)&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your paladin? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
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If making a paladin sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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Most [[race]]s excel in at least one area applicable to paladin playstyles, though some are better than others. Unlike with [[Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide|my monk guide]], I can&#039;t give an exact ranking for paladin races because it heavily depends on what the paladin is trying to do. Instead, let&#039;s go through races I might recommend, races I&#039;d recommend against, and why. They&#039;re listed in &#039;&#039;&#039;alphabetical order&#039;&#039;&#039; except where two races are so similar that I think they&#039;re worth mentioning together.&lt;br /&gt;
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====Great Paladin Races====&lt;br /&gt;
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&#039;&#039;&#039;[[Aelotoi]] and [[Half-Elf|half-elves]]&#039;&#039;&#039;:&lt;br /&gt;
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These are one of many races tied for third place in combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means fast assault techniques. Aelotoi and half-elves make very good all-arounder paladins who have no significant disadvantages in battle, allowing them to use any aura and any weapon or weapons well. Whether shields, two weapons, or big weapons, every combat option works just great!&lt;br /&gt;
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Of these two races, aelotoi gain exp slightly faster via their [[Logic]] bonus while half-elves have noticeably better carrying capacity, hit very slightly harder, and have slightly better baseline silver prices from [[Influence]] bonus. However, aelotoi in Ta&#039;Illistim or Cysaegir will make a bit more silver than half-elves living there due to race bonuses. Half-elves make more than aelotoi anywhere else, but the difference is most pronounced in Wehnimer&#039;s Landing or Solhaven.&lt;br /&gt;
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Half-elf paladins are much more commonly played than aelotoi paladins, of whom I&#039;ve only ever known two. That&#039;s probably because the two races&#039; combat abilities as paladins are near identical, but half-elves have about a 22% carrying capacity advantage, which has always been significant and has (as of this writing) only become more so after various game-wide loot changes in 2026.&lt;br /&gt;
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&#039;&#039;&#039;[[Dark Elf|Dark elves]] and [[Sylvankind|sylvans]]&#039;&#039;&#039;:&lt;br /&gt;
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These are the other third place Agidex races who can go in any direction with auras or weapons and have no major disadvantages. (No disadvantages might be more arguable with dark elves; see below on spirit). Since their Agidex is skewed in favor of Dexterity, they hit slightly harder than the Agility-skewed aelotoi or half-elves, but are slightly worse at avoiding attacks and have slightly worse DS.&lt;br /&gt;
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Dark elves have about 7.4% better carrying capacity than sylvans and their Wisdom bonus improves paladins&#039; [[Casting Strength]]-based (CS-based) spells, which can be particularly good at lower levels, but will remain at least moderately helpful even late in life. Dark elven paladins are much more commonly played than sylvan paladins, probably for these reasons.&lt;br /&gt;
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Sylvans get slightly better silver prices than dark elves as a baseline due to Influence. Location doesn&#039;t offer dark elves any real help in catching up here either; dark elves get their best silver in Wehnimer&#039;s Landing and Cysaegir while sylvans get their best silver in Icemule and Ta&#039;Illistim, so both have quick access to race bonuses in or nearby the most major cities.&lt;br /&gt;
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Dark elf paladins do take several more minutes to recover full spirit after death or after resurrecting other characters with [[Divine Word (1640)|Divine Word]] than sylvans--or aelotoi or half-elves, for that matter. (Most other races recover more quickly than sylvans, aelotoi, or half-elves.) I generally won&#039;t mention spirit recovery as a major upside or downside for races because A) most of them recover in decently similar time, B) paladins of any kind are difficult to kill, C) not all paladins resurrect others much, if at all, and D) paladins in Voln can somewhat compensate for a spirit disadvantage with fast spirit recovery symbols. Still, downtime for spirit recovery is an intangible, subjective pain that seriously annoys some players of elves or dark elves. If you&#039;re the sort who can&#039;t stand downtime, but would otherwise be looking into a dark elf for mechanical reasons, then aelotoi, half-elves, or sylvans might be the pick for you instead as fairly similar races who recover spirit a few minutes more quickly.&lt;br /&gt;
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&#039;&#039;&#039;[[Dwarf|Dwarves]]&#039;&#039;&#039;:&lt;br /&gt;
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Dwarves have a good Strength bonus and very good Constitution bonus, making for great carrying capacity and a sturdy paladin who can stay out hunting and hoarding loot for quite a while. Dwarves also have a huge +30 elemental TD bonus, which in theory shores up a paladin weakness, though this is also somewhat offset by a -10 Aura bonus that makes it +20 in practice. Either way, the elemental TD doesn&#039;t matter as much as one might think since few creatures across the entire game cast CS-based elemental spells, but it dose make a major difference if you happen to hunt those specific creatures.&lt;br /&gt;
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Various contact-based shield maneuvers like [[Shield Bash]], [[Shield Charge]], or [[Shield Trample]] (as opposed to non-contact-based shield maneuvers like [[Shield Throw]]) also account for the &amp;quot;size&amp;quot; of the race. In this game, size doesn&#039;t refer to height, but more like mass or maybe even muscle density. However you want to think of it, dwarves have above average size, so many of their shield maneuvers hit slightly harder than other races besides half-krolvin, humans, and giants.&lt;br /&gt;
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On the less bright side, dwarves have a worse baseline selling price than any other race (and could only compensate with race bonuses by living in the isolated Zul Logoth or Teras Isle) and are the second worst Agidex race. Unless they make heavy use of enhancives to bring their Agidex more up to par, dwarf paladins are most likely better off using a shield than two weapons or two-handed weapons. (That said, if they do use two weapons or two-handed weapons, then I recommend heavily leaning into single strikes like [[Chastise]] or [[Spin Attack]]. Once the dwarf&#039;s Agidex has grown enough, those single strikes will be the same speed as faster races regardless of weapon size or number.)&lt;br /&gt;
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Lastly, dwarves are tied with forest gnomes and halflings as the fastest at recovering spirit. This is the opposite extreme end of elves and dark elves, where a dwarf (or forest gnome or halfling) is ready to resume hunting at full strength after a death or Divine Word unlink 10-15 minutes more quickly.&lt;br /&gt;
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&#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;:&lt;br /&gt;
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Elves are tied for second place at Agidex and are another great paladin race that can work with any aura or melee weapon type. They have slightly worse carrying capacity than the third place Agidex races except for aelotoi (but the differences are marginal, not major), but their weapon-based offense is even more rapid fire and their defenses against AS and SMR attacks are better. Elves do, however, recover spirit as slowly as dark elves.&lt;br /&gt;
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Elves have slightly less size than dark elves or half-elves, so using contact shield maneuvers is slightly weaker than it could be. It&#039;s not a major difference, but still worth noting; shields don&#039;t play to elves&#039; natural strengths in other respects either, as their great Agidex is quite excessive for a single one-handed weapon. Again, though, the differences aren&#039;t major enough that they should put you off the idea if you&#039;re set on a shield-wielding elf paladin.&lt;br /&gt;
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Elves have a better &#039;&#039;baseline&#039;&#039; selling price than all other non-erithian races due to high Influence. However, since they only get race bonuses in Ta&#039;Vaalor and Ta&#039;Illistim, elves living anywhere else will still make less silver than races who can take advantage of a race bonus in those  places.&lt;br /&gt;
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&#039;&#039;&#039;[[Giantman|Giants]]&#039;&#039;&#039;:&lt;br /&gt;
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Giants have near endless carrying capacity, allowing them to go questing and slaying for loot as long as they want, virtually never needing to end hunts early because of encumbrance. Giants are also the biggest race along with half-krolvin, making their contact-based shield maneuvers hit as hard as anyone&#039;s going to get.&lt;br /&gt;
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However, giants are the worst Agidex race. For that reason, as counterintuitive as it might seem, wielding a big two-handed weapon with a giant isn&#039;t necessarily the way to go for high damage output. Unless you go extremely hard on enhancives (even more than dwarves), assault techniques with a two-handed weapon will be significantly slower than one-handed weapons, essentially canceling out the damage advantage of having a two-handed weapon in the first place. Still, there&#039;s an obvious appeal to the concept of a huge character with a huge weapon or even two weapons. If you&#039;re set on that character concept, then just like I said with dwarves, lean into reduced-RT single attacks like [[Chastise]] or [[Spin Attack]].&lt;br /&gt;
&lt;br /&gt;
Giants have good Influence for baseline silver gains. Their race bonuses are in Wehnimer&#039;s Landing and the isolated Teras Isle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Half-Krolvin]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Half-krolvin are a very robust paladin race with high Strength, the second best carrying capacity, and even a small Agility bonus. Any melee weapons, including two weapons, make perfect sense in their hands and they&#039;re good at all things combat. Without enhancives or Ascension, the half-krolvin natural max of 55 Agidex actually falls within the same 53-67 Agidex RT reduction range as the aelotoi/dark elf/half-elf/sylvan natural max of 65. However, those other four can much more easily reach the 68-82 range with enhancives or Ascension than half-krolvin.&lt;br /&gt;
&lt;br /&gt;
The main downside of half-krolvin that makes many players not even consider playing them is a big Logic penalty that, for most characters, results in around 4-6% less exp absorbed per minute. However, that doesn&#039;t affect instant exp absorption, so it&#039;s not necessarily as bad as it sounds if you run a lot of bounties.&lt;br /&gt;
&lt;br /&gt;
Half-krolvin also have an Influence penalty and their race bonuses are in Icemule and the isolated River&#039;s Rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Halfling]]s&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The fastest Agidex race. I have to give the caveat that halflings have incredible encumbrance issues that are only slightly mitigated by armor support and/or full plate. That mitigation might have been enough before game-wide loot changes in January 2026, but if you don&#039;t like the idea of either regularly buying encumbrance reduction or returning to town to unload every time you find a box, this is not the way to go.&lt;br /&gt;
&lt;br /&gt;
That said, along with having the best Agidex, halflings have an enormous +40 elemental TD bonus (offset to +35 by a negative Aura bonus). The caveat I mentioned with dwarves does still apply: it&#039;s very rarely helpful, but when it is, it&#039;s extremely so. Halflings also recover spirit faster than any other race besides dwarves and forest gnomes.&lt;br /&gt;
&lt;br /&gt;
Aside from encumbrance, halflings&#039; Strength penalty also hurts a bit; they can potentially use the Zealot aura to overcome the AS penalty of low Strength, but that would mean giving up the flare potential of the Fervor aura that their Agidex would naturally go so well with. I&#039;d generally default to Fervor and just live with the AS penalty.&lt;br /&gt;
&lt;br /&gt;
Big weapons or two weapons play much more into halflings&#039; talents than shields do. Halflings swing just as quickly either way, so they might as well use the harder hitting options. Since halflings are the second smallest race, their contact shield maneuvers also won&#039;t hit as hard as even an average-sized race, never mind a dwarf, giant, or half-krolvin. Shields aren&#039;t off the table for halflings, however; Shield Throw is arguably the best shield maneuver and it&#039;s non-contact, so a halfling shield paladin can simply lean on that more heavily.&lt;br /&gt;
&lt;br /&gt;
Halflings have an Influence penalty, but since they&#039;re fortunate to get race bonuses in the two most populated towns, Wehnimer&#039;s Landing and Icemule Trace, many halflings will get richer from selling their goods than most other races anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Not So Great Paladin Races====&lt;br /&gt;
&lt;br /&gt;
You can play the following paladin races and you can even succeed with them. Mechanically, however, there are many incentives not to make a paladin of these races and that&#039;s what I&#039;m here to explain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Burghal Gnome]]s&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A second place Agidex race alongside elves. Despite that, I can&#039;t possibly recommend a burghal gnome paladin. They have all the disadvantages of halflings&#039; size and Strength penalty--in fact, they&#039;re even more hindered by encumbrance--while lacking the upsides of better Agidex and superior elemental TD. They&#039;re also smaller than halflings for the purposes of contact maneuvers. They don&#039;t recover spirit as quickly as halflings. They have an Influence penalty and their race bonuses are in Ta&#039;Illistim and Zul Logoth.&lt;br /&gt;
&lt;br /&gt;
On the bright side, they do gain exp slightly faster than every other race because of their Logic bonus.&lt;br /&gt;
&lt;br /&gt;
If you want a high speed paladin who can get into the 68-82 Agidex tier even without enhancives or Ascension, then I recommend an elf over a burghal gnome. If you&#039;re absolutely set on a small race, I still recommend a halfling over a burghal gnome. That said, the paladin toolkit is inherently very strong and so is high Agidex, so if you&#039;re certain you want to play a burghal gnome paladin, they&#039;ll still do very well, just not as well as elves or halflings would. Using two weapons or a big weapon leans into a burghal gnome&#039;s strengths more than a shield due to their size. However, like with halflings, Shield Throw is a big assist to the shield build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Erithian]]s&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Erithians bring nothing to the table that a paladin is interested in. They&#039;re tied for third slowest race, yet, unlike other slow races, they have a Strength penalty instead of a bonus. They also don&#039;t have a Wisdom bonus for spells. They&#039;re average size for the purpose of contact maneuvers. They&#039;re at the slower end of recovering spirit. Mechanically speaking, there&#039;s simply nothing to see here. They have no major strengths and no major weaknesses, but that has no merit when there are races who have major strengths and &#039;&#039;still&#039;&#039; have no major weaknesses (from a mechanical paladin-specific perspective).&lt;br /&gt;
&lt;br /&gt;
In short, erithians are generalists who are neither fast nor strong, but the game world heavily favors specialists who &#039;&#039;are&#039;&#039; either fast or strong.&lt;br /&gt;
&lt;br /&gt;
Erithians do have a high +10 Influence bonus just like elves. However, they also only get race bonuses in Ta&#039;Illistim and Cysaegir, which means you could just play an elf to get the same silver in the same geographical area while being far better in combat. I&#039;d at least acknowledge a silver niche if erithians got race bonuses in the Landing, Icemule, or Solhaven, but they don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Human]]s&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Among my not-recommended list, human paladins are the only race that I do see people playing. I assume it&#039;s primarily for RP reasons, which is fine and is something I&#039;ve done too (albeit with my ranger instead of my paladins). However, if any given player told me they were considering a human paladin and asked for advice purely rooted in &#039;&#039;mechanics&#039;&#039;, I&#039;d point them toward dwarf, giant, half-elf, or half-krolvin every time. If someone is drawn toward a human paladin because of:&lt;br /&gt;
* Good carrying capacity: Go giant or half-krolvin, who have better carrying capacity.&lt;br /&gt;
* Strength and Logic bonus on the same race: Go dwarf for identical Logic and better Strength.&lt;br /&gt;
* Jack of all trades with no major strengths or weaknesses: Go half-elf for a major strength, namely Agidex, and still no major weaknesses.&lt;br /&gt;
* Above average size for contact maneuvers: Go dwarf, giant, or half-krolvin for as good or better size.&lt;br /&gt;
* Race bonuses for selling in River&#039;s Rest: Okay, sure, yes. From a mechanical perspective, one reason to be a human paladin is for making more silver in River&#039;s Rest (RR) than all other paladins. (The only other race bonus in RR is for half-krolvins, who have an Influence penalty.) Unfortunately for humans, though, RR hunting isn&#039;t fleshed out past the early level 60s.&lt;br /&gt;
* Race bonuses for selling in Solhaven: Go half-elf for the same Solhaven bonus plus greater Influence.&lt;br /&gt;
&lt;br /&gt;
All of these are positives, of course, but there&#039;s no individual area where humans excel other than making silver in RR. You&#039;d need to combine several of these niches to form a very specific case; for example, a character who&#039;s dedicated to Solhaven, focused on silver, rarely uses assaults, runs a shield build, and really doesn&#039;t like running back to the locksmith pool to unload seems like a great case for a human paladin.&lt;br /&gt;
&lt;br /&gt;
Overall, humans are generalists like erithians. They &#039;&#039;are&#039;&#039; significantly better than erithians since they have greater carrying capacity and recover spirit more quickly, but I simply can&#039;t (mechanically) recommend a race that has no distinct, major, geographically universal advantages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====A Fine Paladin Race====&lt;br /&gt;
&lt;br /&gt;
This one is straddling a line where it&#039;s not troubled enough to classify with burghal gnomes, erithians, or humans, but certainly not good enough that I&#039;d recommend it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Forest Gnome]]s&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Forest gnomes recover spirit as quickly as dwarves and halflings, putting them in the fastest recovery tier. They have much worse Dexterity than halflings, so they&#039;re slower while also not hitting as hard due to less weighting. However, forest gnomes do have better carrying capacity than halflings both as a race and because of a smaller Strength penalty, they have a Wisdom bonus for better casting than halflings, and are slightly bigger size than halflings for the purpose of contact maneuvers. Forest gnomes have an Influence penalty just like halflings, but they get race bonuses in the Landing and Cysaegir, which are within distance of almost all major cities.&lt;br /&gt;
&lt;br /&gt;
Overall, I&#039;d give halflings the edge due to their Dexterity advantage mattering more often than forest gnomes&#039; Wisdom advantage. Forest gnomes&#039; roughly 5% carrying capacity advantage used to be a little more important before January 2026 game changes, but not as much anymore since encumbrance happens in bigger bursts rather than building up incrementally. Speaking of encumbrance, aelotoi, dark elves, half-elves, and sylvans are all in the same Agidex tier as forest gnomes while having anywhere from ~42% (aelotoi) to ~72.7% better carrying capacity.&lt;br /&gt;
&lt;br /&gt;
I assume all of these reasons are why I&#039;ve never seen anyone playing a forest gnome paladin. Still, if someone wants to do that for RP reasons or just to be a trailblazer, I don&#039;t think forest gnome paladins are in a dire situation like erithians. Forest gnomes have their niches and, as the section title implies, I think they&#039;re a perfectly fine paladin choice. Just know that you have to be willing to deal with encumbrance one way or another, as explained in the halfling section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats: Power or Growth===&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want.&lt;br /&gt;
&lt;br /&gt;
But what &#039;&#039;do&#039;&#039; you want? That&#039;s not a simple question. Broadly speaking, there are two camps on stat placement:&lt;br /&gt;
# Set your stats for power. (Strong start, poor finish.)&lt;br /&gt;
# Set your stats for growth. (Poor start, strong finish.)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s elaborate!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting your stats for power&#039;&#039;&#039; involves putting the initial value of key stats like Strength, Dexterity, Agility, and Wisdom at 70+ so that you&#039;ll immediately be strong in the early game.&lt;br /&gt;
&lt;br /&gt;
However, since stats max at 100 and these vital paladin stats quickly grow through leveling, your power head start will be gone toward the midgame (level 63.5) and yet the stats that you tanked to be bad at the start will remain bad because they grow slowly. The only way to change that is with a fixstats potion, which costs 1,000,000 bounty points or can sometimes be bought from players for 14-16 million silver.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re the type of player who spends very little time in game, I generally recommend setting stats for power. You might as well enjoy your playtime while you have it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting your stats for growth&#039;&#039;&#039; is basically placing the initial values so that as many stats as possible will max out at exactly level 100, resulting in the highest overall stat total.&lt;br /&gt;
&lt;br /&gt;
However, this means that your fastest growing stats--which are basically all the good ones--need to be set low early. You&#039;ll feel like a jack of all trades, which can make levels 20-40 feel underwhelming. Depending on race, it&#039;s a very noticeable lack in at least one out of AS (Strength), RT (Agidex), or CS (Wisdom). RT is definitely the most  problematic of those and can severely interfere with the efficacy of a non-shield build before the midgame or so. (Shield builds can skirt by on a race&#039;s natural Agidex bonuses being sufficient.)&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running a shield build &#039;&#039;and&#039;&#039; you&#039;re the type of player who grinds hard and gets exp very quickly, I&#039;d generally recommend setting stats for growth. You&#039;ll get past the rough patches soon enough and you might as well have those rough patches be in the early game when creatures are easier anyway. Still, biting the bullet for a fixstat later in life is a completely viable option even for this type of player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placing Your Stats===&lt;br /&gt;
&lt;br /&gt;
From level 0-19, set stats for power regardless of your plans for setting for power or growth at level 20+. In other words, set Strength, Dexterity, Agility, and Wisdom high so you&#039;re at your best in combat and set Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
&lt;br /&gt;
Before the level 20 stats-and-skills confirmation, if you&#039;re setting for power, play around with [https://web.archive.org/web/20200920112944/https://gs4chart.cfapps.io/ this stat calculator] until you find the balance between short-term and long-term power that you&#039;re looking for.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re setting for growth, then below are my recommendations for each race. These are also the stats you&#039;d use if you were doing a fixstat in the late game.&lt;br /&gt;
&lt;br /&gt;
Three options are shown: tanking Discipline, Intuition, or Influence. If you&#039;ve been consulting with other players before reading this guide, you might only hear about tanking Intuition or Influence, which are very instinctive tank stats due to inertia from being the the go-tos for decades. However, tanking Discipline is usually my recommendation due to game changes in 2025 and potentially 2026 incentivizing it, which I&#039;ll explain a little further below.&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline, Intuition, or Influence if possible. If not possible, then take a small number out of the &#039;&#039;other&#039;&#039; two stats. (The left column below shows which stats won&#039;t be 100 at cap and what they &#039;&#039;will&#039;&#039; be at cap.)&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are still spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Level 20 Stat Placement Table!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Wisdom to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for paladins are Strength and Wisdom. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (85 DIS)||49||68||68||68||20||82||88||78||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (75 INT)||49||68||68||68||59||82||89||38||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi (76 INF)||49||68||68||68||59||82||89||78||62||37&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (79 DIS)||62||62||68||68||25||85||82||73||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (76 INT)||62||62||68||68||70||85||83||27||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome (76 INF)||62||62||68||68||70||85||83||73||62||27&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (82 DIS)||49||68||62||62||29||82||88||82||65||73&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (75 INT)||49||68||62||62||68||82||88||46||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf (79 INF)||49||68||62||62||68||82||88||82||64||35&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (98 DIS, 91 INT, 95 INF)||30||49||78||82||53||82||88||70||58||70&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (87 INT, 95 INF)||30||49||78||82||58||82||88||64||59||70&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf (91 INT, 92 INF)||30||49||78||82||58||82||88||70||58||65&lt;br /&gt;
|-&lt;br /&gt;
||Elf (79 DIS)||49||73||62||68||35||73||88||82||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Elf (74 INT)||49||73||62||68||73||73||88||44||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Elf (91 INT, 96 INF)||49||73||62||68||73||73||88||69||64||41&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (89 DIS, 91 INT)||58||62||73||73||25||82||86||69||64||68&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (71 INT)||58||62||73||73||58||82||86||38||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Erithian (91 INT, 84 INF)||58||62||73||73||58||82||86||69||64||35&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (85 DIS, 98 INF)||59||59||70||68||20||82||88||82||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (72 INT)||59||59||70||68||59||82||88||40||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome (77 INF)||59||59||70||68||59||82||88||82||64||29&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (90 DIS, 93 INT, 98 INF)||30||58||77||77||43||82||88||70||65||70&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (83 INT, 98 INF)||30||58||77||77||62||82||88||54||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Giantman (93 INT, 87 INF)||30||58||77||77||62||82||88||70||64||52&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (84 DIS)||39||62||70||70||35||82||88||82||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (77 INT)||39||62||70||70||68||82||88||49||62||70&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf (83 INF)||39||62||70||70||68||82||88||82||62||37&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (89 DIS)||33||49||70||70||41||85||91||82||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (84 INT)||33||49||70||70||62||85||91||61||62||77&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin (85 INF)||33||49||70||70||62||85||92||82||62||55&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (84 DIS)||62||49||62||62||35||82||91||82||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (77 INT)||62||49||62||62||68||82||91||49||62||73&lt;br /&gt;
|-&lt;br /&gt;
||Halfling (81 INF)||62||49||62||62||68||82||92||82||62||39&lt;br /&gt;
|-&lt;br /&gt;
||Human (90 DIS, 93 INT, 98 INF)||39||59||73||73||43||82||88||70||63||70&lt;br /&gt;
|-&lt;br /&gt;
||Human (81 INT, 98 INF)||39||59||73||73||62||82||88||50||64||70&lt;br /&gt;
|-&lt;br /&gt;
||Human (93 INT, 87 INF)||39||59||73||73||62||82||88||70||62||52&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (77 DIS)||59||68||62||62||29||77||88||82||65||68&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (73 INT)||59||68||62||62||73||77||88||41||62||68&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind (81 INF)||59||68||62||62||73||77||88||82||62||27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And in case you&#039;re wondering what relevant things each stat does for paladins, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 AS for every 1 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Adds crit weighting.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +0.6225 DS in offensive stance for every 1 bonus, assuming you&#039;re in full plate. If you&#039;re also using a tower shield, then make that +0.33615 DS.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). Increased resistance to enemy warcries. Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 TD against mental spells for every 1 bonus. +1 exp pool size for every 1 base stat (not bonus).&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.155625 DS in offensive stance for every 1 bonus, assuming you&#039;re in full plate. If you&#039;re also using a tower shield, then make that +0.03890625 DS.&lt;br /&gt;
* [[Wisdom]]: +1 CS for every 1 bonus. +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only. Slightly improves Battle Standard creation bonus.&lt;br /&gt;
* [[Influence]]: Increased success for SSR attacks. +1% silver from selling to NPC shops for every 12 bonus. Slightly improves Battle Standard creation bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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So which stat should you tank out of Discipline, Intuition, and Influence? Answering that requires detail, talk about history for context, and math.&lt;br /&gt;
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The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; paladins&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition actually provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
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As for Discipline being used in a lot of systems, that&#039;s true, but the only one of those systems that&#039;s definitely used by paladins is experience. Warcry defense and SSR bonus are at least &#039;&#039;potentially&#039;&#039; relevant, but many paladins will rarely, if ever, interact with either.&lt;br /&gt;
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Experience was and in some cases still is a primary reason that few players of any profession tanked Discipline. Instant Mind Clearers from [[Login_Rewards|login rewards]] can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
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That was then. Now, the [[Wisdom of the Ages]] perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between these factors and the [[Ascension]] system introduced in 2020 (though that&#039;s more aimed at capped characters), it&#039;s far easier than ever before to reach the magical 1000 exp pool even while tanking Discipline.&lt;br /&gt;
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One aspect of Discipline that has become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. Even though it&#039;s still very rare for now and even though full plate mitigates spell damage fairly well, the trend line of more mental CS spells probably makes the best argument for not tanking Discipline.&lt;br /&gt;
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I would personally tank Discipline if I were setting stats today instead of years ago, but don&#039;t feel strongly enough about the difference to use a fixstats on it. So how about the alternatives of tanking Intuition or Influence? Most players will tell you to tank Influence, but I actually disagree.&lt;br /&gt;
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Professions that aren&#039;t monks need either 34+ natural Influence bonus, enhancives for Influence or Trading, Ascension for Influence or Trading, or access to [[Glamour (1205)|Glamour]] scrolls to get maximum silver value from selling items to NPC shops. Some people seem to believe this is meaningless because the difference between tanking Influence and not tanking it is &amp;quot;only&amp;quot; 1% more silver. However, the difference between tanking Intuition and not tanking it is less than 1 DS for a shield build, exactly 1 DS for a non-shield build, and avoiding enemy maneuvers about 1% more often. This is a lopsided benefit that heavily favors Influence. &lt;br /&gt;
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More silver means more ability to improve your offense via gear and profession services. Since players attack creatures more often than creatures attack them--and, even more pointedly, players &#039;&#039;hit&#039;&#039; creatures more often than creatures hit them--improving offense is already statistically better than improving defense. Besides that, Intuition&#039;s best perk is defending against maneuvers, but the nominal 1% benefit is actually a tiny fraction of that because it&#039;s dependent on 1) how often creature RNG decides to use maneuvers instead of other attacks and 2) how often the 1% better defense would have made a tangible difference even when the creature does use a maneuver. (In a future update, I&#039;ll delve into this math in more detail in the Odds and Ends section or maybe even an entire separate guide.)&lt;br /&gt;
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That&#039;s the math, though. If your subjective experience is still to value defense as highly as or more highly than offense because you can&#039;t stand getting hit, the great news on top of all of this is that you don&#039;t have to use your extra silver from Influence on offense in the first place; you could also use it to improve your &#039;&#039;defense&#039;&#039; via gear and profession services! It&#039;s simply much more flexible to tank Intuition than to tank Influence.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Selecting a Society===&lt;br /&gt;
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Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Which society is right for your paladin?&lt;br /&gt;
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&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
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Mechanically, this society excels at exactly three things, only two of which even might apply to paladins:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist) &#039;&#039;&#039;if&#039;&#039;&#039; you can get away with consuming tons of spirit to do it (but paladins can&#039;t get away with that; it&#039;s more for CS-based casters))&lt;br /&gt;
* Offering slightly more AS and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 AS against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
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More AS and DS are fine, but paladins have among the best offensive prowess and defensive prowess in the game already. If you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two society options being a poor fit based on their lore. You actually wind up having worse mana recovery in CoL since losing spirit is such bad news for almost everything paladins do (AS, DS, maneuver offense, and maneuver defense). You could somewhat get around it by buying a ton of Aura enhancives, but that gets very expensive for a pretty tame payoff.&lt;br /&gt;
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&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
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Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. If you intend to play your paladin by very frequently mixing might and magic, this is a solid option for reasons I&#039;ll explain shortly. However, if you want to play a paladin very similarly to a warrior, then I recommend loading up on stamina regen enhancives or this might not be the society for you. Weapon techniques, combat maneuvers, and the Chastise feat all compete with Sunfist for your stamina usage, so it helps a great deal that more magical paladins can ease the stamina burden by casting more spells and using the Excoriate feat. (More on feats later!)&lt;br /&gt;
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Sunfist features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and, most importantly for paladins, a sigil to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes. Paladins frequently rely on being able to use their spells in combat, but rank 2 wounds on any two body parts out of arms, hands, or eyes will stop them without a way to ignore wounds.&lt;br /&gt;
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It&#039;s worth mentioning that paladins&#039; innate [[Devout Guardian]] and [[Devout Resolve]] boons, which we&#039;ll cover later, can also ignore wounds. However, those boons require getting hit, only have a 20% chance to activate, and only offer a 30-second window even when they do activate. Sunfist offering the ability to ignore on demand is extremely convenient and helpful!&lt;br /&gt;
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Sunfist also offers a strong utility sigil that [[Sigil of Mending|minimizes the RT of healing herbs]], which can be very useful for builds that take a lot of punishment and prefer healing on the go over running back to town for empaths.&lt;br /&gt;
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On the less positive side, several of Sunfist&#039;s AS- or DS-boosting abilities have short durations (60 seconds) and cost enough stamina that paladins (even magical ones) are unlikely to use them often, if ever. If they only use the cheapest AS and DS sigils, the total benefit lags behind other societies. That said, paladins are already offensively and defensively very strong, so this isn&#039;t a huge deal.&lt;br /&gt;
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Finally, Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
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Overall, Sunfist is something of a one-trick pony for paladins unless you&#039;re interested in warcamps, but that one trick of ignoring wounds has such immense value that it catapults the society high on the paladin list for battle purposes.&lt;br /&gt;
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&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
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This is widely regarded as the mechanical best society for most professions, but does that hold up for paladins?&lt;br /&gt;
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Like all professions, paladins get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits--just in case your paladin wasn&#039;t feeling invulnerable enough already!&lt;br /&gt;
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Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly more AS than Sunfist (unless you&#039;re wildly burning stamina on Sunfist&#039;s Major Bane) and three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than thirteen levels higher. (Thirteen because paladins&#039; [[Dauntless (1606)|Dauntless]] spell adds another three levels of protection.)&lt;br /&gt;
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Perhaps the primary paladin combat benefit from Voln is [[Symbol of Supremacy|increased CS against the undead]]; no other society can increase CS in any context. Spells like [[Aura of the Arkati (1614)|Aura of the Arkati]] and [[Judgment (1630)|Judgment]] only need a 101 endroll to achieve almost all of the intended impact, so some extra buffer to make sure your spells land is very helpful.&lt;br /&gt;
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Overall, Voln offers paladins the most utility of the societies and its Liabo pantheon-oriented lore can lend itself to Liabo or neutral paladins. I&#039;d still have to argue that Sunfist is mechanically stronger in combat, but Symbol of Supremacy is a notable Voln perk.&lt;br /&gt;
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===Choosing an Arkati or Lesser Spirit===&lt;br /&gt;
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[[Conversion]] is usually a big part of paladins&#039; character concept for RP reasons, mechanical reasons, or both. I already touched on the RP aspects in the Semi-Custom Messaging section, so if that&#039;s important to you, then review the spells listed on the wiki. Repentance, Fervor, Judgment, and Divine Incarnation are the ones you&#039;re likely to see most often.&lt;br /&gt;
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If the mechanics are also (or exclusively) important to you, we&#039;ll review those now! The paladin spells [[Repentance (1615)|Repentance]], [[Fervor (1618)|Fervor]], [[Battle Standard (1620)|Battle Standard]], and [[Judgment (1630)|Judgment]] use [[Holy_critical|holy critical]] damage types, which vary depending on exactly which Arkati or lesser spirit is your paladin&#039;s patron.&lt;br /&gt;
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Like with races, the power differences are minor enough that I usually wouldn&#039;t recommend fixating on having the absolute best damage type. The only one that&#039;s truly a cut above the rest is lightning, though that does come with its own drawbacks. In case you do want to optimize around niche scenarios or just figure out the best use for the flare you&#039;ve already chosen for roleplay reasons, let&#039;s analyze the available options. These are arranged into three overarching types:&lt;br /&gt;
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* Type 1: knockdown-oriented flares with minimal killing power&lt;br /&gt;
* Type 2: conventional flares that do roughly as well as expected&lt;br /&gt;
* Type 3: flares that excel in specific scenarios&lt;br /&gt;
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====Flare Type 1: Grapple and Unbalance====&lt;br /&gt;
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* Grapple (Ivas)&lt;br /&gt;
* Unbalance (Arachne)&lt;br /&gt;
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These two types have below average damage and basically non-existent deadliness, but are unique among the available options in that they almost always knock the creature down. Repentance and Judgment already (respectively) always or usually put the creature on its knees as part of the base effect of the spell, so a full knockdown from the specific damage type is only barely an upgrade in that case. However, knockdowns can be more helpful with Fervor or tier 3 and up Battle Standards &#039;&#039;if&#039;&#039; you&#039;re not leading off by knocking the creature down in the first place (whether via Repentance, Judgment, Bull Rush, Shield Trample, or other means).&lt;br /&gt;
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====Flare Type 2: Almost Everything Else====&lt;br /&gt;
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All flares in this category except maybe steam have roughly equal power against a typical creature in a typical hunting ground, but some have other unique considerations if you run into &#039;&#039;atypical&#039;&#039; creatures or hunting grounds.&lt;br /&gt;
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* Steam (Jastev)&lt;br /&gt;
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Steam deals average damage, but has very slightly below average deadliness. No creatures in the game that I know of are immune to steam, but it wouldn&#039;t surprise me if some fiery creature somewhere is. Steam doesn&#039;t trigger environmental hazards anywhere.&lt;br /&gt;
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* Acid (Aeia, Lumnis, Marlu)&lt;br /&gt;
* Cold (Gosaena)&lt;br /&gt;
* Disintegration (Ghezresh)&lt;br /&gt;
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These three types dish out average damage and average deadliness and don&#039;t trigger environmental hazards anywhere, but a tiny handful of creatures across the entire game are immune to them. Cold is the most affected by immunities, numerically; I wouldn&#039;t recommend raising a Gosaena paladin in Icemule with its myriad ice-themed creatures, but anywhere else is perfectly fine. The [[Silver-scaled cold wyrm|wyrm]] boss in the endgame is notably immune to acid.&lt;br /&gt;
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* Fire (Eorgina, Laethe, Oleani, Phoen, Ronan, Voaris, Voln)&lt;br /&gt;
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Fire is another type with average damage and deadliness that a tiny handful of creatures are immune to. It interacts with [[Web (118)|Web]] in a way that can be good or bad: if a webbed creature gets hit with fire, the web burns up and they take an extra round of fire damage in the process. In the best case (AKA a good RNG roll), that means doubling up on fire damage to deal a significant blow. In the worst case, that means prematurely freeing the creature from the web for some minor extra damage.&lt;br /&gt;
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Some players seem to really hate freeing the creature, which I definitely understand at lower levels, but I don&#039;t think it&#039;s as much of a drawback at cap as others believe. Most capped creatures get out of webs near instantly anyway, so I&#039;d rather pile on extra damage for an extra shot at a crit kill.&lt;br /&gt;
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Fire doesn&#039;t trigger environmental hazards anywhere that I know of except for a level 82-89 hunting ground, the Bowels. However, it&#039;s not an argument against fire because plasma &#039;&#039;also&#039;&#039; triggers those same hazards and Holy Weapon grants plasma flares, so paladins will face gas explosions in that hunting ground anyway.&lt;br /&gt;
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* Random (Zelia)&lt;br /&gt;
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Random flares have all the upsides and all the downsides of other damage types, except they&#039;re unpredictable. Fun option!&lt;br /&gt;
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* Crush (Kai, Kuon, Sheru)&lt;br /&gt;
* Disruption (Eonak, Tilamaire)&lt;br /&gt;
* Impact (Niima)&lt;br /&gt;
* Plasma (Lorminstra)&lt;br /&gt;
* Slash (Amasalen, Andelas, Fash&#039;lo&#039;nae, Mularos, The Huntress, V&#039;tull)&lt;br /&gt;
* Vacuum (Jaston, Tonis)&lt;br /&gt;
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These six types all dish out average damage and average deadliness while having no downsides. To my knowledge, no creatures in the game are immune to any of these damage types. None of them trigger environmental hazards anywhere either except for plasma in the Bowels, but I already mentioned above why I don&#039;t consider that an argument against it for convert status.&lt;br /&gt;
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====Flare Type 3: Puncture and Lightning====&lt;br /&gt;
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* Puncture (Cholen, Imaera, Leya, Luukos)&lt;br /&gt;
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There&#039;s a case for this to be in type 2, as puncture actually deals slightly below average &#039;&#039;damage&#039;&#039;--but it has far above average &#039;&#039;deadliness&#039;&#039; anyway because of its ability to kill creatures that have eyes at very low crit ranks. Nothing&#039;s immune to it that I know of, nor does it trigger environmental hazards.&lt;br /&gt;
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Against corporeal creatures that have eyes and can be crit killed, puncture is markedly more lethal than any previously listed damage type. However, against noncorporeal creatures, creatures without eyes, or creatures that can&#039;t be crit killed, all previous damage types other than grapple and unbalance can edge out puncture.&lt;br /&gt;
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On balance, puncture is a contender for the strongest holy critical type because the numerous cases where it far outshines almost all other damage types outweigh the comparatively few cases where it&#039;s slightly weaker than others.&lt;br /&gt;
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* Electrical (Charl, Koar)&lt;br /&gt;
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Electrical, AKA lightning, is the other contender for strongest holy critical type. It deals average damage, but has far above average deadliness due to its unique ability to hit a creature&#039;s nervous system, which can kill at low crit rank thresholds. Nothing is immune that I&#039;m aware of, though maybe some of the lightning creatures are and I don&#039;t know about it.&lt;br /&gt;
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The downside is that we finally have the one case where environmental hazards matter most, as watery rooms scattered throughout a few hunting grounds in the game will backfire and electrocute the user too. Some of these hunting grounds are so low level that you won&#039;t even be casting Repentance before leveling out of them, like the Solhaven bog or Solhaven death dirges. However, other hunting grounds like Old Ta&#039;Faendryl, parts of the Ruined Temple, or parts of Sailor&#039;s Grief are for capped or (with Sailor&#039;s Grief) even far post-capped characters.&lt;br /&gt;
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If you want the most raw power that&#039;s applicable to the largest number of creatures, electrical is probably it. You&#039;ll just need to be aware of specific watery rooms not to hunt in.&lt;br /&gt;
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===Selecting a Weapon Type===&lt;br /&gt;
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These are presented in alphabetical order.&lt;br /&gt;
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====Brawling====&lt;br /&gt;
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Very few paladins brawl, but it is an option!&lt;br /&gt;
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At face value, the main mechanical reason to go this route is to synergize UC&#039;s relatively quick 2, 3, or 4-second attacks with paladins&#039; abundance of flares. It makes a kind of sense, though that&#039;s basically the entirety of the allure.&lt;br /&gt;
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The main trouble with this idea is that UC only maintains a speed advantage for so long. Between weapon techniques, feats, combat maneuvers, and shield maneuvers, paladins have numerous options that are all as fast as or faster than UC, but which work better with other aspects of the toolkit like Arm of the Arkati. Paladins only need sufficient levels and stamina to make frequent use of those techniques, feats, and maneuvers and then they&#039;ll be able to leave brawling paladins in the dust.&lt;br /&gt;
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Another possible disadvantage is a higher cost of gear upgrades than any other path &#039;&#039;if&#039;&#039; the paladin also wants to make use of a shield since then you have a whopping four pieces of gear to work on: shield, brawling weapon, footwear, and armor. Shields also penalize MM, UC&#039;s most important combat number. On the bright side, a brawler with a shield does at least have the big upside of far stronger AoE abilities via Shield Throw.&lt;br /&gt;
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If you want to try a brawling paladin for any reason, I won&#039;t call it great, but it&#039;s certainly viable. Nairdin&#039;s a famous paladin who did it for most of his life. Just don&#039;t expect it to work similarly to nor as effectively as how a brawling warrior or monk would if you&#039;re used to those.&lt;br /&gt;
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====Shields and One-Handed Weapons====&lt;br /&gt;
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Perhaps the most common paladin path players take is that of the shield, AKA the &amp;quot;sword and board&amp;quot; route. (By convention, it&#039;s often called that even if they use a blunt weapon or an edged weapon that isn&#039;t a sword.)&lt;br /&gt;
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This path can make for a borderline indestructible character if their training and playstyle are built around it. The Divine Shield aura is obviously at its best with shields as the name implies, aiding with that indestructibility via high block chance. It also periodically allows 1-second single-target offensive shield maneuvers. In addition, shield paladins have access to two physical AoE abilities they can rotate between on when the other is on cooldown--Shield Throw and their AoE weapon technique--while other builds would need to train two weapon types to do that. For a paladin who regularly or even exclusively fights swarms, the ability to use AoEs more frequently significantly elevates the offensive power level of shields on a DPS basis once they have the stamina to support it.&lt;br /&gt;
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As for downsides, the natural overarching point is that a defensive build doesn&#039;t have the power of an offensive build except, sometimes, in that swarm-specific scenario. (More on this in the Caveats section.) Abilities like Chastise and Spin Attack can be the same speed with two weapons or a single big weapon as with a single small weapon. Attacks like Flurry and Pummel reach near-identical (and potentially even exactly identical) speed thresholds with two weapons as with a single weapon despite firing off twice as many attacks. Finally, a two-handed weapon or two-handed polearm build also costs less in gear upgrades than a shield build since it only has two pieces of gear instead of three.&lt;br /&gt;
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Excoriate (covered in more detail later) is detached from weapon attributes like damage factor and weighting, making it exactly as powerful for all paladin builds. Relatively speaking, that elevates the average attack power for a shield paladin more than it does for other paladins (who also still like Excoriate). Divine Incarnation Smite is also detached from weapon attributes, but has a limited number of charges per hunt and gets a great deal of its power from Religion lore training, which shield paladins won&#039;t necessarily have much of since they have stronger incentives than other builds to focus on Blessings.&lt;br /&gt;
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====Shields and Polearms====&lt;br /&gt;
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This is similar to the shield and one-handed weapon build, but with two major differences that warrant its own section.&lt;br /&gt;
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The very good news is that Radial Sweep, the polearm reaction technique and the only reaction among all weapon types that does AoE damage, can trigger from blocking with a shield. Paladin block rate can get quite high with Divine Shield, so this specific paladin build is second only to warriors at how often it can fire off Radial Sweeps. It&#039;s arguably better overall than a shield and polearm warrior because the paladin gets the benefit of double plasma flares from Holy Weapon. Radial Sweep does have a 15-second cooldown because of its power, so it&#039;s not fully spammable, but it&#039;s definitely a great hit when you can get in.&lt;br /&gt;
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The very bad news is that the shield and polearm path costs 6 more PTPs and 3 more MTPs per level than training a shield and a one-handed weapon, which will probably require sacrifices elsewhere of power, utility, or both. It&#039;s a perfectly fine path, but make sure you know what you&#039;re getting into by using a character planner or experimenting on the test server.&lt;br /&gt;
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====Two-Handed Polearms or Two-Handed Weapons====&lt;br /&gt;
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Another paladin option is to pick up any huge two-handed weapon from a [[maul]] to a [[lance]] to a [[claidhmore]] and go to town!&lt;br /&gt;
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As mentioned previously, certain weapon-based abilities like Chastise or Spin Attack pack far more of a punch with a big weapon than a single small weapon while not being any slower (at least once you get the Agidex), so you&#039;ll certainly feel the power. Another selling point is that using a two-handed weapon is the cheapest path for gear upgrades since you only have two pieces of gear (armor and weapon). Furthermore, THWs (specifically those, not two-handed polearms) are the cheapest path in terms of training points other than a shield paladin who&#039;s not maxing Shield Use. (More on this in the caveats and rabbit holes section.)&lt;br /&gt;
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On the less bright side, shields are obviously far safer defensively. Big weapons also aren&#039;t stronger than two small weapons. That&#039;s partially just the math of it when comparing like to like, such as a 4-second swing vs. a 4-second swing, but it tilts further in favor of two small weapons when considering specifics like flares or the fact that, unlike Chastise or Spin Attack, Guardant Thrusts and Thrash (respectively the polearm and two-handed weapon assaults) &#039;&#039;are&#039;&#039; slower than Flurry and Pummel (the edged and blunt weapon assaults).&lt;br /&gt;
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====Two Weapon Combat====&lt;br /&gt;
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The final paladin option we&#039;ll go over in detail here is using two weapons for overwhelming attacks!&lt;br /&gt;
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This is the most offensively powerful path even just on the baseline strength of two weapons, but gets even better with any combination of Battle Standard flares, Fervor flares, or the Zealot AS buff, which are all roughly twice as powerful with two weapons as with one. Anything weapon-based--Chastise, Spin Attack, assaults, AoE techniques--is at its most powerful for the two weapon paladin.&lt;br /&gt;
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For downsides, once again, the most obvious is that shields are far safer defensively. Training point-wise, this path ranges from exactly the same cost as a two-handed weapon build to slightly more expensive than a shield and a two-handed polearm, depending on a player&#039;s tolerance for offhand misses. (Before cap, I wouldn&#039;t recommend either of those extremes of 1x or 2x TWC training; more on that in the Caveats section.) In terms of gear upgrades, a two-handed weapon or two-handed polearm build is also cheaper than this route.&lt;br /&gt;
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====Caveats and Rabbit Holes====&lt;br /&gt;
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You might still be undecided on your weapon path or just wondering about some of the more vague wording, so here are additional notes for digging deeper:&lt;br /&gt;
&lt;br /&gt;
* When talking about the advantage of having Shield Throw &#039;&#039;and&#039;&#039; an AoE weapon technique, I initially wrote &amp;quot;double up on AoEs&amp;quot; instead of &amp;quot;use AoEs more frequently,&amp;quot; but it&#039;s not quite that simple. In the first place, it depends on how often a character would use two AoEs instead of one even if they &#039;&#039;could&#039;&#039; do so, which wouldn&#039;t be every time. For example, if they&#039;re in a room of three creatures and the first AoE kills two of them, then the ability to use another one is irrelevant. Beyond that, all paladins have [[Glorious Momentum]] from level 40 on (more on this later), which allows even a paladin who only knows one physical AoE to sometimes ignore cooldowns and use it twice in a row anyway.&lt;br /&gt;
* For similar reasons, I mentioned two weapons being &amp;quot;roughly&amp;quot; twice as powerful as a single one-handed weapon because it&#039;s not as simple as saying that it&#039;s exactly twice as powerful. In any instance where the first strike happens to kill a creature, the fact that the second weapon &#039;&#039;would have&#039;&#039; been available as a followup is irrelevant.&lt;br /&gt;
* If you&#039;ve also been getting advice from others before reading this guide, you might have heard that shields are the cheapest path for training points. I actually had written that in here out of reflex because it was true for decades: when paladins had a 2x Shield Use cap, training a one-handed weapon along with it cost 24 PTPs per level (after the almost always inevitable PTP to MTP conversion that paladins get to). Now, however, paladins have a 3x Shield Use cap, so it works out to 29 PTPs. Meanwhile, maxing a two-handed weapon works out to 24 PTPs. Still, like I implied, someone could stop at 2x Shield Use if they wanted, taking the shield option down to 21 PTPs per level so it can be the cheapest again.&lt;br /&gt;
* Alternatively, someone might say that the shield path is cheaper because the non-shield paths have to train Dodging. This is a questionable line of reasoning, though. For one thing, some shield paladins do train Dodging, in which case they don&#039;t get to hold that over the heads of other builds. Even if they don&#039;t train Dodging, though, the training points saved from not doing so would end up spent somewhere else. As an example, let&#039;s say that they put it to use getting 1.5x Combat Maneuvers because they wanted more AS to make up for using a lighter weapon. That extra 0.5x CM costs more than 1x Dodging would. In short, you have to analyze the &#039;&#039;entire&#039;&#039; training point cost of either path to get the full picture of which is truly cheaper for your specific plan.&lt;br /&gt;
* Speaking of training point costs, the Two Weapon Combat range runs from 24 PTPs at 1x TWC (counting training the weapon skill too) to 42 PTPs at 2x TWC. 1x TWC has an 80% offhand hit rate against like-level creatures; 2x TWC has a 100% hit rate against anything up to five levels above. 1.5x TWC, which would be 33 PTPs, has a 100% hit rate against like-level and, assuming it works fairly uniformly, drops 4% for every level above you. My TWC paladin didn&#039;t even go past 1.2x before cap, which is 27.6 PTPs and an 88% hit rate against like-level. If I remember correctly, she didn&#039;t even go past 1.4x (a 96% offhand hit rate) until several times cap. How much TWC you &amp;quot;need&amp;quot; depends how comfortable you are with offhand misses. Some people fixate on them and can&#039;t tolerate a single miss; I take the stance that if I have an 88% hit rate against like-level, then I&#039;m hitting about 188% as hard as a single weapon from a shield build, which is perfectly good with me. If you&#039;re interested in TWC, figure out your tolerance threshold for either missing with the offhand or having fewer training points to spend on diversifying, then go from there.&lt;br /&gt;
* Another perspective I&#039;ve occasionally heard from players is that shield paladins are a natural default option. I don&#039;t agree or even particularly understand this perspective since they usually articulate it based around the idea that, because paladins have a shield-specific aura and are one of the three professions who have shield maneuvers, it would somehow be a waste to not use those parts of the toolkit. However, I don&#039;t hear anyone claim that shield warriors or shield rogues, the &#039;&#039;other&#039;&#039; two professions with shield maneuvers, are a natural default option. Play what you want! You&#039;ll be making tradeoffs no matter what you do.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Training Plan: Skills==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your paladin&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
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These are skills you consistently train with little to no deviation. This section and the following refer to pre-cap training.&lt;br /&gt;
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* &#039;&#039;&#039;Your chosen weapon type&#039;&#039;&#039;: Max every level. If using shields, minimum two times per level for those too. If using Two Weapon Combat, I&#039;d say at least once per level for the TWC skill, then push toward your tolerance threshold in the 1.2x to 1.5x range by the midgame after you&#039;ve hit your early breakpoints and have more flexibility with training points.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: At least once per level. You can push further whenever you want to learn specific maneuvers. If you&#039;re playing a shield paladin, this might need to be pushed a bit more heavily to compensate for the relative weakness of a single one-handed weapon.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least once per level. Twice per level later in life if or when you really want more stamina. There&#039;s also a good case for rushing the first 15-20 ranks for an early burst of 4-7 health per rank, depending on race, along with having a little more buffer on stamina.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: Once per level. If you&#039;re playing a non-shield paladin, this might need to get pushed further toward the mid-game, if not sooner, to compensate for slightly worse DS. (Note: Some shield paladin players advocate no ranks of Dodging before cap. I don&#039;t agree, but more on that later.)&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Once per level. There&#039;s a decent case for pushing the first 20-40 ranks slightly ahead of schedule for an early burst of 90-140 mana.&lt;br /&gt;
* &#039;&#039;&#039;Spell research&#039;&#039;&#039;: Once per level. Some typical paths include A) taking [[Paladin Base]] to 35 ([[Divine Intervention (1635)|Divine Intervention]], 40 ([[Divine Word (1640)|Divine Word]], or 50 ([[Divine Incarnation (1650)|Divine Incarnation]] ranks before touching [[Minor Spiritual]], B) training 1, 3, or 7 ranks of Minor Spiritual after any of those Paladin Base marks, C) never stopping Paladin Base once per level and just slipping in Minor Spiritual ranks here and there as you can, or D) skimping on other skills and/or spells to get 20 Minor Spiritual for [[Lesser Shroud (120)|Lesser Shroud]] ahead of schedule because it&#039;s the only defensive buff in Minor Spiritual that you can&#039;t have other characters cast on you.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Shields and Dodging Are Not Mutually Exclusive!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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As I mentioned in the Shield Paladin path section, they can be borderline indestructible if they build for that. One way to &#039;&#039;not&#039;&#039; build for that is to be one of the paladin players who train 0 ranks of Dodging because you&#039;ve read (or heard from somebody else who read) that shields decrease the amount of DS you get from training Dodging. That&#039;s true, but let&#039;s assess this further.&lt;br /&gt;
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First, even for a tower shield full plate paladin, Dodging gives 0.33615 DS per rank in offensive stance. That&#039;s admittedly much less than the 0.6225 DS that a non-shield paladin would get, but it&#039;s still substantial! More importantly, though, Dodging is also a crucial part of defense against SMR attacks, which are one of the few means that creatures have to simply kill paladins despite all their redux, crit reduction, and plate armor. SMR attacks don&#039;t become particularly prominent until level 60 or so, so I do understand the idea of not training Dodging with a shield paladin in the early game, but by the midgame and on you&#039;re going to need either Dodging or some other buffer against SMR attacks, like 2x Perception or 2x Physical Fitness, to avoid getting destroyed.&lt;br /&gt;
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Even in the early game, though, I still think a shield paladin should begin on Dodging after they&#039;re done with reaching some of the early thresholds like 70/110 Armor Use (90/130 with spells) that will keep points tight early on. Consider the alternative: by saving training points via ignoring Dodging, a paladin could work on spells beyond 1x, Combat Maneuvers beyond 1x, or lores.&lt;br /&gt;
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...but wait. Pushing spells above 1x is mostly for improving offense. Pushing Combat Maneuvers is mostly for improving offense. Training lores offers minor benefits to defense and enormous benefits to offense. Why be a shield paladin, the defense-oriented build, then ignore a cheap defensive skill like 1x Dodging in favor of training expensive offense-boosting skills like spells at 2x cost, CM at 2x cost, and lores? (Respectively ~6.18, ~2.364, and ~3.636 times as expensive as 1x Dodging.) Unless you&#039;re taking advantage of full outside spellups, which has its own sidebar a little further below, there&#039;s still great value to Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Combat Maneuvers and Two-Handed Weapons or Two Weapon Combat Are Not Mutually Exclusive!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I&#039;ve never encountered a paladin who believes otherwise, but &#039;&#039;just in case,&#039;&#039; the same advice from above for shield builds applies in reverse to non-shield builds. If you&#039;ve embarked on the path of an offense-oriented paladin, don&#039;t stop at 0.5x Combat Maneuvers so you can snap up a few extra Dodging ranks. Stopping at 1x Combat Maneuvers, sure, that makes sense, but the game offers the low-hanging fruit of 1x costs with the expectation that you&#039;ll take advantage of them. You admittedly might not even need the AS from Combat Maneuvers on a Zealot paladin, but the maneuver points and boost to SMR offense are keys to a sufficiently wide toolkit of options for successful offense.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Breakpoint Skills===&lt;br /&gt;
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Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
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* &#039;&#039;&#039;[[Armor Use]]&#039;&#039;&#039;: 70 and 110 are your major breakpoints. In conjunction with your [[Defense of the Faithful (1608)|Defense of the Faithful]] spell taking the totals to 90 and 130, these breakpoints respectively allow for metal breastplate and full plate. Metal breastplate is worth aiming for as quickly as you feel reasonably comfortable with because it has a very strong damage factor advantage over even chain hauberk. Full plate can be delayed into the 40s or even 50s if you want, though many players choose to hurry along the 110 mark too since it&#039;s the final armor goal from a mechanical standpoint.&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, good breakpoints are 10, 24, and 50 for hitting extra targets with your weapon techniques. For shield paladins only, 30 is also a threshold that unlocks the ability to learn Shield Strike Mastery.&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]]&#039;&#039;&#039;: Before cap, good breakpoints are 10, 24, 25, and &#039;&#039;maybe&#039;&#039; 50 (it&#039;s possibly excessive). 10, 24, and 50 are all for hitting extra targets with your AoE spells. 25 adds an extra daily use of [[Verb:MANA#Mana_Spellup|MANA SPELLUP]] and allows you to [[Multicast]] a buff spell two times at once. 50 adds another daily use of MANA SPELLUP. (50 also technically allows you to multicast three times at once, but that&#039;s only helpful for casting Minor Spiritual spells on other characters; two self-cast spells already maxes out buff duration.)&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Lore, Religion|Religion]] and/or [[Spiritual Lore, Summoning|Summoning]] lore&#039;&#039;&#039;: 25 ranks of Religion will max out [[Judgment (1630)|Judgment]]&#039;s chance of forcing the enemy to kneel at 85%, which can be pretty strong if you push Paladin Base hard and can reliably land that spell. Alternatively, if you don&#039;t push Paladin Base hard and could use a boost to your magical offense, each of the first 25 ranks of Summoning will push enemy TD down by 1 against the spell infused in your [[Holy Weapon (1625)|bonded weapon]]. If you want to run [[Web (118)|Web]] as your infused spell, you&#039;ll need 27 ranks of Summoning to be able to do that. Strictly speaking, nothing stops you from taking 25 ranks of Religion &#039;&#039;and&#039;&#039; 25-27 ranks of Summoning pre-cap, but I generally wouldn&#039;t recommend it due to too great an opportunity cost of training points not spent elsewhere.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;A Spellup Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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This is for those of you who take regular advantage of full spellups by any means--alts, Dreavenings, friends, MHOs, the invoker, or any other way. The DS benefits of a full outside spellup will leave you virtually indestructible against enemy AS attacks until the level 40s, if not later. (Almost definitely later on a shield build unless you&#039;re slacking on Shield Use &#039;&#039;and&#039;&#039; Dodging.) Since armor is primarily (not entirely) for mitigating AS-based hits, this playstyle lends itself to not pushing Armor Use as heavily as others. It can also skimp on various other defensive skills, which is why some players gravitate toward getting outside spells as long as they can.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Niche Skills===&lt;br /&gt;
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Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
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* &#039;&#039;&#039;[[Arcane Symbols]] and [[Magic Item Use]]&#039;&#039;&#039;: These are the most cost-effective means to improve your ability to create and upgrade Battle Standards, the paladin profession service. Of the two, Magic Item Use is more broadly useful due to extending the duration of [[small statue]] drops and the fact that rangers are capable of teaming up with other professions like clerics, sorcerers, and wizards to create magic items on demand. That said, Arcane Symbols allows reading scrolls you loot, which can be valuable for identifying which ones are worth selling to the pawnshop and which are worth trying to sell to other players.&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and eating herbs faster. Paladins are tied with clerics for training this skill more inexpensively than anyone besides empaths, so it&#039;s certainly worth considering. Voln paladins should especially look into this, but even Sunfist paladins, who can already eat herbs at the fastest speed, might enjoy not having to spend mana and stamina to do it.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Free extra silvers!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s twice as expensive as First Aid. Speeds up foraging bounties. Slightly reduces duration of stuns, which is potentially helpful; paladins can just [[Divine Intervention (1635)|BESEECH]] out of stuns, but 35 mana per unstun does add up quickly. I like Survival, but I certainly understand why others leave it for the late game.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
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Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
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Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
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What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Post-Cap Skills===&lt;br /&gt;
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Eventually you can train everything if you play long enough, but here are some considerations for if or when you reach post-cap.&lt;br /&gt;
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&#039;&#039;&#039;Spiritual Lores&#039;&#039;&#039; to their collective 202 cap:&lt;br /&gt;
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As is common with lores for most professions, they&#039;re a very expensive skill with high opportunity cost that leaves many players ignoring them pre-cap outside of low-hanging fruit early thresholds. In paladins&#039; case, that would be the 25 Religion and 25 Summoning benchmarks I mentioned before. Lores offer myriad offensive and defensive benefits, but they&#039;re less powerful for the exp than maxing Multi-Opponent Combat and Combat Maneuvers on the offensive side or Dodging and Physical Fitness on the defensive side. However, lores &#039;&#039;are&#039;&#039; more powerful for the exp than Ascension benefits, so post-cap is the time to prioritize lores and work out your plan. I&#039;ll touch on this more in lores&#039; own dedicated section.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Use]]&#039;&#039;&#039; to 300:&lt;br /&gt;
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The DS benefits of overtraining armor are fairly minimal, even in full plate. The improved maneuver defense is only slightly more substantial. Maxing out three armor specializations is another niche benefit, as you can certainly run into situations where the ability to switch between (say) Armored Casting, Armored Blessings, and Armor Support might be helpful. Individually, each of these three perks to finishing Armor Use--DS, maneuver defense, and flexibility--is pretty minimal, but, taken together, they do build a cumulative case.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Use]] if not normally using a shield or [[Two Weapon Combat]] if normally using a shield&#039;&#039;&#039;:&lt;br /&gt;
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There&#039;s something to be said for the flexibility of having two different playstyles at your disposal. Two Weapon Combat paladins have overwhelming offensive power, but what if the enemy &#039;&#039;also&#039;&#039; has overwhelming offensive power and taking just a couple of hits can spell doom? I&#039;m admittedly mostly thinking of bosses like the [[Silver-scaled cold wyrm|wyrm]] with her 900+ AS mstrikes rather than ordinary hunting, but even so, blocking some of her shots with a shield might be the difference between victory and defeat.&lt;br /&gt;
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On the flip side, shield paladins have far superior defensive prowess, but they don&#039;t always &#039;&#039;need&#039;&#039; more defensive prowess. For example, some creatures have fairly low AS and can&#039;t significantly damage a paladin with physical attacks anyway, while other creatures are casters against whom DS and blocking will never come into play. In cases like that, the greater offensive power of Two Weapon Combat would serve the paladin better.&lt;br /&gt;
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&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
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Archery isn&#039;t the worst option for diversifying your offense. AS-based ranged attacks don&#039;t bring much to the table for paladins, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time and pairs well with paladins&#039; myriad flares. I wouldn&#039;t do it, but it&#039;s out there as a thought.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Paladins can retain 25% redux--a great threshold--by stopping their spell training at 195 total ranks or fewer. Retaining 33.33% redux requires stopping around 149 or fewer.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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As an alternative to diversifying your offense or armor specializations, you could also simply move on to Ascension. For that, see the Ascension section toward the end of this guide.&lt;br /&gt;
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==Training Plan: Exclusive Choices==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush can knock down a room of creatures and inflict the Vulnerable status, which makes followup unaimed attacks more likely to hit body parts that will significantly damage the creature. Bull Rush does fairly minimal damage on its own, but is a very solid crowd control combat maneuver, especially before a paladin gets enough CS for Judgment to fill a similar role reliably.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Raises TD by 2 per rank. I actually max this in the late game because paladins have just enough spiritual TD that the small boost from Combat Focus can be the difference between getting hit by an enemy spiritual spell or avoiding it. However, even just two or three ranks would usually accomplish the same thing for much fewer combat maneuver points. Definitely don&#039;t bother with this until endgame or near it, though.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Movement]]&#039;&#039;&#039;:&lt;br /&gt;
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A negligible DS boost that&#039;s virtually worthless &#039;&#039;unless&#039;&#039; you want the Side by Side maneuver because you&#039;ll be group hunting regularly, in which case you need two ranks as a prerequisite.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Toughness]]&#039;&#039;&#039;:&lt;br /&gt;
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The first rank gives +15 max health for 6 combat maneuver points, which is a reasonable pickup for the endgame if nothing else seems worthwhile. It&#039;s not a priority, though. Even halflings and gnomes shouldn&#039;t really need it earlier in life since [[Vigor (1616)|Vigor]] already increases max health. As for the second and third ranks, the juice isn&#039;t worth the squeeze. Players who are willing and able to afford Bloodstone Jewelry can also just use that for vastly more max health than Combat Toughness offers.&lt;br /&gt;
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&#039;&#039;&#039;[[Disarm Weapon]]&#039;&#039;&#039;:&lt;br /&gt;
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A 2-second setup maneuver that attempts to get rid of the enemy&#039;s weapon. Paladins don&#039;t need to train this to defend against it since Holy Weapon already quickly returns disarmed weapons to their hand, nor do they necessarily fear enemy creatures&#039; AS-based attacks badly enough to warrant spending time getting rid of their weapon. That said, it&#039;s still a pretty strong debuff of sorts against specifically two-handed weapons (including polearms) because it&#039;ll knock out a huge chunk of a creature&#039;s DS in the process. Worth considering, but not a staple.&lt;br /&gt;
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&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
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Now here&#039;s a staple! Feint is the premier combat maneuver for lowering enemies&#039; stance so you can obliterate them afterward. Highly recommended if you&#039;re a Divine Shield or Fervor paladin, but still recommended even on a Zealot paladin. Even paladin AS can&#039;t power through &#039;&#039;every&#039;&#039; turtled creature, barring the extreme top ends of gear, enhancives, or Ascension experience.&lt;br /&gt;
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&#039;&#039;&#039;[[Precision]]&#039;&#039;&#039;:&lt;br /&gt;
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Worth a look if you&#039;re using a weapon that can deal slash damage, which is slightly tougher to land lethal blows with than crush or puncture damage. Even just the first rank for 4 points will cut out most slash-based damage. (Just remember to actually use CMAN PRECISION with your weapon in hand to set the damage type you want! Simply learning the maneuver without configuring it won&#039;t do anything!)&lt;br /&gt;
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&#039;&#039;&#039;[[Side by Side]]&#039;&#039;&#039;:&lt;br /&gt;
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Good straightforward AS and DS boost, but for group hunters only.&lt;br /&gt;
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&#039;&#039;&#039;[[Spike Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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You&#039;ll need this as a prerequisite if you want Shield Spike Focus on a shield paladin, but otherwise it&#039;s frivolous at best. Armor spikes from offensive maneuvers aren&#039;t terribly significant.&lt;br /&gt;
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&#039;&#039;&#039;[[Spin Attack]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily a top tier paladin maneuver not despite the overlap with Chastise, but because of it.&lt;br /&gt;
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Spin Attack is an unaimed attack that swings 2 seconds faster than your normal attacks (that&#039;s cutting attack speed in half for most weapon types!) while also having a minor AS boost for that one attack and a boost to Dodging for 10 seconds afterward. It even still fires off infused spells from Holy Weapon in the process.&lt;br /&gt;
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The swing speed benefit is the same whether you&#039;ve learned 1 rank or 5 ranks of Spin Attack, making the first 2 CM points an incredible value. (More ranks increase the AS and Dodging boosts.) Get it to have in your toolbox for times when both Chastise and your weapon type&#039;s assault technique are on cooldown.&lt;br /&gt;
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&#039;&#039;&#039;[[Sunder Shield]]&#039;&#039;&#039;:&lt;br /&gt;
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A flat 2-second setup maneuver that can get effectively rid of enemy shields. When it&#039;s good, it&#039;s really good for the same reasons that Disarm Weapon is. There are, however, far fewer creatures that use shields than creatures that use weapons. Worth considering, but not a staple.&lt;br /&gt;
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&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
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Actually quite good if you&#039;re using blunt weapons because it pairs well with Concussive Blows, adding another 2d16 of damage to those flares on top of the AS boost that higher Strength represents in the first place. That said, Surge of Strength really comes across as a &amp;quot;max it or skip it&amp;quot; type of combat maneuver, which means it might have to be saved for the endgame since the whole package costs 30 total CM points. Rank 5 has 75% uptime as a 90-second effect with a 120-second cooldown, but lower ranks have 150, 180, 240, and 300-second cooldowns.&lt;br /&gt;
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If you&#039;re not using blunt weapons, I&#039;d still consider this for races who aren&#039;t dwarves, giants, or half-krolvin. Paladins have a pretty good selection of combat maneuver options, but not amazing to the level of warriors or rogues, so you might (or might not) find that you can spare points for your final build.&lt;br /&gt;
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&#039;&#039;&#039;[[Tainted Bond]]&#039;&#039;&#039;:&lt;br /&gt;
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Tainted Bond makes an Ensorcell AS boost linger for two attacks instead of one. If you have a T5 Ensorcell, you should almost definitely get this, but if you don&#039;t, don&#039;t. It&#039;s also not worth rushing to a T5 Ensorcell and rocketing the gear difficulty of your weapon up just for Tainted Bond.&lt;br /&gt;
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&#039;&#039;&#039;[[True Strike]]&#039;&#039;&#039;:&lt;br /&gt;
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True Strike is an unaimed attack that swings 1 second faster than your normal attacks while penalizing the enemy&#039;s EBP against it and having a higher floor on your d100 roll by changing it to anywhere from 20+d80 (minimum 21 roll from rank 1 True Strike) to 60+d40 (minimum 61 roll from rank 5 True Strike).&lt;br /&gt;
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Spin Attack is generally better than True Strike in a vacuum because it&#039;s faster, but True Strike offers something that&#039;s more unique from Chastise than Spin Attack is. True Strike is a solid toolkit option to consider if you regularly face particularly EBP-heavy creatures. Even just one or two ranks will really cut into how well they can avoid your attack.&lt;br /&gt;
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&#039;&#039;&#039;[[Weapon Specialization]]&#039;&#039;&#039;:&lt;br /&gt;
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A paladin must-have that simply increases AS and SMR power, including that of all the offensive and setup maneuvers listed above.&lt;br /&gt;
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===Shield Maneuvers===&lt;br /&gt;
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This time I &#039;&#039;will&#039;&#039; go over every shield maneuver since almost all of them are at least worth a look.&lt;br /&gt;
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&#039;&#039;&#039;[[Block Specialization]]&#039;&#039;&#039;:&lt;br /&gt;
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Offering 5% block rate per rank, this is a bread and butter must-have passive for dedicated shield paladins. The first rank is a great early buy at a cost of only 4 shield points, but the next two cost 8 and 12, which could be worth delaying for a while so you can diversify your shield maneuver options early in life with other low-hanging fruit options.&lt;br /&gt;
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&#039;&#039;&#039;[[Block the Elements]]&#039;&#039;&#039;:&lt;br /&gt;
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Reduces incoming crits from enemy flares and bolt splashes. The first rank is pretty strong value at 5-10 crit padding for 6 shield points, but the next two ranks are another 12 and 18 points to bump that crit padding up to 10-15 or 15-20. In practice, I don&#039;t find that there are enough creatures who can use flares or hit a paladin with bolts to justify more than a single rank, which is already pretty hefty protection. However, if you simply despise getting hit with all your being and want marginal gains, it&#039;s an option!&lt;br /&gt;
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&#039;&#039;&#039;[[Large Shield Focus]] or [[Tower Shield Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Another bread and butter must-have passive that will improve all of your offensive shield maneuvers and is a necessary prerequisite to train certain options. The final two ranks should be saved for at or near the endgame due to diminishing returns, though. Large shields have a faster Shield Throw and result in very slightly better DS after you have Dodging. Tower shields hit harder with virtually all shield maneuvers and have a few exclusive maneuver options.&lt;br /&gt;
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&#039;&#039;&#039;[[Phalanx]]&#039;&#039;&#039;:&lt;br /&gt;
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Amazing additional block chance if you regularly group hunt with other shield users who also train Phalanx (available to warriors and rogues in addition to paladins), but it does nothing outside group hunts. You&#039;ll know if you want it.&lt;br /&gt;
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&#039;&#039;&#039;[[Prop Up]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires Large Shield Focus or Tower Shield Focus to be rank 3 before you can train this. Prop Up ranks each give you one-third chance to avoid being knocked down for 6, 12, and 18 shield points. Here&#039;s another passive where the first rank offers solid value, but the next two can be pretty difficult to justify until much later in life. Paladins are already very durable even if they do get knocked down, so it doesn&#039;t have to be a priority either.&lt;br /&gt;
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&#039;&#039;&#039;[[Protective Wall]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires Tower Shield Focus to be rank 3 before you can train this. Protective Wall has two ranks and the first rank only benefits party members, halving the DS lost from being stunned, webbed, immobile, unconscious, rooted, or prone. The second rank only benefits you with the same effect. Some players see this as the primary reason to use a tower shield over a large shield; I&#039;d argue that &#039;&#039;almost everything else&#039;&#039; is the reason to use a tower shield, though. If you&#039;re a group hunter, Protective Wall will help your partners, but if you&#039;re going solo, you can already get out of almost all of those status conditions already via Divine Intervention without spending valuable shield points.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Bash]]&#039;&#039;&#039;:&lt;br /&gt;
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Basic offensive shield skill that hits and applies Vulnerable. It&#039;s not amazing, but it&#039;s not bad and you have to train it to learn Shield Strike or make Shield Strike stronger. Whether you use it or just train it as a prerequisite, you&#039;ll have it!&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Charge]]&#039;&#039;&#039;:&lt;br /&gt;
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Far more powerful single-target maneuver than Shield Bash. This attack is 1 second slower, but has potential killing power (rarely, but it can get there) and, in addition to applying Vulnerable, it also staggers (adds RT), adds Weakened Armament (reduces armor protection), and can drop the enemy&#039;s stance. Shield Charge simply works well in a vacuum, so it&#039;s a pretty strong contender for your first offensive shield maneuver.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Forward]]&#039;&#039;&#039;:&lt;br /&gt;
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Passive ability that gives a 30-second Shield Use buff of +10 per rank after using an offensive shield maneuver. In practice, that&#039;s long enough that it basically feels like it&#039;s always active. Like many other passives, the first rank is great value even early, but the latter two can be delayed until after fleshing out your versatility.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Mind]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires that you&#039;ve trained Spell Block. Use 10 stamina to block the next CS-based spell, then the ability is on cooldown. I have a very low opinion of this one in all except the most dangerous Ascension hunting grounds, where it&#039;s only a pretty low opinion. Enemy CS spells aren&#039;t particularly dangerous to paladins anywhere else, you already have Faith Shield for the instances where they &#039;&#039;are&#039;&#039; dangerous, and the Spell Block prerequisite is, itself, also really weak for paladins.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Push]]&#039;&#039;&#039;:&lt;br /&gt;
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Probably the most pointless shield maneuver. This one pushes a creature out of the room, but even if you don&#039;t feel comfortable fighting a particularly dangerous creature, just leave the room yourself. No need to spend stamina and RT on making it go away, never mind the shield points.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Spike Mastery]]&#039;&#039;&#039;:&lt;br /&gt;
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Requires training the Spike Focus combat maneuver. This passive lets your spikes flare reactively if you block an enemy attack while in offensive, advance, or forward stance. Pretty good if you&#039;re a capped character just finding yourself with 20 shield points and 12 combat maneuver points to spare. I wouldn&#039;t go out of my way to make room for Shield Spike Mastery if other combat maneuvers and shield maneuvers seem appealing enough to eat up all your points, though. It&#039;s specific to spike damage; any other flares on your shield can still happen without this.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Strike]]&#039;&#039;&#039;:&lt;br /&gt;
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An absolute must. This requires at least two ranks of Shield Bash. Shield Strike uses what&#039;s called a &amp;quot;minor bash&amp;quot;--a light, weak shield attack--that&#039;s immediately followed up by a strike with your weapon at 2 RT less and 15 stamina more than swinging with your weapon would be. Its strength is derived from training both Shield Strike itself and Shield Bash.&lt;br /&gt;
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In a vacuum, Shield Strike is really good, but like I always say, nothing&#039;s in a vacuum. Weapon technique assaults and Chastise are both even better uses of stamina, making this your third best option at most even in a strictly one-on-one scenario. If you regularly hunt multiple creatures in a room, then weapon technique AoEs and Shield Throw are also better uses of stamina. So, in practice, you might use Shield Strike as its own ability pretty rarely.&lt;br /&gt;
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The actual reason that makes Shield Strike a must-have is the next item on the list...&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Strike Mastery]]]&#039;&#039;&#039;:&lt;br /&gt;
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This passive requires at least three ranks of Shield Strike and 30 ranks of the Multi-Opponent Combat skill. It adds a minor bash right before the first hit of your assault technique, including the potential of any flares and spikes. That&#039;s it and that&#039;s all it needs to be to claim the title of the best shield maneuver once you have the whopping 30 spare points for it. Assault techniques are your best option for completely obliterating a single target and this makes them even better. Simple as that!&lt;br /&gt;
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And, yes, this does count to trigger the Shield Forward buff.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Throw]]&#039;&#039;&#039;:&lt;br /&gt;
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Shield Throw is the deadliest shield maneuver per second of RT and smashes the room for AoE damage. It doesn&#039;t add any other effects like Shield Bash or Shield Charge, but is just for sheer damage. Since it&#039;s SMR-based, leading with Judgment and following up with Shield Throw gets pretty devastating! You&#039;ll certainly want at least one rank of this immediately.&lt;br /&gt;
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Shield Throw is the only offensive shield maneuver that makes any kind of mechanical argument for large shields, since at least it&#039;s 1 second faster than tower shields; however, tower shields do still hit harder, as they do with all the other previously mentioned shield maneuvers.&lt;br /&gt;
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&#039;&#039;&#039;[[Shield Trample]]&#039;&#039;&#039;:&lt;br /&gt;
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The slightly more damaging shield version of Bull Rush. It&#039;s no more a killing move than Bull Rush is, but offers the same solid crowd control. Training both of them is redundant. I&#039;d generally recommend going with Shield Trample if you have a particularly good shield (meaning lots of flares). If not, then go with whichever one you feel is facing worse competition for the combat maneuver points or shield points it&#039;s eating up.&lt;br /&gt;
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&#039;&#039;&#039;[[Shielded Brawler]]&#039;&#039;&#039;:&lt;br /&gt;
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If you&#039;re set on using a shield &#039;&#039;and&#039;&#039; brawling, then the better option is a rogue or warrior. Those professions not only have Grapple/Kick/Punch Specialization, but also Small Shield Focus and Light Armor Specialization. That enables them to brawl with a shield while only barely hindering their MM at a -5 penalty.&lt;br /&gt;
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Mechanically speaking, the only thing that gets a brawling paladin to make sense is the sheer number of flares. The whole idea presumes, however, that you&#039;re using a cestus or similar -5 MM held brawling weapon. (The alternative of not using a brawling weapon means not getting any benefit from Holy Weapon, which is basically off the table.) Wearing full plate takes away another -8 MM for a total of -13, though you can eventually get it down to -5 MM at or near cap with 280 Armor Use. A large or tower shield piles on another -19 MM on its own, though maxing Shielded Brawler can take that down to -9. Overall, though, that still stacks up to -22 MM, which very seriously cuts into the the strength of UC&#039;s basic attacks.&lt;br /&gt;
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Some especially mechanically savvy players might be thinking things like &amp;quot;What if I stop at metal breastplate instead of wearing full plate? Then I save myself 3 MM so I can better absorb the hit of -9 MM from my shield.&amp;quot; In that case, though, you&#039;d be a house divided who&#039;s sacrificing defense by wearing worse armor so that you can get defense by using a shield.&lt;br /&gt;
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All of this said, if you&#039;re absolutely set on using a shield &#039;&#039;and&#039;&#039; brawling &#039;&#039;and&#039;&#039; being a paladin, then get Shielded Brawler.&lt;br /&gt;
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&#039;&#039;&#039;[[Spell Block]]&#039;&#039;&#039;:&lt;br /&gt;
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Lets you block bolt spells with an ensorcelled, veil iron, or kroderine shield. You don&#039;t need to block bolt spells because paladins have fantastic DS against them and it&#039;s very likely you&#039;ll never get hit by a bolt spell in your life. That&#039;s if you&#039;re training Dodging, anyway. Even if not, Minor Spiritual spells still give good enough bolt DS to make them unthreatening.&lt;br /&gt;
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&#039;&#039;&#039;[[Steely Resolve]]&#039;&#039;&#039;:&lt;br /&gt;
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The other tower shield-only ability paladins can learn. This one costs 30 stamina to give you a 60-second buff of +15 DS per rank and +15% chance to block attacks per rank. It has a 300-second cooldown. Even though I think tower shields are definitely the mechanical pick for paladins, it&#039;s sure not because of this. The only context where I have any respect for Steely Resolve is in boss battles that are short and high intensity. Anywhere else, you&#039;re already virtually impossible to kill because you&#039;re a shield paladin, so there&#039;s no merit to spending 30 stamina and 24 shield points just for frivolous overkill levels of defense 20% of the time (because it&#039;s a 60-second duration effect with an overlapping 300-second cooldown).&lt;br /&gt;
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===Armor Specializations===&lt;br /&gt;
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Paladins&#039; five armor specializations, three of which are unique to them, offer a variety of combat benefits.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Blessing]]&#039;&#039;&#039;:&lt;br /&gt;
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The description on Armor Blessing is a bit deceptive; it claims to help mitigate wound stacking (such as multiple rank 1 wounds to the same body part turning into a rank 2 wound) from magical sources, but what it really means is sources that aren&#039;t designated in the code as physical attacks. In practice, it applies to a number of things that might seem physical, like various creature-specific maneuvers.&lt;br /&gt;
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That said, how good is this? It can save some time in eating herbs, save some silver for buying them, and most notably sometimes bail you out of a bad situation. In particular, preventing two rank 2 arm, hand, or leg wounds from stacking into a rank 3--a severed limb--is an enormous difference maker. For anything short of that, paladins do have many ways to get themselves out of bad situations with or without Armor Blessing.&lt;br /&gt;
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Still, due to paladin nuances I&#039;ll mention with the alternative armor specializations, I think it&#039;s completely reasonable that some players treat Armor Blessing as a sort of default armor specialization for a solo-oriented paladin. It arguably offers the greatest mechanical benefit.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Spike Mastery]]&#039;&#039;&#039;:&lt;br /&gt;
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Lets your armor spikes fire off reactively when you get hit. This one&#039;s not an armor adjustment like paladins&#039; other options, but simply a passive buff, so it might be worth picking up if you have armor spikes and get hit by enough AS attacks. It&#039;s comparatively slightly less valuable for shield paladins due to their higher attack avoidance rate.&lt;br /&gt;
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&#039;&#039;&#039;[[Armor Support]]&#039;&#039;&#039;:&lt;br /&gt;
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A classic. When maxed, it reduces effective encumbrance in plate armor by 35 pounds. (Chain would be 30 pounds, scale 25 pounds, leather 20 pounds, and robes 15 pounds.) Anything with less carrying capacity than a dwarf would get good use from it, but the question isn&#039;t whether Armor Support is good; it&#039;s whether Armor Support is &#039;&#039;better&#039;&#039; than the alternatives. On the smallest races--gnomes and halflings--it probably is. On anything else, that&#039;s a question that only you can answer out as you play and learn your own habits with loot.&lt;br /&gt;
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&#039;&#039;&#039;[[Armored Casting]]&#039;&#039;&#039;:&lt;br /&gt;
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Armored Casting entirely prevents spells from failing via fumbles (1 rolls) or hindrance, but if they &#039;&#039;would&#039;&#039; have failed, they succeed at the cost of coming with hard RT. In cloth, leather, or scale armor, maxed armored casting only gives 3 hard RT, making it a very useful armor adjustment for professions in those armor types. Since spells are 2-3 RT, those armor types can only lose 0-1 total RT in exchange for spells never failing. In chain, it&#039;s 4 hard RT, so armored casting is excellent for them too.&lt;br /&gt;
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In paladins&#039; conventional plate armor, Armored Casting results in 5 hard RT, which makes it more of an open question as to whether using this armor adjustment is a net positive or net negative. A 3-RT spell becoming 5 RT is a win because the alternative of casting the spell twice (a failed attempt, then a successful one) would have been 6 RT. On the other hand, a failed 2-RT spell becoming 5 RT is a loss because casting the spell twice would have only been 4 RT.&lt;br /&gt;
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In other words, whether Armored Casting is useful to adjust your own plate armor depends heavily on which spells you typically cast. Even if you do primarily cast 3-RT spells, there&#039;s an argument that Blessings or Support are still better. All that said, if you&#039;re a social sort, Armored Casting is a stellar aid for any of your friends who cast spells and have hindrance.&lt;br /&gt;
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&#039;&#039;&#039;[[Armored Fluidity]]&#039;&#039;&#039;:&lt;br /&gt;
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This adjustment does nothing for a solo paladin because it doesn&#039;t stack with [[Faith&#039;s Clarity (1612)|Faith&#039;s Clarity]], but how about for other characters?&lt;br /&gt;
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Maxed Armored Fluidity cuts spell hindrance in half. This sounds powerful, is powerful, and was the staple paladin armor adjustment for many years since it&#039;s unique to paladins and they used to not have Armor Support nor Armored Casting. However, as good as Fluidity is in a vacuum, nothing&#039;s in a vacuum and the newer Armored Casting is superior in a wide variety of situations. (Not all!)&lt;br /&gt;
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Let&#039;s consider an example of a ranger in brigandine armor casting Moonbeam or Spike Thorn.&lt;br /&gt;
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* Moonbeam with maxed Armor Fluidity: 3% of the time, Moonbeam needs to be cast twice because the first time failed, requiring 2 casts and 4 soft RT total&lt;br /&gt;
* Moonbeam with maxed Armored Casting: Moonbeam casts never fail, but 6% of the time, they require 3 hard RT instead of 2 soft RT&lt;br /&gt;
* Spike Thorn with maxed Armor Fluidity: 3% of the time, Spike Thorn needs to be cast twice because the first time failed, requiring 2 casts and 6 soft RT total&lt;br /&gt;
* Spike Thorn with maxed Armored Casting: Spike Thorn casts never fail, but 6% of the time, they require 3 hard RT instead of 3 soft RT&lt;br /&gt;
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In short, Armored Casting saves mana on all spells and also saves RT on 3-RT spells. The question is whether the character can survive hard RT and the answer should usually be yes because A) with Armored Casting, the spell actually goes through and hopefully makes an impact, but B) even in the event that spell doesn&#039;t make an impact, like a low roll that misses, the situation will usually have been &#039;&#039;even worse&#039;&#039; in Armored Fluidity because the spell wouldn&#039;t have worked then either, but the character would have been standing around in more total RT.&lt;br /&gt;
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One major exception is bolting, where being caught in hard RT in offensive is potentially dangerous enough to warrant preferring Fluidity over Casting. Some other unusual corner cases can make Fluidity preferable, but they &#039;&#039;are&#039;&#039; corner cases and I have to stretch to find them; for example, getting caught in hard RT via Casting can make it easier for a character to be left behind by their group if the leader isn&#039;t using the GroupMovement flag.&lt;br /&gt;
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Another notable exception is for post-cap characters who have unlocked [[Gemstones]] and acquired a rare Grace of the Battlecaster property. This property, which can reduce hindrance by up to 5%, stacks with Armored Fluidity and makes various 0% hindrance builds possible that otherwise wouldn&#039;t be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Further Character Progression==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats and boons? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
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===Feats and Boons===&lt;br /&gt;
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Paladins gain new abilities called feats and boons at various levels:&lt;br /&gt;
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====Level 15 Paladin Boons: [[Devout Guardian]] and [[Devout Resolve]]====&lt;br /&gt;
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Starting at level 15, paladins who know [[Rejuvenation (1607)]] have a 20% chance to gain the 30-second Devout Guardian effect after taking damage. This allows them to cast Rejuvenation with 0 RT while ignoring most wounds. (They can&#039;t ignore fully severed limbs, for example.) If the paladin does cast Rejuvenation while Devout Guardian is in effect, that triggers Devout Resolve, which creates a new 30-second window in which the paladin ignores most wound penalties for combat purposes.&lt;br /&gt;
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====Level 20 Paladin Feat and Boon: [[Chastise]] and [[Righteous Rebuke]]====&lt;br /&gt;
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Chastise, used with the FEAT CHASTISE command, is a very powerful ability unique to paladins. For only 10 stamina, this unaimed attack with a 15 second cooldown hits a single target 2 seconds faster than your normal swing while having 125% of your normal damage factor and guaranteed Guiding Light flares if you have them from Holy Weapon or Consecrate. Each Chastise also has a 20% chance to trigger Righteous Rebuke, a boon that drops your next spell to 1 cast RT and cuts its mana cost by up to 20 down to a minimum of 0.&lt;br /&gt;
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Furthermore, every sixth Chastise you connect with has 150% of your normal damage factor instead of 125% and fires off your infused spell from Holy Weapon without consuming a charge in addition to all the normal Chastise benefits. (Note: You won&#039;t have spell infusion yet when you very first learn Chastise. You&#039;ll have to reach at least level 25 for that.)&lt;br /&gt;
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Early on, while you only have enough stamina to choose one out of assault techniques or Chastise, assaults are still the better of the two for one-handed weapons, but I&#039;d give Chastise the edge for two-handed weapons and polearms. Damage factor multipliers get even stronger when there are higher damage factors to be multiplied, after all! Damage factor multipliers also get better when there are twice the damage factors to be multiplied, so Chastise is also stronger for a TWC build than a shield build; it&#039;s just that TWC assaults are stronger still.&lt;br /&gt;
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Chastise is incredible value for every paladin and, when it&#039;s not on cooldown, you&#039;ll likely slam creatures with it pretty regularly while stamina lasts. &lt;br /&gt;
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====Level 30 Paladin Feat and Boon: [[Excoriate]] and [[Ardor of the Scourge]]====&lt;br /&gt;
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Excoriate, used with the FEAT EXCORIATE command, is another very powerful ability unique to paladins. Once again it has a 15 second cooldown, but this one&#039;s a single-target plasma damage magical SMR attack with 3 seconds cast RT that also applies -20% plasma resistance for the next plasma damage within 30 seconds. Each Excoriate also has a 20% chance to trigger [[Ardor of the Scourge]], a boon that allows your next assault technique within 30 seconds to ignore its cooldown and incur no additional cooldown while also stacking +10 AS with each round of attacks.&lt;br /&gt;
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Furthermore, every sixth Excoriate you connect with will hit much harder, applies -40% plasma resistance instead of -20%, and hits two targets if there are two or hits the same target twice if there&#039;s only one.&lt;br /&gt;
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Since Excoriate is an SMR-based attack, it gets huge bonuses when enemies are prone, stunned, immobilized, or otherwise disabled. (In practice, every sixth Excoriate is so powerful that even landing at all is usually enough, but it&#039;s important for the other five Excoriates!) Since it&#039;s magical, you can also deal damage with it just as effectively from guarded stance as offensive stance.&lt;br /&gt;
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The most unique thing about Excoriate is that it can trigger flares from your right hand weapon. At the time of this writing, there&#039;s actually no other means in the game to fire off a melee weapon&#039;s flares from guarded stance. (Flares from runestaves or from &#039;&#039;non-weapon&#039;&#039; sources like Fervor or Battle Standard do fire from guarded stance.) Even if you&#039;re only using a basic paladin bonded weapon, that&#039;s still a worthy perk because, of course, paladin bonded flares are plasma and Excoriate just gave the enemy a plasma weakness. If you start stacking script flares, holy fire flares, and potentially other flares, then we&#039;re really talking about a strong benefit that carves out its own lane.&lt;br /&gt;
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Unlike Chastise, Excoriate doesn&#039;t offer any advantage to THWs, polearms, or TWC since it only looks at one weapon and doesn&#039;t use any aspects of that weapon other than its flares.&lt;br /&gt;
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====Level 40 Paladin Boon: [[Glorious Momentum]]====&lt;br /&gt;
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(Also requires 75 ranks of a weapon skill, but by level 40 you should have 84.) The Glorious Momentum boon rewards mixing might and magic while taking on swarms. By casting Pious Trial, Aura of the Arkati, or Judgment--a paladin&#039;s three AoE spells--and hitting three or more creatures, a paladin has a 20% chance to make the paladin&#039;s next assault technique, Shield Trample, or Shield Throw have +25 AS, +15 SMR power, no stamina cost, and no cooldown while ignoring any current cooldowns.&lt;br /&gt;
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===Secret Sauce of Lores===&lt;br /&gt;
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This section reviews the various benefits of the three spiritual lores for Paladin Base spells. We&#039;ll start with a comprehensive overview in bullet point form. For the summation-based lore benefits, I&#039;ll list comparative benchmarks at the nearest thresholds to 50, 100, and 150 ranks to illustrate the quick early gains of each lore as well as the diminishing returns from going hard in just one or two. (I&#039;ve opted not to illustrate the nearest threshold to 200 because, due to the nature of seed summation benefits, most paladins will ultimately train each of the three lores to at least some degree.)&lt;br /&gt;
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====Lore Overview====&lt;br /&gt;
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(If thinking about the math of all these numbers makes your head hurt, feel free to skip to the &amp;quot;In a Nutshell&amp;quot; sections below that summarize each lore.)&lt;br /&gt;
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&#039;&#039;&#039;Blessings&#039;&#039;&#039;&lt;br /&gt;
* More DS and TD from Mantle of Faith (+5 at 0 ranks, +14 at 54 ranks, +18 at 104, +21 at 152, +24 at 209)&lt;br /&gt;
* Extra duration added to Bless or Symbol of Blessing after Consecrate (+50% at 0 ranks, +100% at 10 ranks; doesn&#039;t get any better than that)&lt;br /&gt;
* Extra swings for EVOKE Consecrate plasma flares (flat +1 per rank)&lt;br /&gt;
* Increased odds of Consecrate or Holy Weapon plasma flare triggering twice (assumed to be a 20% base chance at 0 ranks, +32% (52%) at 52 ranks, +48% (68%) at 102 ranks, +60% (80%) at 150 ranks)&lt;br /&gt;
* Longer refresh of food/drink from Consecrate (unknown to what degree)&lt;br /&gt;
* Extra HP and stamina regeneration from Rejuvenation (+15 at 0 ranks, +45 at 55 ranks, +57 at 105 ranks, +66 at 153 ranks)&lt;br /&gt;
* Reduced enemy Force on Force impact with Defense of the Faithful&#039;s Beacon of Courage in effect (ignores 1 foe at 0 ranks, 5 foes at 46 ranks, 9 foes at 108 ranks, 11 foes at 145 ranks)&lt;br /&gt;
* Greater block rate with Divine Shield (+10% at 0 ranks, +18% at 52 ranks, +22% at 102 ranks, +25% at 150 ranks)&lt;br /&gt;
* More Combat Maneuvers ranks from Patron&#039;s Blessing (+10 at 0 ranks, +18 at 52 ranks, +22 at 102 ranks, +25 at 150 ranks)&lt;br /&gt;
* Increased max health from Vigor (there&#039;s a baseline, but it&#039;s dependent on Constitution bonus, so we&#039;ll just look at the lore benefits only: +0 at 0 ranks, +18 at 54 ranks, +20 at 91 ranks, +23 at 154 ranks)&lt;br /&gt;
* Extra damage weighting for Fervor (+10 at 0 ranks, +15 at 50 ranks, +17 at 110 ranks, +18 at 140 ranks)&lt;br /&gt;
* Extra resistance from Divine Incarnation Armor (50% at 0 ranks, 62% at 45 ranks, 70% at 95 ranks, 76% at 143 ranks)&lt;br /&gt;
* Extra daily uses of Divine Incarnation Armor (1 use at 0 ranks, 2 uses at 50 ranks, 3 uses at 125 ranks; doesn&#039;t go higher)&lt;br /&gt;
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&#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
* More DS from Higher Vision (+10 at 0 ranks, +16 at 45 ranks, +20 at 95 ranks, +23 at 143 ranks)&lt;br /&gt;
* Increased DS debuff from Aura of the Arkati (-10% at 0 ranks, -15% at 30 ranks; doesn&#039;t go any lower)&lt;br /&gt;
* Increased EBP debuff from Aura of the Arkati (-5% at 0 ranks, -12% at 49 ranks, -16% at 99 ranks, -19% at 147 ranks)&lt;br /&gt;
* Extra flare chance for Fervor (15% at 0 ranks, 33% at 54 ranks, 41% at 104 ranks, 47% at 152 ranks)&lt;br /&gt;
* More AS from Zealot (+30 at 0 ranks, +40 at 55 ranks, +44 at 105 ranks, +47 at 153 ranks)&lt;br /&gt;
* Extra TD for Faith Shield (+50 at 0 ranks, +68 at 45 ranks, +74 at 68 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra CS for spells infused into Holy Weapon via scrolls (0 baseline with flat +1 per each of the first 50 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Increased kneel chance with Judgment (35% at 0 ranks, 85% at 25 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra raises per day with Divine Word (1 baseline with flat +1 per every 20 ranks up to 140; doesn&#039;t go higher)&lt;br /&gt;
* Added double strike with Divine Incarnation Smite (0% at 0 ranks, 30% at 45 ranks, 70% at 105 ranks, 100% at 150 ranks)&lt;br /&gt;
* Increased stance ignoring with Divine Incarnation Onslaught (50% at 0 ranks, 57% at 56 ranks, 60% at 110 ranks, 62% at 156 ranks)&lt;br /&gt;
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&#039;&#039;&#039;Summoning&#039;&#039;&#039;&lt;br /&gt;
* Extra RT for Pious Trial slow effect (+2 RT at 0 ranks, +3 at 10 ranks, +4 at 25 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Extra chances to debuff with Templar&#039;s Verdict if an attack made after it misses (3 chances at 0 ranks, 4 chances at 50 ranks, 5 chances at 100 ranks, 6 chances at 150 ranks)&lt;br /&gt;
* Increased crit rank from Consecrate or Holy Weapon second plasma flare (+0 crit ranks at 0 ranks, +1.2 crit ranks at 51 ranks, +2 crit ranks at 105 ranks, +2.6 crit ranks at 156 ranks)&lt;br /&gt;
* Increased damage factor for Arm of the Arkati (10% at 0 ranks, 16% at 45 ranks, 20% at 95 ranks, 23% at 143 ranks)&lt;br /&gt;
* Increased maximum Swift Justice charges for Divine Shield (2 charges at 0 ranks, 3 charges at 40 ranks, 4 charges at 105 ranks; doesn&#039;t go higher)&lt;br /&gt;
* Allows self-cast Aid the Fallen (unlocked at 20 ranks)&lt;br /&gt;
* Added debuff for infused Holy Weapon spells (flat -1 DS per each of the first 25 ranks)&lt;br /&gt;
* Increases maximum spell level possible to infuse in Holy Weapon (+0 at 0 ranks, +9 at 54 ranks, +13 at 104 ranks, +16 at 152 ranks)&lt;br /&gt;
* Extra duration for Divine Incarnation Zeal (30 seconds at 0 ranks, 34 seconds at 46 ranks, 38 seconds at 108 ranks, 40 seconds at 145 ranks)&lt;br /&gt;
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That&#039;s a lot to digest, so let&#039;s break it down in chunks and figure out which benefits matter most!&lt;br /&gt;
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====Blessings in a Nutshell====&lt;br /&gt;
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A clear winner if you&#039;re using the Divine Shield aura, with the extra block rate going a long way to make shield paladins indestructible. That benefit isn&#039;t even entirely defensive in nature, just mostly so, since more shield blocks also means more reactive flares. Another strong Blessings benefit is the double plasma flare for Consecrate or Holy Weapon, though that one does really want to also tag team with Summoning lore to make the second flare hit hard and often instead of just often.&lt;br /&gt;
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The extra DS and TD from Mantle of Faith and the extra stamina recovery for Rejuvenation are also good benefits, but, like I implied earlier, the alternatives for your exp have to be considered. Compared to all but the earliest ranks of Blessings, Dodging and Physical Fitness are much cheaper paths to, respectively, more DS and more stamina. There&#039;s no TD alternative, though, so evaluate the entire package of Blessings. More AS from Patron&#039;s Blessing is in a similar boat; it&#039;s quite good, but not as good as maxing Combat Maneuvers, so there&#039;s an order of operations here. (The Blessings AS benefit also isn&#039;t as good as the Religion AS benefit, but the latter only applies if Zealot is your aura.)&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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Extra max health from Vigor via Blessings ranks is a bit frivolous since you already get extra health from just Constitution and Paladin Base training. The Blessings benefit does ramp up pretty quickly, at least, and you can wrangle a good bit of extra health without even trying. If you plan on getting Bloodstone Jewelry, the value of max health drops further.&lt;br /&gt;
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More Fervor damage weighting isn&#039;t too impressive because it starts at a high baseline of 10 even with no lores, so it basically has diminishing returns from the outset. Divine Incarnation Armor similarly starts at a powerful baseline of 50% before lores. Between redux, plate armor, Divine Intervention, potentially a P5 Battle Standard if you have it, and potentially a shield if you have that, the odds of being able to salvage a situation at (say) 70% resistance that you can&#039;t salvage at 50% resistance are extremely low at best. Similarly, it&#039;s not terribly likely that you&#039;d need to activate the emergency mode multiple times per day.&lt;br /&gt;
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The Consecrate benefits &#039;&#039;other&#039;&#039; than secondary flare rate are basically fluff or QoL that saves tiny amounts of mana.&lt;br /&gt;
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Finally, reduced enemy Force on Force with Beacon of Courage is nearly useless in almost all scenarios since paladins are already naturally going to train Multi-Opponent Combat. 50 ranks of MOC and 0 Blessings would already mean no penalty against five creatures with Beacon of Courage up; 100 ranks of MOC and 0 Blessings would mean no penalty against seven creatures.&lt;br /&gt;
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====Religion in a Nutshell====&lt;br /&gt;
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The low-hanging fruit of 25 Religion ranks for Judgment that I mentioned earlier is vital for paladins who use that spell even slightly often. Aside from that early breakpoint, the big win from training Religion for almost any paladin has to be Aura of the Arkati&#039;s EBP debuff to stop creatures from avoiding your attacks. The debuff starts at a pretty low baseline and scales quite well for how strong the effect is.&lt;br /&gt;
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Double strike Divine Incarnation Smite also has extreme killing power against anything crittable, bordering on a guaranteed one-shot when it does hit twice. It&#039;s not &#039;&#039;quite&#039;&#039; guaranteed, but it&#039;s vastly closer to that than not. Still, there is the obvious disclaimer that a 100 SMC paladin can only use Smite 10 times per 10 minutes. The ramp up for how often you get double strikes is also pretty slow, making it more targeted at a far post-cap paladin than anyone else.&lt;br /&gt;
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Religion ranks are to Fervor what Blessings is to Divine Shield: if you&#039;re set on using Fervor, Religion takes that aura to another level with fast scaling and a powerful effect to boot. Many high Religion paladins use Zealot anyway, however; the scaling Religion AS benefits are much more marginal, but they do start from a high baseline of 30 and work on every attack. As ever, high baselines are a double-edged sword. If you&#039;re into Zealot for the AS, consider all options: maxing Combat Maneuvers is a better path to AS than all but the earliest ranks of Religion, so this is what you&#039;d top off with down the road.&lt;br /&gt;
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Same goes for the Higher Vision DS benefit; it&#039;s reasonable and it&#039;s there, but Dodging is more efficient, so max that first. The Blessings DS benefit via Mantle of Faith is also better than the Religion DS benefit via Higher Vision.&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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Extra uses of Divine Word are cool if you cast it often, but potentially useless to players who never resurrect others. You&#039;ll know if it&#039;s valuable to you or not.&lt;br /&gt;
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More TD with Faith Shield is pretty good when it &#039;&#039;is&#039;&#039; good, but excessive in most cases since the baseline +50 is very high already. Even if you do need extra TD, it&#039;s still a spell with a cooldown. On the bright side, the Religion benefit scales pretty quickly before capping off at just 68 ranks. Divine Incarnation Onslaught is another very high baseline at 50% stance ignoring, which should usually get the job done after an Aura of the Arkati even if you had 0 Religion to benefit either spell.&lt;br /&gt;
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More CS for infusing spells from scrolls into your Holy Weapon is actually very powerful in a vacuum since you can put far stronger spells into your weapon than anything in Paladin Base. However, nothing&#039;s in a vacuum, so I hav a small caveat, a medium caveat, and a big caveat. The small caveat is that Religion needs to tag team with Summoning to make this idea work at all since non-native spells count as higher spell levels than they normally would and you can&#039;t infuse them without a good buffer of Summoning. The medium caveat is that, even with up to a +50 CS boost, you still need high baseline CS of your own (via high spell ranks, heavy quartz orbs, and potentially even Transcend Destiny) to get non-native spells into the range of hitting creatures consistently. The big caveat is that regularly sourcing scrolls with killer spells like Dark Catalyst, Divine Fury, or Wither is a royal pain.&lt;br /&gt;
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====Summoning in a Nutshell====&lt;br /&gt;
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Summoning works wonders for Arm of the Arkati, making every melee hit land harder. This is already a premier paladin spell, but it&#039;s especially potent for non-shield builds as big weapons or two weapons reap more benefit from percentage boosts to their offense. I can&#039;t stress enough that even though Arm of the Arkati isn&#039;t nearly as flashy and in your face as Zealot or Fervor, the sheer invisible math of it makes it arguably the most powerful of the three effects. It&#039;s not an aura itself either, so it can stack with one of the auras.&lt;br /&gt;
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As for other Summoning benefits that scale into the endgame, higher crit ranks for the second Holy Weapon or Consecrate plasma flares really raises the power floor on those. However, this benefit does want to operate alongside Blessings lore to increase the odds of a double flare happening in the first place.&lt;br /&gt;
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The first 25-27 ranks of Summoning are also crucial for spell infusion, both in the sense of debuffing creatures (25 ranks) and the sense of being able to infuse Repentance (9 ranks) or Web (27 ranks).&lt;br /&gt;
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As for the less notable benefits...&lt;br /&gt;
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More Swift Justice charges for Divine Shield are a decent benefit, but that aura heavily favors Blessings lore overall, so the Summoning benefit is probably only worth thinking about as part of a bigger picture where you&#039;re taking Summoning primarily for other reasons. Even then, while the 40 breakpoint isn&#039;t a big ask, the next breakpoint being at 105 &#039;&#039;is&#039;&#039; a huge commitment.&lt;br /&gt;
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Pious Trial doubles its slow effect at just 25 Summoning, but I don&#039;t encounter many paladins who cast this spell with any regularity. It&#039;s pretty strong, but paladins are loaded with options ranging from very strong to extremely strong, so it can fall by the wayside.&lt;br /&gt;
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Self-cast Aid the Fallen at 20 ranks used to be more useful, but Battle Standard can now do a similar thing with no lore required.&lt;br /&gt;
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Templar&#039;s Verdict extra debuff chances are another hard case of the high baseline blues where you&#039;ll virtually never benefit from having more than the 3 you&#039;d get even with no training.&lt;br /&gt;
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Having a longer window of time for Divine Incarnation Zeal to fire off flares doesn&#039;t seem to have any value since the total number of flares is limited by divine energy, not time.&lt;br /&gt;
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====So What Do I Do?====&lt;br /&gt;
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Whatever you want. Paladin players see viability in virtually any split of lores.&lt;br /&gt;
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===Gear Upgrades: Armor===&lt;br /&gt;
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Even though fancy gear is more a luxury than a necessity for paladins, you might as well upgrade your paladin&#039;s gear eventually if you enjoy them! But how and in what way? This is going to go quickly because I generally think that armor scripts or materials aren&#039;t worth it unless you have a lot of money burning a hole in your pocket. I&#039;ll cover both scripts and materials, but do note that if you want both, it&#039;s 50k more expensive than buying each individually would have been and you generally have to start with the material. (Transmuting an armor from one material to another is only offered for limited periods of time in rotating selections, so you can&#039;t count on its availability. Adding scripts to existing armor is always there at Duskruin.)&lt;br /&gt;
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&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
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* [[Adamantine]]: Has a chance to disarm or break weapons that connect with it, though its minimum weight is 50% heavier than standard armor materials. Its base cost is 40k bloodscrip, so it&#039;s for long-term projects that begin with fairly heavy spending. Non-shield paladins would get better use out of it than shield paladins due to taking more hits. Adamantine can&#039;t be worn until at least level 65.&lt;br /&gt;
* [[Obskruul]]: Has impact flares and a 5 AvD advantage. Not bad as a long-term project since the 5 AvD is the equivalent of an extra 5 enchant that would be otherwise impossible. It&#039;s worth noting that the base cost is 25k bloodscrip, so unless you go to a minimum of a +35 enchant normally, getting the extra 5 AvD via obskruul is a less efficient path than simply enchanting.&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, though shield paladins might potentially get more use out of zelnorn due to taking fewer hits. (On the other hand, rusalkan &#039;&#039;shields&#039;&#039; are much more powerful than the armor, so see those below.) Some contact-based combat maneuvers like Bull Rush can also trigger this.&lt;br /&gt;
* [[Somnis]]: Can put enemies to sleep after they hit you. Great stuff! But is it 100k bloodscrip great? I&#039;d be hard pressed to say so, but I acknowledge that it&#039;s a powerful effect.&lt;br /&gt;
* [[Zelnorn]]: Uses half of what &#039;&#039;would&#039;&#039; be the DS from its enchant as AS instead. If you want to have the highest AS possible, here&#039;s the armor for you! Its base cost is 50k bloodscrip, so, like other materials, it best serves as a long-term project that begins with fairly heavy spending. The big downside is that zelnorn doesn&#039;t allow flares in the ability slot (AKA category B). Zelnorn can&#039;t be worn until at least level 60.&lt;br /&gt;
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&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
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* [[Animalistic Spirit Armor]]: Much more aimed at warriors and open rogues than paladins. The reactive flares are non-damaging knockdowns, which paladins are already good at via Judgment, Shield Trample, or Bull Rush. Revenge Flares have some value, but aren&#039;t at their best on paladins, who have low evade rates. Stamina regen is decent, but expensive compared to buying stamina regen enhancives. Extra DS is fine, but extraneous. This is a fine package, but nothing overwhelmingly must-have.&lt;br /&gt;
* [[Ethereal armor]]: Again, extra DS and a flare chance for crit padding are pretty extraneous to a paladin. If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it.&lt;br /&gt;
* [[Forest Armor]]: Random boosts of 3-5 AS and CS for random durations. Not terrible and this is, if nothing else, one of the cheapest armor scripts around. Worth considering.&lt;br /&gt;
* [[Ithzir Armor]]: Cool abilities involving healing and emergency escape, but not 500k bloodscrip cool.&lt;br /&gt;
* [[Mana-Infused Armor]]: Mana, damage padding, crit padding, AS and CS, and an emergency button to drive creatures out of the room. The AS and CS buff is three minutes of guaranteed +25 AS and +15 CS, which is great. However, it&#039;s 476k bloodscrip to get to that point (and 676k total to also have the emergency button).&lt;br /&gt;
* [[Parasite Armor]]: Health recovery is redundant on paladins due to Rejuvenation. It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip.&lt;br /&gt;
* [[Sprite Armor]]: Extra DS and maneuver defense are extraneous. However, the Sprite Armor wiki page doesn&#039;t adequately cover what &#039;&#039;does&#039;&#039; make this worth considering at its full unlock (and only at its full unlock): it can store up to 900 mana, which you can infuse into it at random amounts by touching the armor (on a five-minute cooldown). You extract the mana at 90% efficiency, which means it&#039;s a mana battery of 810 mana on demand. This would already be pretty cool, but what kicks it up another level is that whatever random amount the game takes when you infuse mana, the armor stores four times that much. Putting this all together: if you touch the armor and the game takes 50 mana from you, it puts 200 mana into the armor, which you can then get back out of the armor as 180 mana. It&#039;s more or less as close to infinite mana as you&#039;re going to get, hindered only by the fact that it takes random amounts of mana and there&#039;s a cooldown. Is all of that worth 115k bloodscrip? You decide.&lt;br /&gt;
* [[Valence Armor]]: Now we&#039;re talking because we&#039;ve come to the first armor script that has damaging reactive flares, which are great since paladins take a lot of hits--and even better for non-shield paladins (or shield paladins not using Divine Shield). Of course, since they &#039;&#039;know&#039;&#039; damaging reactive flares are great, the base armor is 25k bloodscrip, which might feel steep for people without giant stashes of money. If you absolutely must have non-vanilla armor of some sort, I think this is a fine default that&#039;s better than any of the other script options and most or all of the material options, but I do have an alternative suggestion below.&lt;br /&gt;
* [[Voln armor]]: Extra DS, sheer fear protection, crit padding, and an emergency escape button. Nothing a paladin badly needs.&lt;br /&gt;
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&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
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If you absolutely must have non-vanilla armor of some sort, then I think Valence Armor is a fine default script while adamantine or zelnorn are fine default materials depending on whether you favor defense (adamantine) or offense (zelnorn).&lt;br /&gt;
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However, my actual answer to the armor question is simply:&lt;br /&gt;
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* Go to playershops and spend 1-3 million silver on full plate that has flares, then get it upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
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Think about it. You could pay 25k bloodscrip for Valence Armor to have disintegrate flares or 25k bloodscrip for obskruul to have impact flares, just as an example, or you could just buy flares in a playershop for the equivalent of 1-3 million silver. The pay event counterparts don&#039;t exceed the playershop item unless you spend &#039;&#039;even more&#039;&#039; than those base 25k bloodscrip costs to start piling on ability slot flares (Valence Armor) or scripts (obskruul).&lt;br /&gt;
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As always, everything is subject to your budget range. If you want to immediately come in and spend big, that option is there too.&lt;br /&gt;
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===Gear Upgrades: Shields===&lt;br /&gt;
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&#039;&#039;&#039;No script, flourish, or material, but simply cast Consecrate on a vanilla shield&#039;&#039;&#039;:&lt;br /&gt;
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This is where I think you should begin if you&#039;re uncertain or dipping your toe in the water. For 50,000 silver or less, you can get a basic shield at the game&#039;s baseline expectation of +20 enchantment. Even a vanilla shield becomes potent enough in a paladin&#039;s hands due to Consecrate as long as you remember to refresh its plasma flares when they run out.&lt;br /&gt;
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There&#039;s nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later! Just don&#039;t sink silver into too far upgrading such a vanilla shield with Enchant, Ensorcell, or Sanctify; you&#039;re likely to want a better baseline eventually and the silvers spent on those services can be used more effectively elsewhere.&lt;br /&gt;
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&#039;&#039;&#039;Start with a special material&#039;&#039;&#039;:&lt;br /&gt;
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* [[Adamantine]]: Has a chance to disarm or break weapons that connect with it, though its minimum weight is 50% heavier than standard shield materials. Its base cost is 40k bloodscrip, so it&#039;s for long-term projects that begin with fairly heavy spending. Adamantine can&#039;t be used until at least level 65.&lt;br /&gt;
* [[Kroderine]]: Some professions consider kroderine a neat budget way to get triple dispel flares for 30k bloodscrip instead of the 90k it would normally cost. That said, this isn&#039;t what paladins are looking for. Kroderine comes at a +22 enchant and is impossible to further Enchant, Ensorcell, Bless, or Sanctify. You also can&#039;t cast Consecrate on it for double plasma flares and it&#039;s debatable whether triple dispel flares are better than that or, even if so, how much so. Most importantly, though, holding a kroderine shield cuts your maximum mana in half. It&#039;s just too big a price to pay for too little benefit.&lt;br /&gt;
* [[Low steel]]: A high-end expensive option at 300k bloodscrip that inflicts a damage over time (DoT) psychic flare that deals damage and inflicts RT. Any enemy that gets hit by this flare is basically dead--not literally so, but I mean that it&#039;ll be so stalled out in RT that you&#039;ll essentially have won. The cost is steep, but the power is immense. Of course, there&#039;s the lingering question of how much more powerful low steel psychic flares are than the double plasma flares you get for free as a paladin. I wouldn&#039;t blink if someone said ten times more powerful, but it is, of course, difficult to beat free on sheer value!&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. The shield version of this is a lot better than the armor version since offensive shield maneuvers are much more powerful overall than contact maneuvers that use armor, making it easier to fit into your routine without going out of your way. Low steel might be even more powerful still, but unlike with low steel, you can stack the rusalkan flares &#039;&#039;and&#039;&#039; your own double plasma flares from Consecrate. It&#039;s a close call.&lt;br /&gt;
* [[Zelnorn]]: Uses half of what &#039;&#039;would&#039;&#039; be the DS from its enchant as AS instead. If you want to have the highest AS possible, here&#039;s the shield for you! Its base cost is 50k bloodscrip, so, like other materials, it best serves as a long-term project that begins with fairly heavy spending. The big downside is that zelnorn doesn&#039;t allow flares in the ability slot (AKA category B)--and that&#039;s a far bigger downside than its armor counterpart since flares really help shields at least try to keep up in the offense department. Zelnorn can&#039;t be used until at least level 60.&lt;br /&gt;
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Whether you&#039;ll be using materials or not, let&#039;s move on and look at the script options!&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Shield]] script&#039;&#039;&#039;:&lt;br /&gt;
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While Animalistic Spirit&#039;s weapon counterparts are extremely popular even without upgrades, off-the-shelf Animalistic Spirit shields face a few unique challenges due to their default grapple damage. Almost all of the offensive shield maneuvers worth using already knock down creatures, which renders grapple frivolous. That means you need to pay extra to either change the damage type or buy the Revenge Flares unlock, which allows blocking in forward, advance, or offensive stance to fire off grapple flares and knock enemies down passively. Wild Backlash is also a good unlock for paladins, who benefit from both sides of the DS and TD debuff, but the power of Wild Backlash is tied to the unlock tier of Animalistic Fury. The problem with that is that there&#039;s almost difference in the power of the Animalistic Fury flares themselves &#039;&#039;unless&#039;&#039; you change the damage type.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy Shield]] script&#039;&#039;&#039;:&lt;br /&gt;
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The good news is that Energy Shields come in lightning flare variety off the shelf and don&#039;t need an unlock to fire off flares when blocking. (You can choose fire, ice, or impact instead if you want.) The bad news is that both their OTS versions and their unlocks are far more expensive than Animalistic Spirit or Phytomorphic Shields without a corresponding power increase. I love Energy &#039;&#039;Weapons&#039;&#039; and highly recommend them, which we&#039;ll get to below, but can&#039;t do the same for their shield version.&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic_Weapon-Shield|Phytomorphic Shield]] script:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Slam dunk shield script. These have default disintegrate flares and unlock paths to simultaneously debuff enemy DS and buff your AS (or debuff TD and buff your CS if you prefer as a toggleable choice), add Disoriented status that makes it more difficult for enemy creatures to cast spells, or both. Since shield maneuvers are frequently setups for a followup weapon attack, these debuffs and status-inducing effects are just what the doctor ordered.&lt;br /&gt;
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Whether you&#039;re looking to spend exactly 10k bloodscrip and no more or for a long-term project, this is &#039;&#039;the&#039;&#039; shield script right now.&lt;br /&gt;
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===Gear Upgrades: Weapons===&lt;br /&gt;
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I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]] with more information on scripts, specifically, but I&#039;ll use this section to cover some personal favorites, flourishes, materials, and paladin-specific considerations for scripts!&lt;br /&gt;
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&#039;&#039;&#039;No script or flourish, but simply bond to a vanilla weapon&#039;&#039;&#039;:&lt;br /&gt;
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Start here. You won&#039;t have trouble finding any weapon base on the cheap and your baseline vanilla weapon will be even better than your baseline vanilla shield due to Holy Weapon and Arm of the Arkati. Again, nothing wrong with starting small; the higher exp of my two paladins actually used two plain eonake war hammers from level 10 to 100 and even for a while beyond before finally upgrading. (I do have to acknowledge that capped hunting in 2017 was a very different thing than capped hunting in 2025.)&lt;br /&gt;
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Just don&#039;t sink silver into too many upgrades on a vanilla weapon with Enchant, Ensorcell, Sanctify, or weighting; get a better baseline to build on eventually. If you really want some middle ground between a starter vanilla weapon and a long-term project piece, then I recommend checking the market and asking around, as people frequently sell vanilla-ish weapons with tons of player services on them at massive discounts when they themselves have outgrown those items and upgrade to bigger and better things. You can then turn around and sell it later when it&#039;s your time to move forward.&lt;br /&gt;
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&#039;&#039;&#039;Create or buy a perfect forged weapon&#039;&#039;&#039;:&lt;br /&gt;
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[[Forging]] your own weapon can eventually create what&#039;s known a perfect weapon, which has 6% better damage factor and +3 AvD compared to vanilla weapons of the same base. This is a time-consuming endeavor that can take weeks or potentially months, but many players find it rewarding to create a weapon that&#039;s truly their own with their crafting mark on it. Paladins are [[Forging#Profession_Modifiers|among the best at forging]]. That doesn&#039;t mean that they&#039;ll produce a perfect weapon faster than other professions after becoming masters, but rather that they&#039;re likely to become masters slightly faster than other professions.&lt;br /&gt;
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You can also potentially buy a perfect forged weapon from someone else, especially if you use fairly common weapon bases. This is a vanilla-ish path that doesn&#039;t look flashy or do anything fancy like scripts, but has comparable power to the un-upgraded version of most scripts and leaves room for expansion to add scripts or flourishes later. The lower exp of my two paladins has been using a perfect forged white ora broadsword from somewhere around the low level 30s to 3x cap. Meanwhile, the higher exp paladin upgraded from her vanilla eonake war hammers to a perfect eonake war hammer and a perfect zorchar war hammer.&lt;br /&gt;
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&#039;&#039;&#039;Start with a special material&#039;&#039;&#039;:&lt;br /&gt;
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Various ores are available at pay events to create weapons from. Let&#039;s briefly review those:&lt;br /&gt;
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* [[Adamantine]]: A much better armor or shield material than weapon material since the weapon version can only disarm or shatter an enemy&#039;s weapon when you parry. Possibly reasonable in the hands of a Parry Mastery warrior for 40k bloodscrip, but paladins don&#039;t have anywhere near their level of parrying ability.&lt;br /&gt;
* [[High Steel]]: Extraplanar bane material with 8 crit weighting and anti-Ithzir fade mechanics. There was a time when almost all capped creatures were extraplanar, but that time has been erased with Ascension hunting grounds--at least for now. Even back then, players largely didn&#039;t consider it worth the 150k bloodscrip.&lt;br /&gt;
* [[Kroderine]]: You can&#039;t bond to it with Holy Weapon, making it an automatic non-starter for paladins even disregarding its other disadvantages like being impossible to Enchant, Ensorcell, Bless, or Sanctify. Other professions sometimes regard kroderine weapons as a neat budget way to get triple dispel flares for 30k bloodscrip, but paladins simply have better options in their own toolkit.&lt;br /&gt;
* [[Low steel]]: A high-end expensive option at 300k bloodscrip that inflicts a damage over time (DoT) psychic flare that deals damage and inflicts RT. Any enemy that gets hit by this flare is basically dead--not literally so, but I mean that it&#039;ll be so stalled out in RT that you&#039;ll essentially have won. The cost is steep, but the power is immense. Again, though, you could just be using your own double plasma flares for free, so there&#039;s a question of how much power you need and at what price.&lt;br /&gt;
* [[Pure coraesine]]: I&#039;ve never heard of anyone even attempting to use this with a paladin, which makes sense because I don&#039;t see why they would. Even assuming you can bond to pure coraesine with Holy Weapon, which I&#039;m not certain you can since it&#039;s not blessable, you wouldn&#039;t get your double plasma flares since it has innate air flares that are weaker. It also takes up the script slot. If that&#039;s not enough, it&#039;s also 400k bloodscrip, which means you could have been getting low steel instead with bloodscrip to spare!&lt;br /&gt;
* [[Rusalkan]]: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies, boosts AS and CS for 10 seconds if it &#039;&#039;does&#039;&#039; knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. The weapon version of this is even better than the shield version, which is already a lot better than the armor version, since weapon attacks are the bulk of your offense. Low steel might be even more powerful still, but unlike with low steel, you can stack the rusalkan flares &#039;&#039;and&#039;&#039; your own double plasma flares from Consecrate. It&#039;s a close call.&lt;br /&gt;
* [[Vethinye|Starsong, AKA vethinye]]: A 100k raikhen base cost material that flares disruption. Like rusalkan, the flares are in the material slot, which means you still get your plasma flares! Starsong can be upgraded up to twice for 150k raikhen per upgrade, which can make it flare disruption up to one extra time per upgrade. Fully upgraded, it flares disruption 1 to 3 times; if there&#039;s only one creature against the room, all three flares would hit the same creature, but if there&#039;s more than one, then additional flares would hit other creatures. I&#039;d say the highest value bang for your buck here is the basic 100k flare, but it&#039;s still behind the value proposition of scripts... which in turn are behind the value proposition of perfect forged weapons, which in turn are behind the value proposition of basic weapons. Free is infinitely cheaper than non-free, but non-free isn&#039;t infinitely stronger than free. Ultimately, everything has to be evaluated through the lens of what you want from your endgame weapon and how much you&#039;re willing to spend to get it. If scripts seem expensive to you, starsong probably isn&#039;t the way. If they seem reasonable to you, then consider starting here. If scripts seem &#039;&#039;cheap&#039;&#039; to you, then perhaps look at the more expensive materials like low steel or xazkruvrixis just below...&lt;br /&gt;
* [[Xazkruvrixis]]: The most expensive option at 500k bloodscrip, but this is even more imposing than low steel because its flares simply cause instadeath. That&#039;s it! It takes up the flare slot, so you won&#039;t get your own double plasma flares, but this is obviously better; the question is whether it&#039;s 500k bloodscrip better, which is your call.&lt;br /&gt;
* [[Zelnorn]]: An excellent material for armor and shields, but a terrible material for weapons because it works in reverse: it trades half of the &#039;&#039;AS&#039;&#039; of its enchant for extra &#039;&#039;DS.&#039;&#039; An easy skip that&#039;s not worth 50k bloodscrip.&lt;br /&gt;
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Whether you&#039;ll be using forging, materials, neither, or both, let&#039;s move on and look at the script options!&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
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Incredible variety of flavor messaging makes this script very popular among all professions! The default grapple damage type isn&#039;t particularly deadly on its own, but does frequently knock creatures down, which makes for excellent followups. If you find that you tend to lead off battles with [[Repentance (1615)|Repentance]] or [[Judgment (1630)|Judgment]] (or, for that matter, [[Web (118)]]), then the grapple type will be redundant and you might be better served elsewhere; however, if you tend to lead with [[Aura of the Arkati (1614)]], it can be very useful. You can also convert the dmaage type of Animalistic Spirit, though that&#039;s an extra expense.&lt;br /&gt;
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Wild Backlash is at its best here because paladins can benefit from both sides of its DS and TD debuff. However, the strength of the debuff depends on upgrading Animalistic Fury, which won&#039;t be an appreciable power increase on its own unless you&#039;ve also changed Animalistic Fury&#039;s damage type. That said, if you do change the damage type, upgrade Animalistic Fury, and unlock Wild Backlash, all of that also comes together to kick Revenge Flares up a notch. I said with Animalistic Spirit &#039;&#039;armor&#039;&#039; that Revenge Flares weren&#039;t at their best, but the armor version is only for evade while the weapon version works with evade and parry--plus the weapon version incorporates the Wild Backlash debuff.&lt;br /&gt;
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Despite a high ceiling of how much you can spend, the entry point is only 10k bloodscrip and the a la carte unlocking paths make upgrading in the future easy and flexible. Still, I&#039;d say paladins have an even better script option from the same creator, so see Phytomorphic Weapons below.&lt;br /&gt;
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&#039;&#039;&#039;[[Blink_weapon|Blink Weapon]] script&#039;&#039;&#039; (price: 750k bloodscrip):&lt;br /&gt;
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Extremely expensive, but almost certainly the most powerful option for any one-handed paladin weapon and even some of the faster two-handed ones. It adds the chance to shoot even more spells out of your weapon while swinging it; compared to the spell infusion from paladin bonding itself, the upsides are that it can even fire off AoE spells like Judgment and doesn&#039;t require recharging, but the downside is that it&#039;s only a flare chance instead of guaranteed on demand.&lt;br /&gt;
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Most paladin players reading this guide because they need advice probably shouldn&#039;t be thinking about Blink Weapons for years, if ever, but I can&#039;t judge if you have tons of disposable income and want immense power immediately!&lt;br /&gt;
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&#039;&#039;&#039;[[Briar_flare_items|Briar Weapon]] script&#039;&#039;&#039; (price: 350k to 360k bloodscrip for T3 (don&#039;t get T1 or T2, which are basically just more expensive grapple flares)):&lt;br /&gt;
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T3 Briar Weapons have grapple flares with a much higher damage ceiling than ordinary grapple flares (including the ones from Animalistic Spirit), also poison the enemy, and furthermore charge an internal counter for an activated ability that gives two minutes of +25 AS. In practice, they recharge so quickly that they usually amount to always having the AS boost.&lt;br /&gt;
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Paladins already have some of the game&#039;s highest AS, so Briar Weapons can be your path to jaw-dropping overkill AS. In practice, it&#039;s usually not a significant mechanical difference, but more for fulfilling a personal need to have the highest number possible. The cost is also high enough that Briar Weapons are another case where most paladin players reading this guide probably shouldn&#039;t be considering them for a long while, if ever.&lt;br /&gt;
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&#039;&#039;&#039;[[Coraesine_Relic|Coraesine Relic]] script&#039;&#039;&#039; (price: 750k bloodscrip):&lt;br /&gt;
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Another alternative to Blink as the strongest possible paladin option. Coraesine relics can flare to swing up to five extra times, though each extra swing consumes 10 stamina and 10 mana until you run out (at which point it won&#039;t be making extra swings). These extra swings are even more powerful for paladins than almost all other professions because of all the extra flares you can get going!&lt;br /&gt;
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In scenarios like boss battles, this is definitely the most burst damage you&#039;ll find anywhere. In normal hunting that lasts longer than a few minutes, though, those costs of stamina and mana are very real and will need support from enhancives and Ascension. Some people will swear by coraesine relics, but I definitely side with Blink Weapons out of the two 750k options.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
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Energy Weapons are one of the only scripts that can come with lightning flares off the shelf, making them an extremely powerful budget option. (You can choose fire, ice, or impact instead if you want.) Their upgrade path also potentially has more raw power than comparable scripts, but less versatility. Energy Weapons have three power modes: standard, drained, and surged. You can ignore drained and surged if you want and just stick to conventional flare power. If you&#039;re willing to try the other two, then you can use the weakest form, drained flares, to store energy to unleash the strongest form, surged flares on demand when you need them.&lt;br /&gt;
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I highly recommend Energy Weapons if you&#039;re looking for something that delivers sheer power off the shelf without going wild on spending, but aren&#039;t a TWC paladin. (If you are a TWC paladin, see Twin Weapons further below.) Higher unlock tiers remain an option because they do improve the power, but only moderately so. If you&#039;re willing to spend a bit more than the 10k OTS cost, but not tons more, then maybe see Knockout/Skullcrusher or Phytomorphic Weapons below.&lt;br /&gt;
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&#039;&#039;&#039;[[Iasha_white_ora_weapon|Iasha Weapon]] script&#039;&#039;&#039; (price range: doesn&#039;t matter because you shouldn&#039;t buy it):&lt;br /&gt;
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I&#039;m only bringing this up to explain that it&#039;s a trap. It&#039;s cheap and it might look aimed at paladins, but Iasha will cut you off from using your own toolkit&#039;s flares in Consecrate or Holy Weapon, which are free, more powerful, don&#039;t add gear difficulty, don&#039;t take up the script slot, and don&#039;t require that the weapon remain white ora forever.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. If you&#039;re using a blunt weapon, it doesn&#039;t get much more powerful than this without costing a ton by getting into Blink Weapon territory. (Honestly, I&#039;d take Knockout over Briar Weapon on a paladin despite the latter costing three and a half times as much. Briar is at its most efficient for archers, where +25 is a greater percentage boost.)&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than Animalistic Spirit. Some people pick Animalistic Spirit for their handwear or footwear and Knockout for the other.&lt;br /&gt;
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As for Skullcrusher, see everything I just said about Knockout, because these are mechanically identical and cost the same, but go into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; a script if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Blessings, Religion, or Summoning&#039;&#039;&#039; (price: 400k bloodscrip):&lt;br /&gt;
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This is another very high end offering that&#039;s at the peak of power, this time in the realm of flourishes. While normal flares have a 20% rate, Lore Flares start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. Blessings Lore Flares deal the always-favored lightning damage and increase AS by 10 for 10 seconds, allowing stacks of up to three without refreshing the duration. Religion Lore Flares deal plasma damage and heavy damage over time (DoT) afterward, but only hit the undead. Summoning Lore Flares deal plasma damage and moderate DoT that&#039;s weaker against the living and stronger against the undead.&lt;br /&gt;
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Paladins like all three of their spiritual lores, so reaching 171 ranks in one of them requires either a hefty tradeoff of other lores or heavy investment via enhancives and Ascension.&lt;br /&gt;
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Blessings is pretty clearly the strongest for paladins. Still, as great as lightning is, it&#039;s not such an enormous margin over plasma that it should necessarily throw you off of Summoning if you were training that for the lore&#039;s core benefits. Religion Lore Flares are a bit difficult to justify unless you&#039;re certain you almost exclusively hunt undead. Both of my paladins favor Religion lore because I like the core benefits, but if I were to spend on Lore Flares, then I&#039;d go with Blessings anyway for the versatility of hitting everything.&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic_Weapon-Shield|Phytomorphic Weapons]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit script that you can tailor to your liking by altering its messaging with foraged plants. This comes with a default disintegrate damage type, which, while not amazing like lightning, is perfectly suitable for almost all creatures other than water elementals.&lt;br /&gt;
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Phytomorphic Weapons&#039; unlockables are what really make them shine! Deciduous Decay makes its flares simultaneously debuff enemy DS and buff your AS--or, if you prefer, it can debuff enemy TD and buff your CS. You can toggle which one it does. As good as Animalistic Spirit&#039;s Wild Backlash is, this is the even stronger version in most cases due to being able to specialize in the exact needs of your hunting ground, playstyle, and training. Arboreal Agony makes the flares also have a chance to add Disoriented status that makes it more difficult for enemy creatures to cast spells. Stopping creatures from casting spells is one of very few things that the paladin toolkit isn&#039;t inherently good at.&lt;br /&gt;
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If you&#039;re looking to spend exactly 10k bloodscrip and never any more no matter how long you play, then my recommendation remains with Energy Weapons. However, for anyone else looking into the midrange of a low entry point that has room to grow, the a la carte unlocks and high ceiling earn Phytomorphic Weapons a top recommendation from me for any non-TWC paladin. (Still high honors for TWC paladins, for that matter, but up next is my preferred pick for them!)&lt;br /&gt;
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&#039;&#039;&#039;[[Twin Weapons]] script&#039;&#039;&#039; (price range: 7.5k to 117.5k bloodscrip per weapon (minimum 15k total to start)):&lt;br /&gt;
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With the caveat that Twin Weapons are for Two Weapon Combat only, they&#039;re uncontested as the best bang for your buck. Like Energy Weapons, these offer lightning flares off the shelf, which is already an immediately strong starting point. (You can choose fire, ice, or impact instead if you want.) Unlike Energy Weapons, the main hand Twin Weapon has one of the best script perks in the game: the ability to flare an entire second swing of your weapon! (Before you start picturing that these are coraesine relics at 2% the price, not quite. The second swing rate ranges from 1% to 7% depending on the unlock tier. On the bright side, unlike coraesine relics, there&#039;s also no mana or stamina cost.)&lt;br /&gt;
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Twin Weapons also have various other perks of temporarily raising AS, DS, or TWC skill. They also have a pretty flexible upgrade path that allows only upgrading the main hand weapon or the offhand weapon depending on which perks you prefer instead of having to spend equal amounts on both. (The main hand perks are far more powerful because of the double swing.)&lt;br /&gt;
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All of this said, I&#039;m talking about sheer power. That&#039;s where Twin Weapons can&#039;t be bested without spending five to fifty times as much. If you want versatility, you might still prefer Phytomorphic, which is completely reasonable.&lt;br /&gt;
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&#039;&#039;&#039;Miscellaneous alternatives: [[Duskbringer_weapons|Daybringer or Nightbringer]], [[Parasitic_Weapon|Parasitic Weapons]], or [[Sprite_Weapon|Sprite Weapons]] scripts&#039;&#039;&#039;:&lt;br /&gt;
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I&#039;d describe this trio of scripts as wonderfully flavorful options. Mechanically, compared to other options in their off the shelf form with no upgrades, they&#039;re about as strong as Phytomorphic Weapons and stronger than Animalistic Spirit due to better damage types, but less strong than Energy Weapons (and especially Twin Weapons for TWC paladins). Where they fall a bit behind is that their upgrade paths are completely linear, bundling aspects into the cost that you might not necessarily want. Still, if you love the flavor of these scripts, I don&#039;t think you can go wrong with any of them. They&#039;re not the best of the best, but they&#039;re still in the ballpark.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. For example, buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, despite the name, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout or Skullcrusher adds 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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Paladins&#039; own profession service is great for just about every profession and even better for paladins themselves!&lt;br /&gt;
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From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.) These flares randomly deal rank 1-7 crits; however, as a paladin-only benefit, there&#039;s a 20% chance that the flare will instead randomly rank 5-9 crits, which is a giant power boost on average. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Second tier Battle Standards create an aura that fires off attacks at nearby creatures every 10 seconds or so for 3 minutes. I mention them here because they have quite a long cooldown until your standard is upgraded to at least tier 5, at which point it&#039;s a mere 15 minutes--basically once per hunt!&lt;br /&gt;
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Lastly, fifth tier Battle Standards can reduce incoming crits while retaliating with an SMR-based flare and sixth tier Battle Standards offer a once-per-day activated ability to &#039;&#039;always&#039;&#039; reduce incoming crits and flare back for the next 30 seconds.&lt;br /&gt;
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Just looking at the above, I could still make the case that Battle Standards are still better for faster attacking professions and builds like monks, bards, and wizards. However, what cinches the deal for paladins is that, as long as they do the most recent cast on their own Battle Standard, it never runs out of charges. In other words, Battle Standards are a permanent upgrade for paladins themselves, but an upgrade with semi-regular upkeep costs for other professions. That&#039;s an enormous difference with this much power!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Every paladin will want one of these sooner or later. Tier 5 at minimum, but tier 6 if you like that ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith_(1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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Bloodstone Jewelry is another great buy for paladins because they get good benefits out of health since they take lots of hits, great benefits out of mana since they cast lots of spells, and great benefits out of stamina since they use lots of maneuvers! They&#039;re truly the total package for paladins.&lt;br /&gt;
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(Caveat: If the paladin is mostly trying to play like a warrior and rarely uses spells, then I&#039;d recommend just buying stamina regen enhancives instead for much cheaper. So much of what makes Bloodstone Jewelry good for paladins is the assumption that they&#039;ll use all three resources out of health, mana, and stamina.)&lt;br /&gt;
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The extra health damage at the fifth tier is another good selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it affects every attack instead of 20% of attacks. On average, you&#039;ll get the Major Bleed effect after every 8.3 attacks.&lt;br /&gt;
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As for the temporary healing, paladins can also make better use out of that than almost all other professions other than warriors and maybe Kroderine Soul monks. TWC paladins or two-handed paladins will get more value than shield paladins, who take fewer hits, but even the latter will still appreciate a mid-hunt refresh!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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For paladins, Bloodstone Jewelry is the second best of the charging-based services. (Not counting Battle Standard since it won&#039;t &#039;&#039;be&#039;&#039; charging-based for the paladins themselves.) Get it some time after you&#039;re done with Lucky Items. More on those below!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like many of the most recent profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for paladins? Well... &amp;quot;not very&amp;quot; would be my answer. The combat-oriented perks only offer tiny improvements to things that paladins already range from good to incredible in. (By contrast, casters see excellent benefit from things like FOF defense and the myriad bonuses to maneuver defense.) That leaves the utility perks like  Swift Recovery and finding children for bounties, but that&#039;s a bit niche for how much it costs.&lt;br /&gt;
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Poisoncraft is typically a selling point for melee characters, but paladins already have tons of flares even without it. I&#039;m a huge advocate of creating more screen scroll, but, in the spirit of being responsible with your silvers, I can&#039;t seriously argue for Poisoncraft unless you&#039;ve already exhausted all or almost other avenues of flares.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Think about Poisoncraft far down the road when you have so many silvers you don&#039;t know what to do with them. Other than that, I can&#039;t justify it for paladins.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves AS while enchanting armor or shields improves DS. The most straightforward of all services and still one of the best! Paladins already have great offense and defense, but making it even greater certainly can&#039;t hurt when it&#039;s their bread and butter.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your gear up to +30. It gets expensive afterward and paladins have the offense and defense for +35 to arguably be excessive and to &#039;&#039;definitely&#039;&#039; be heavily diminishing returns, but if you have to spend silver on something eventually, further enchanting remains an option.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling weapons adds a flare chance for either an AS boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong, but the flares give AS boosts most of the time, which is merely alright for paladins mechanically.&lt;br /&gt;
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Ensorcell evenly scales up its AS bonus; a fifth tier (T5) Ensorcell increases AS by 25 while a first tier (T1) increases AS by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15. For that reason, I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy; you already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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That said, people subjectively place different values on numbers going up, so some players will want T5 Ensorcell for the AS boost! Paladins also have the option of learning the [[Tainted Bond]] maneuver, which effectively doubles the efficiency of Ensorcell by making sure that, if it triggers on an attacks, it&#039;ll also trigger on the next attack. If you do decide on T5 Ensorcell, just make sure to get most or all of your enchanting and sanctification done first since ensorcelling adds much more gear difficulty than the other two gear services.&lt;br /&gt;
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As for Ensorcelling armor and shields, that improves CvA, which isn&#039;t exactly a major paladin weakness, but also isn&#039;t so much of a strength that there&#039;s no merit to it. I wouldn&#039;t prioritize it at all compared to many other services, but it&#039;s probably worthwhile eventually. Like with weapons, though, try to save Ensorcell for last.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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At least T1 Ensorcell on weapons, but I can&#039;t necessarily criticize T5 either. Just don&#039;t go to T5 Ensorcell before Sanctify (if you intend to do Sanctify) or the latter will get excessively expensive due to Ensorcell&#039;s gear difficulty. As for armor and shields, get T5 for them over a very long time horizon.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible. When maxed out, they have a 20% chance of rolling every combat action that you and every combat action taken against you to take the better of two rolls. In case that&#039;s too abstract to understand, the point is that they improve virtually every offensive and defensive aspect of combat.&lt;br /&gt;
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It&#039;s like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue from at least &#039;&#039;&#039;three perspectives&#039;&#039;&#039; that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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The least exciting perspectives (which is saying something because it&#039;s still extremely exciting!) is to say that, on average over an infinite number of combat actions, they&#039;re 3 better than they would have been. In other words, on average, 3 more AS, 3 more DS, 3 more CS, 3 more TD, 3 more SMR offense, and 3 more SMR offense. It really is a lot of benefit from a single item!&lt;br /&gt;
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The most exciting perspective involves considering best case scenarios like your offensive 1 roll becoming a 100 roll or an enemy&#039;s open roll SMR instadeath attack becoming a normal roll that doesn&#039;t even connect. While these events are comparatively rare, they do happen more often than you might think due to how many combat actions you see in a typical day of hunting.&lt;br /&gt;
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The middling perspective involves looking at probabilities. There&#039;s roughly a 5% chance that an enemy SMR attack will be an open roll. To put that in perspective, it&#039;s more likely that not (a ~51.23% chance) that you&#039;re going to get open rolled within 14 enemy SMR attacks. However, with a maxed out Lucky Item, it&#039;s only more likely than not (a 50.04% chance) that you&#039;re going to get open rolled by the time creatures have thrown &#039;&#039;17&#039;&#039; SMR attacks at you. Looking at it another way, let&#039;s say creatures throw exactly 20 SMR attacks at you. Under normal conditions, there&#039;s a 64.2% chance that at least one of them will have been an open roll; with a maxed Lucky Item, it&#039;s only a ~55.8% chance.&lt;br /&gt;
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Even if you ignore a best case scenario like turning an open roll into an outright miss, it&#039;s still a &#039;&#039;great&#039;&#039; case scenario to turn an open roll into a non-open roll--and that&#039;ll happen a lot!&lt;br /&gt;
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Even better yet, that the benefit of Lucky Items is so abstract and mathematical that many players don&#039;t actually understand it (nor does the game openly show what &#039;&#039;would&#039;&#039; have happened if not for the Lucky Item), so you can almost always get away with paying extremely little for a ludicrously powerful service.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Simply fantastic service for paladins, especially at the prices you&#039;ll probably pay.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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The benefits of +5 bonus to a stat are moderate at best for paladins. Standout options include:&lt;br /&gt;
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* Strength to increase AS and decrease encumbrance (particularly notable for small races)&lt;br /&gt;
* Agility or Dexterity to reach an Agidex threshold (Agility gives more maneuver defense, but Dexterity gives crit weighting)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to increase CS&lt;br /&gt;
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That&#039;s for now. &#039;&#039;&#039;In the future,&#039;&#039;&#039; Mystic Tattoos are going to get a significant buff; at the time of this writing, the current proposal is that you&#039;ll also be able to pick a skill to get +10 bonus to, have flares to double the stat and skill bonus, have a cooldown-based activated ability to double the stat and skil bonus, and ignore enhancive limits. When such time comes, recommended skills include weapon skills, Combat Maneuvers, or lores.&lt;br /&gt;
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For now, Mystic Tattoos are fine for paladins, albeit not a priority.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Pick it up on the cheap when you can and after getting many other services and gear upgrades.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area. There&#039;s a case to be made for getting one or two resistances worked on pre-cap, but I&#039;d usually say that pre-cap creatures aren&#039;t deadly enough on average to make it a priority.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds. Before cap, think about it if you can get it cheaply or know that you&#039;ll be dealing with a specific damage type for a long while.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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On a weapon, the first five tiers of Sanctify add AS against undead while the sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit. The first five tiers also negate undead damage resistance, but that&#039;s generally irrelevant on a paladin weapon because Holy Weapon or being a holy armament already eliminates that; it would only help something like a Two Weapon Combat paladin wielding a non-holy offhand weapon.&lt;br /&gt;
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On a shield or armor, the first five tiers of Sanctify add DS, TD, and sheer fear protection against undead while the sixth tier once again adds a holy fire flare. The sheer fear protection is minimally useful since paladins already have their Dauntless spell, so even without being in Voln nor having Sanctify, they&#039;d need to be hunting undead fourteen or more levels higher to get hit by fear in the first place. That&#039;s not happening outside specific Ascension hunting grounds.&lt;br /&gt;
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For weapons and shields, the sixth tier of Sanctify is amazing because the holy fire flares are extremely powerful if you spend any time at all hunting undead. The question is just whether you&#039;re willing to pay for the subdued value of the first five tiers to get there. 10 AS, 10 DS, and 6 TD aren&#039;t nothing, but like I keep saying, paladins don&#039;t have trouble with sheer AS or DS numbers even without.&lt;br /&gt;
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For armor, the reactive holy fire flares are still good if you get a lot. They&#039;re a bit better on non-shield paladins who take more hits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Paladins get comparatively less benefit from the main tiers than most professions due to already having holy weapons, so, in my opinion, either commit to seeing through the entire holy fire path for the awesome flares at the end of the rainbow or don&#039;t bother sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
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Crit weighting is always a great buy for melee characters, especially up to the 5 CER (50 services) mark. Afterward, scaling costs kick in and it&#039;s twice as much per CER to 10, then three times as much (as the original rate) per CER to 15, four times as much per CER to 20, and ten times as much per CER to 40. That&#039;s all notwithstanding the added gear difficulty; 10 CER is just 100 gear difficulty, but 15 is 225, 20 is 400, and it adds up fast. Many people stop at 10 CER, if that high, for pragmatic reasons.&lt;br /&gt;
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As for paddings, paladins join warriors as are one of the two professions that can get pretty good use out of crit padding and damage padding alike. The benefits of crit padding are obvious in just reducing instadeath one-shots or hard hits that begin death spirals, but damage padding needs more elaboration. With paladins&#039; redux and full plate, they don&#039;t take extremely hard individual hits all that often, but the first 5-6 CER of damage padding can save them from getting plinked to death by enemy mstrikes.&lt;br /&gt;
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5 CER of damage padding is a reasonable stopping point due to scaling costs above there; 6 CER of damage padding is also reasonable because it always reduces exactly 6 damage per hit, but 7 or more CER randomizes between 6 and its maximum range. For example, if you have 7 CER damage padding, the game will reduce 6 damage half the time and 7 damage half the time; if you have 10 CER damage padding, it&#039;ll reduce a hit by 6, 7, 8, 9, or 10 damage each 20% of the time. Some players don&#039;t like the psychology of knowing they&#039;re not always getting full value. You can still do it if you have silver to burn, though!&lt;br /&gt;
   &lt;br /&gt;
Whatever you decide on weighting and padding, it&#039;s still almost always cheaper to wait for the automated WPS smithy that comes around every couple of months than to pay warriors. It is, however, &#039;&#039;faster&#039;&#039; to pay warriors, so it depends on your patience level.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get weighting and padding and get it pretty, but probably not from warriors unless unless a friend or alt is providing it for free or near-free. Use the much more affordable WPS wagon and get to at least 5 CER on your weapon and armor.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Enchant gear up to +30 quickly&lt;br /&gt;
* Battle Standard up to P3 as soon as you&#039;re capable of doing it&lt;br /&gt;
* Ensorcell weapon to T1 relatively quickly&lt;br /&gt;
* Weighting to 5-10 CER over time, but start early (via WPS wagons, not warriors)&lt;br /&gt;
* Padding to 5-6 CER or even 5-6 CER of each type over time, but start early (via WPS wagons, not warriors)&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Either Sanctify weapons and armor all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Bloodstone Jewelry when you can spare funds and still handle all of the above&lt;br /&gt;
* Battle Standard up to P5 as soon as you&#039;re capable of doing it&lt;br /&gt;
* Mystic Tattoo when you can spare funds and still handle all of the above&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly enchant gear past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell armor over time, if ever&lt;br /&gt;
* Sanctify armor very far post-cap when hunting Ascension grounds&lt;br /&gt;
* Slowly Ensorcell weapons past T1 over time, if ever&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Congratulations, you&#039;ve got two or even three caps worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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When you should start heavily devoting a percentage of exp into [[Ascension]] Training Points is a matter of great debate that&#039;s beyond the scope of this guide. &#039;&#039;Within&#039;&#039; the scope of this guide, however, is the question of what you do with them whenever you&#039;ve started.&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So, whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Reduced RT at various Agidex thresholds, increased maneuver defense every two ranks, increased evade chance, and between +0.6225 DS (full plate with no shield) and +0.33615 DS (full plate with tower shield) in offensive per two ranks. Highly recommended for aelotoi, dark elves, forest gnomes, half-elves, sylvans, erithians, or humans since their natural, unenhanced Agidex is a mere 6 bonus away from the next reduced RT threshold. Split gains between Agility and Dexterity for the most efficient path.&lt;br /&gt;
* &#039;&#039;&#039;Blunt/Edged/Polearm/Two-Handed Weapons&#039;&#039;&#039;: +1 AS per rank. Get it if you like numbers going up, but I&#039;d argue that at least the first four ranks of Dexterity and first 10-20 ranks of Stamina Regeneration are actually better for offensive power.&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 AS per two ranks and increased maneuver offense and maneuver defense every rank (but half as much defense increase as Agility, so basically the same rate per two ranks). A solid pickup after sinking 5-50 points each into more important things like your weapon skill, Agidex, and Stamina Regeneration.&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Reduced RT at various Agidex thresholds, increased crit weighting, and increased maneuver defense every two ranks (but half as much increase as Agility). Highly recommended for all paladins this time due to the weighting, but still &#039;&#039;even&#039;&#039; more recommended for the races listed under Agility due to the reduced RT threshold. Split gains between Agility and Dexterity for the most efficient path.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: Increases evade chance and adds between +0.6225 DS (full plate with no shield) and +0.33615 DS (full plate with tower shield) every rank. Note: that&#039;s every one rank, not every two ranks like Agility. Improving Dodging is more one-dimensional than improving Agility, but it&#039;s at least worth considering. It&#039;s probably more worthwhile for a dwarf or giant paladin than most other races since they take a minor hit to DS from their race-based Agility penalties, but even then, I&#039;d personally rather just take Agility for its more multifaceted benefits even though the DS gains are  slower.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: Get it for exp whenever you get bored of the diminishing returns grind of having trained other Common Ascension skills. Aelotoi, dwarves, erithians, forest gnomes, halflings, and humans might want to pick this up sooner than others; Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, so 35 Logic bonus is an especially attractive target as a multiple of both. These races&#039; natural Logic boost brings them to 30 already, so 15 ATPs into Logic gets them to the 35 mark.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction of 2 pounds per rank. Definitely one to at least to consider for sheer QoL if your paladin isn&#039;t a giant, half-krolvin, or dwarf who can carry things for days.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: Another option for increasing DS, this time at 0.433 DS per rank for a tower shield or 0.383 DS per rank for a large shield. The best DS gains you&#039;ll get out of Ascension, though it&#039;s a pretty one-dimensional benefit to most other things&lt;br /&gt;
* &#039;&#039;&#039;Spirit Mana Control&#039;&#039;&#039;: This is here for one reason only: spell infusion with high mana cost spells. Every 2 SMC bonus lets your bonded weapon hold 1 more mana over the baseline of 30. The unenhanced paladin max of 201 SMC bonus holds 130 mana, which is good for 8 charges of Repentance, but putting 13 ATPs into 9 ranks of SMC brings that up to 9 charges, reducing the amount of time you&#039;d have to spend refreshing your bonded spell.&lt;br /&gt;
* &#039;&#039;&#039;Spiritual Lores&#039;&#039;&#039;: I can only give general advice here: look into your spells and figure out if any thresholds are close enough to be quick wins from doing some Ascension training. Definitely max out lores with normal exp before even considering this route in Ascension, though.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: The most universally powerful option. Meeting Agidex thresholds is still more powerful for the races who can do that, but 10-20 ranks of Stamina Regen adds a degree of combat flexibility that will make far more of a difference than the equivalent in AS would.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 AS per two ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks. You also need 31 or more Strength bonus for the CLENCH MUSCLE command to show off your powerful muscles! For most races, I&#039;d put this in the same tier of value for your ATPs as Combat Maneuvers; you&#039;ll want it eventually, but many other things are more important. Gnomes and halflings might want Strength a lot sooner than most, though.&lt;br /&gt;
* &#039;&#039;&#039;Wisdom&#039;&#039;&#039;: Great for helping spells land in Ascension areas, but unnecessary in non-Ascension capped hunting. If you want it, you&#039;ll know you want it.&lt;br /&gt;
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I&#039;ll also give &#039;&#039;&#039;Trading and Influence&#039;&#039;&#039; their own segment since it&#039;s complicated. The following assumes that A) you&#039;ve already maxed Trading in normal exp (if you haven&#039;t, do that instead since it&#039;s much cheaper exp-wise) and B) you took my advice and tanked Discipline or Intuition, not Influence.&lt;br /&gt;
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* Half-elves and giants can put a mere 4 ATPs into 4 ranks of Trading to max out silver gains at 28%.&lt;br /&gt;
* Sylvans and humans can spend 13 ATPs total across 7 ranks of Trading and 4 ranks of Influence to max out at 28%.&lt;br /&gt;
* Aelotoi, burghal gnomes, dark elves, forest gnomes, halflings, and half-krolvin can put a mere 2 ATPs into 2 ranks of Trading to bump up to the next tier of silver gains! ...though the bad news is that that next tier is &#039;&#039;27%&#039;&#039;, not 28%, due to their Influence penalties. Getting them to 28% requires 18 ATPs total across 11 ranks of Trading and 6 ranks of Influence.&lt;br /&gt;
* Dwarves are the worst off here, as they&#039;d need 9 ATPs total across 5 ranks of Trading and 4 ranks of Influence to reach 27%. For 28%, it&#039;s 41 ATPs total across 15 ranks of Trading and 8 ranks of Influence.&lt;br /&gt;
* Elves and erithians reach 28% with no Ascension Trading or Influence. In fact, they can even stop normal exp Trading itself at 201 ranks instead of 202.&lt;br /&gt;
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Now that we&#039;ve covered all the Common Ascension skills, let&#039;s move on to the big Elite Ascension skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is the Goal&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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After you&#039;ve spent 150 ATPs in Common, you can begin spending 10 or more ATPs per rank of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;usually relevant to paladins in green&amp;lt;/font&amp;gt; and &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;possibly&#039;&#039; relevant to paladins in blue&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* Automatic Success of Certain Spells&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* UC - Tier Up Probability&lt;br /&gt;
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Let&#039;s break these benefits down further since they range from minor to major.&lt;br /&gt;
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* Increased CS is a big one. Non-Ascension capped hunting and pre-cap hunting doesn&#039;t assume that paladins are heavily pushing spell training, so creatures are designed to be pretty easily hittable. Ascension creatures live in a very different world, metaphorically speaking, and you&#039;ll want all the CS you can get.&lt;br /&gt;
* Improving EBP is a great defensive benefit. Offensively, it&#039;s a bit less potent since paladins already have Aura of the Arkati to debuff enemy EBP, but this is still good!&lt;br /&gt;
* More FOF defense is helpful since paladins are frontline tanks, but don&#039;t have a natural 2x MOC cap to mitigate as much DS pushdown from swarms as warriors and monks do.&lt;br /&gt;
* Sheer fear resistance isn&#039;t useful to paladins pre-cap because undead need to be at least 14 levels above them to inflict it due to Dauntless--or 17 levels above if they&#039;re Voln paladins. Ascension hunting in the Hinterwilds actually has undead that spawn anywhere from level 103 to 119, though, which means that a non-Voln paladin either needs tier 5 sanctified armor or some Transcend Destiny to avoid sheer fear entirely. Even a Voln paladin still needs tier 2 sanctified armor (or a tier 4 sanctified shield) or Transcend Destiny to avoid it. Other Ascension areas&#039; undead aren&#039;t quite that high level, though, so I&#039;ve only highlighted this Transcend Destiny benefit in blue.&lt;br /&gt;
* Paladins have plenty of SMR-based offense to capitalize on with Transcend Destiny: their combat maneuvers, shield maneuvers, Excoriate, and 1650 Smite.&lt;br /&gt;
* Paladins don&#039;t have plenty of SSR-based offense; in fact, they have none. However, the Voln society does have the extremely powerful Symbol of Sleep, so I highlighted this in blue.&lt;br /&gt;
* TD is another big benefit in the post-cap world of spell sever, where paladins--and everyone else--will get hit by enemy CS spells regularly. Even though paladins can just beseech away most hard hits, it&#039;s better not to get hit if they can help it!&lt;br /&gt;
* Better offhand hit rate for Two Weapon Combat against overleveled creatures is another excellent benefit in the Ascension world. Ordinary 202 max TWC ranks allows guaranteed offhand hits against up to level 105 creatures, but they do get much bigger than that now!&lt;br /&gt;
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Transcend Destiny is a slog after the first few ranks, no doubt, but every rank is a huge payoff. When the time comes, train it and love it!&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
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* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
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The bolt AS is near worthless, but the CS is alright for making some spells land a little more reliably. Other CS-related Gemstone properties are much stronger, though! Fine placeholder property as you look for better ones.&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
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Pretty good reactive AoE flare since many paladins take a lot of hits (though shield paladins take less of them than TWC or two-handed paladins). I wouldn&#039;t necessarily recommend keeping this in the long run, but it&#039;s a solid placeholder. (Please note that a rank 2 critical isn&#039;t the same as a rank 2 wound; almost all rank 2 criticals only deal rank 1 wounds.)&lt;br /&gt;
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&#039;&#039;&#039;Channeler&#039;s Edge&#039;&#039;&#039;&lt;br /&gt;
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 When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
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Now we&#039;re talking real CS-related benefits! This is basically 333% as powerful an effect as Arcane Intensity for the purposes of Templar&#039;s Verdict, Repentance, and Judgment, assuming your spell does land. Arcane Intensity &#039;&#039;is&#039;&#039;, however, infinitely more powerful for the purposes of Aura of the Arkati, which only cares about whether the spell connects at all.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
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 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
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Excellent property if you ever use Wall of Force and even better still if you &#039;&#039;also&#039;&#039; use Faith&#039;s Shield.&lt;br /&gt;
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&#039;&#039;&#039;Focused Storm&#039;&#039;&#039;&lt;br /&gt;
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 You gain a Focused Storm effect for each kill. Stacks up to 3 times. When your warding spells are successful, the endroll is increased by 2/3/4 per Focused Storm effect. Focused Storm falls off after 30 seconds without making a kill.&lt;br /&gt;
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120% as good as even Channeler&#039;s Edge since now the phantom endrolls go to +12 instead of +10. If you&#039;re looking to boost your magical power (which not every paladin is!) because you cast Judgment or Repentance a lot, this is a top tier among Common Gemstone properties.&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Defender&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
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Straightforward defense boosts. I don&#039;t think paladins need much more in the way of defense, but if you want to keep tiptoeing toward invulnerability, this is one option!&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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Straightforward physical offense boost. It&#039;s not going to knock your socks off, but it&#039;s a good, simple staple that virtually every paladin will love.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
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 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
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Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Goes particularly well with Defense of the Faithful&#039;s Beacon of Courage effect in a group setting. Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
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 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
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This might be the highest ceiling Gemstone property of all. You&#039;ll need to stack some additional stamina regen from enhancives or Ascension to make it do truly busted things, but if you do it, the pot of gold at the end of the rainbow is recovering 50-90% of your stamina every minute so you can blast away wildly with Chastise, Spin Attack, and weapon techniques while still feeling like you never run out of stamina.&lt;br /&gt;
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In other words, you can think of Stamina Prism as indirect means to reduce your RT by freeing you to used reduced RT abilities more often. Strike like lightning!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
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Another top tier Common Gemstone property. In fact, it&#039;s probably &#039;&#039;&#039;the&#039;&#039;&#039; top tier Common Gemstone property because it&#039;s great for all paladins universally. No enhancives or Ascension needed like Stamina Prism, no specific build needed like its CS counterpart Focused Storm. Just destroy everything in sight with incredible force by virtue of having Storm of Rage.&lt;br /&gt;
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This property is amazing for every melee build of every profession, but even slightly more for paladins because damage factor buffs stack multiplicatively. Let&#039;s say you have 45 Summoning lore so your Arm of the Arkati spell grants +16% DF, then you get a maxed Storm of the Rage for +15% DF. Your resulting DF isn&#039;t 131%, but rather 100% * 115% * 116%* = 133.4%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Mini-Storm of Rage, but even mini-Storm of Rage is still amazing. Again, these buffs also stack multiplicatively, so get more of them! As for the downside of attacks hitting you harder, it&#039;s not that big a deal when you&#039;re a paladin protected by plate and redux.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
&lt;br /&gt;
If you use swords, this is reasonable in tandem with the Slashing Strikes buff from Flurry active. The main problem here, despite being another DF booster, is that paladins don&#039;t have a way to force Major Bleed to happen on demand like some other professions. It&#039;s not exactly excellent here, but still a decent placeholder to use for a while if you find it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
&lt;br /&gt;
I definitely wouldn&#039;t recommend this taking one of your three rare slots as your endgame unless you&#039;re completely set on being as close to invulnerable as possible, but if you happen to get one, it&#039;s a solid placeholder to use for a while.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
&lt;br /&gt;
A very high quality Gemstone property that can pile on tons of damage, especially in boss battle scenarios or against particularly high health creatures. Unlike normal flares, Blood Boil flares can&#039;t outright kill on their own, nor can you land several of them on the same creature. Still, the sheer health damage will frequently exceed more conventional flares unless the creature is already very weakened.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
&lt;br /&gt;
With no pun intended, this is sneaky good--but you do have to train Ambush to get full value. It doesn&#039;t require Stalking and Hiding training and simply auto-hides you, which is defensively useful, but the real benefit is that you can attack afterward &#039;&#039;from&#039;&#039; hiding with stance pushdown and crit weighting against the foe.&lt;br /&gt;
&lt;br /&gt;
However, the &#039;&#039;even more&#039;&#039; real benefit is that the game might do this on its own if you&#039;re using an assault technique or AoE technique. For example, you might get auto-hidden after the first attack of your assault, then the second automated attack of your assault will have the pushdown and weighting.&lt;br /&gt;
&lt;br /&gt;
An extremely powerful effect &#039;&#039;if&#039;&#039; you&#039;re willing to spend the exp on Ambush for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Channeler&#039;s Epiphany&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When your warding spells are successful, the endroll is increased by 2/4/6/8/10. Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
&lt;br /&gt;
This is the rare version of Channeler&#039;s Edge. On average, it works out to a boost of 12 instead of 10. You &#039;&#039;can&#039;&#039; stack them, so it&#039;s still better than Greater Arcane Intensity (coming up shortly in this list), but I&#039;d only recommend it as a long-term rare if you intend to be a very, very magic-heavy paladin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
&lt;br /&gt;
A universal 5% chance to avoid and (to an extent) counter AS attacks is pretty solid stuff. If you&#039;re bent on nigh-invulnerability or if you want to somewhat counteract the DS disadvantages of two-handed paladins or TWC paladins, go for it. For everybody else, players attack much more often than they &#039;&#039;get&#039;&#039; attacked, so a defensive benefit would need to be extraordinary to close that gap compared to an offensive benefit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grace of the Battlecaster&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
&lt;br /&gt;
Very subjectively powerful effect depending on how much you hate spell hindrance and would like to get it from 3% to 0%. I probably don&#039;t even have to say anything more; most people read that effect and either instantly fall in love or instantly write it off as pointless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
&lt;br /&gt;
A reasonable placeholder like its common counterpart. These are much better for bolting wizards than paladins; paladins generally only need a 101 endroll, as their spells don&#039;t scale particularly well (if at all in some cases) with higher endrolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
&lt;br /&gt;
Top notch rare Gemstone property that&#039;s universally powerful for every profession. Like I said toward the start of the guide, flares are high variance, but the more of them you can chain together, the more likely it is that one of them will get the job done. Simple, clean power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lost Arcanum&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 1 additional spell on you is protected from Spell Sever.&lt;br /&gt;
&lt;br /&gt;
Pretty good option, albeit a bit mechanically dull. I wouldn&#039;t exactly recommend it as the endgame for any paladin, but it&#039;s always at least as good as the third best spell that you&#039;d want it in spell sever that you normally can&#039;t have. Very good placeholder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
Journeyman Tactician, but twice as powerful. Needless to say, that&#039;s excellent in a vacuum!&lt;br /&gt;
&lt;br /&gt;
However, it&#039;s not in a vacuum. Part of what makes Journeyman Tactician such an easy recommendation is that you can have up to seven commons for your endgame list (or even as many as ten commons if you somehow decided that you were okay with having no rares or legendaries). You can only have up to three rares, so make sure that Master Tactician is among your top three (or at least close) before committing to using it long-term.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a TWC paladin, I think this is a pretty slam dunk pick because it does boost both weapons. If you&#039;re not a TWC paladin, then it&#039;s still good, but see Relentless just below for an alternative...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again. The triggered attack can hit or miss as normal.&lt;br /&gt;
&lt;br /&gt;
Another stellar rare and a perfect example of why I was expressing caution about leaping to Master Tactician. 10 AS is great, but 25% retry chance on a missed attack is better on a shield paladin or two-handed paladin. Since they&#039;re attacking half as often as a TWC paladin, a missed attack is twice as punishing.&lt;br /&gt;
&lt;br /&gt;
Looking at it another way, turning a miss into a hit is infinitely better than turning a hit into a fractionally stronger hit. That won&#039;t always happen, as sometimes the creature will dodge the second try too, but the upside is too great to ignore when it works.&lt;br /&gt;
&lt;br /&gt;
All that said, Relentless isn&#039;t in a vacuum any more than Master Tactician is. If you regularly hunt with a warrior using Carn&#039;s Cry or a cleric casting Censure, for example, then you&#039;re already not missing much against immobilized creatures. Even if you hunt solo, there&#039;s also the question of how drastically your own Aura of the Arkati reduces enemy EBP depending on your  lore training. Consider everything in its context!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
I&#039;m only mentioning this to say that, no, unfortunately, it doesn&#039;t trigger from infused spells. If it did, I&#039;d call this no contest the best rare property for paladins. It also doesn&#039;t trigger from AoE spells like Judgment. If it did &#039;&#039;that&#039;&#039;, I&#039;d call it no contest the best rare property for particularly magic-heavy paladins.&lt;br /&gt;
&lt;br /&gt;
Still, caveats aside, Serendipitous Hex remains extremely powerful for paladins &#039;&#039;if&#039;&#039; they actually cast single-target spells like Web or Repentance on their own without spell infusion. That&#039;s an enormous if, though. If you&#039;re among the ones who do, then here&#039;s a strong contender for your endgame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You instantly regain all of your spirit. Cooldown: 60/40/20 mins.&lt;br /&gt;
&lt;br /&gt;
If you cast Divine Word even decently often or if you just plain hate long recovery time after death (especially looking at you low spirit recovery elves and dark elves!), I really like Spirit Wellspring as a toolkit option.&lt;br /&gt;
&lt;br /&gt;
I can&#039;t recommend it for your endgame combat setup, but just having this around to equip when needed is cool and you don&#039;t even have to upgrade it to get most of its value, nor do you have to luck into finding a Spirit Wellspring with a good common. Just having this rare already makes the Gemstone perfectly useable!&lt;br /&gt;
&lt;br /&gt;
(Note that you can&#039;t unequip a Gemstone while it&#039;s still on cooldown, so upgrading can still be worth it just to reduce that cooldown and allow swapping back to your other combat-oriented Gemstones more quickly.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
It&#039;s definitely not flashy, but small race paladins or anyone who regularly uses Armor Support as their armor specialization of choice might like this. For everyone else, I&#039;d personally consider it a good placeholder, at absolute least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Paladins&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Easily the most powerful legendary property for paladins of just about any kind. It&#039;s a 10% double attack chance on every attack! Do I even have to say more?&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get Mirror Image at all costs. However, if you happen to find a different legendary that&#039;s also solid for paladins and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If Serendipitous Hex already sounded good to you, here&#039;s the far superior version of it! The same caveats do apply, though: no triggers from infused spells or AoE spells. If this is strong for you, it&#039;ll be incredible for you. It&#039;s just that there are many paladins for whom it&#039;s basically pointless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Extraordinary general purpose power for any solo hunter (of any profession) or a group hunting paladin who casts Defense of the Faithful to draw all attacks toward them, maximizing the flare value. Randomly killing enemy creatures by standing in the same general vicinity is pretty good!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here&#039;s my ideal layout for a traditional unarmed combat monk in descending order of priority.&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Polearm or Two-Handed Weapon Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Relentless (rare 1 of 3)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Chameleon Shroud (rare 2 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 3 of 3, but Defensive Duelist, Grace of the Battlecaster, and Master Tactician are similarly powerful for two-handed weapons; would definitely take Infusion for polearms due to Radial Sweep, however)&lt;br /&gt;
# Ephemera&#039;s Extension (common 3 of 7)&lt;br /&gt;
# Taste of Brutality (common 4 of 7)&lt;br /&gt;
# Journeyman Tactician (common 5 of 7)&lt;br /&gt;
# Burning Blood (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Shield Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Relentless (rare 2 of 3)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Blood Boil (rare 3 of 3)&lt;br /&gt;
# Taste of Brutality (common 3 of 7)&lt;br /&gt;
# Journeyman Tactician (common 4 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension (common 5 of 7)&lt;br /&gt;
# Journeyman Tactician (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Two Weapon Combat Paladin&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Storm of Rage (common 1 of 7)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Blood Boil (rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 2 of 7)&lt;br /&gt;
# Master Tactician (rare 3 of 3, but Grace of the Battlecaster and Relentless are similarly powerful)&lt;br /&gt;
# Taste of Brutality (common 3 of 7)&lt;br /&gt;
# Journeyman Tactician (common 4 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension (common 5 of 7)&lt;br /&gt;
# Burning Blood (common 6 of 7)&lt;br /&gt;
# Focused Storm (common 7 of 7, but Channeler&#039;s Edge is in the ballpark)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: paladins, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s only one topic in this section for now, but it&#039;s a relevant one since paladins have some of the game&#039;s best group spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hunting Partner Tactics and Synergy===&lt;br /&gt;
&lt;br /&gt;
Who do paladins team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer. Between that and paladins&#039; Aura of the Arkati, virtually everything will roll over to the duo&#039;s overwhelming offense. Warriors also get immense benefit from paladins&#039; Arm of the Arkati and potentially any of the three paladin auras, depending on what the warrior is doing. Conversely, paladins will enjoy an AS boost from Seanette&#039;s Shout or Coup de Grace.&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and Zealot can make their ambushes that much more potent. It&#039;s not overwhelming synergy, but it exists.&lt;br /&gt;
* &#039;&#039;&#039;Monks&#039;&#039;&#039; offer [[Mind Over Body (1213)|Mind Over Body]] stamina reduction or a [[Focus Barrier (1216)|Focus Barrier]] DS boost, either of which paladins put to great use. In turn, the Fervor aura or Judgment knockdown really power up monks.&lt;br /&gt;
* &#039;&#039;&#039;A paladin duo&#039;&#039;&#039; doesn&#039;t have any major synergy, as most duos of the same profession don&#039;t, but using two auras will at least be a notable power boost almost no matter which two auras or on which two builds. Even in the worst case where one paladin isn&#039;t using a shield and the other is using Divine Shield, they do still both get benefits!&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. On the paladin&#039;s end, melee rangers should love Zealot and Arm of the Arkati from their partner, along with armored casting or armored fluidity. Archer rangers, however, get very little from paladins other than perhaps Fervor.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; pair extremely well with paladins since Song of Tonis is the game&#039;s best group buff and has extreme synergy with Arm of the Arkati and Zealot or Fervor. Faster attacks that are also more powerful is all the right stuff.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that paladins can follow up on. Fervor is particularly useful to caster wizards out of the three auras while warmages absolutely revel in Zealot elevating their AS to more conventional levels.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing, but paladins appreciate them even more than most and the feeling is mutual. Paladins can use [[Defense of the Faithful (1608)|Defense of the Faithful&#039;s Beacon of Courage effect]] to keep the empath safe and tank all the hits, which the empath can then heal off. Non-shield paladins will appreciate the healing even more because they take more hits, but should be ready to send mana to the empath to make up for it. Warpaths will really love Zealot or Fervor among the auras.&lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer, [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), and [[Benediction (307)|Benediction]] as a group AS buff, so paladins get strong offensive and defensive boosts from the cleric. However, caster clerics get basically nothing from the paladin besides Fervor. War clerics love Zealot and Arm of the Arkati, though!&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; casting [[Major Elemental Wave (435)|Major Elemental Wave]] or [[Implosion (720)|Implosion]] after a paladin&#039;s Judgment is a pretty strong combo, albeit not amazing. The two professions otherwise don&#039;t add too much to each other as partners, but Fervor is at least something.&lt;br /&gt;
&lt;br /&gt;
Nearly regardless of team composition, your paladin training the &#039;&#039;&#039;Side by Side&#039;&#039;&#039; combat maneuver (which also requires two ranks of Combat Movement) can be helpful to groups. If there are at least two shield users, the &#039;&#039;&#039;Phalanx&#039;&#039;&#039; shield maneuver also helps. I mentioned &#039;&#039;&#039;Defense of the Faithful&#039;s Beacon of Courage effect&#039;&#039;&#039; for empaths because it&#039;s at its best by far there, but nothing stops paladins from acting as the tank for other professions too.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Paladin]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=252297</id>
		<title>Leafiara (prime)/Mechanical Musings/The Autumnwinds&#039; Magical Monk Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=252297"/>
		<updated>2026-01-26T02:15:36Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
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&lt;div&gt;{{player-guide&lt;br /&gt;
|title = The Autumnwinds&#039; Magical Monk Guide&lt;br /&gt;
|topic = Combat, Monks, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-06-19&lt;br /&gt;
|updated = 2026-01-25&lt;br /&gt;
}}&lt;br /&gt;
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By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind, in loving memory of &#039;&#039;&#039;[[Saraphenia (prime)/Memorial|Saraphenia]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
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Last updated January 25, 2026.&lt;br /&gt;
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Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
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==Introduction: How to Use This Guide==&lt;br /&gt;
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This guide is for all magical monks from 0 exp to 54,000,000! (What do I mean by a magical monk? One not using [[Kroderine Soul]]. Somebody else will have to write that guide!) I&#039;ll go over monks&#039; strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
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&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, or at least it can be.&lt;br /&gt;
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* If you want an exhaustive guide, read through it in order.&lt;br /&gt;
* If you want the opposite of an exhaustive guide, jump to the &amp;quot;tl;dr Recap: Cookie Cutter&amp;quot; section at the end.&lt;br /&gt;
* If you&#039;re not sure whether you want an exhaustive guide, read the &amp;quot;Why Play a Monk&amp;quot; section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you&#039;re intrigued afterward. The Cookie Cutter section provides an overview of &#039;&#039;what&#039;&#039; to do and gives a small window into what the rest of the guide covers, which is &#039;&#039;why&#039;&#039; to do it.&lt;br /&gt;
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I&#039;ve made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
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Speaking of experience, what&#039;s mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I&#039;m now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.&lt;br /&gt;
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Speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn&#039;t have had the passion or interest--at least on my own. When I say I&#039;ve written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I&#039;ll call it a job well done!&lt;br /&gt;
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No further ado. Let&#039;s get on with it!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Monk or Why Not Play a Monk?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a monk at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Unarmed Combat===&lt;br /&gt;
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Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:&lt;br /&gt;
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# &amp;quot;Tiering up,&amp;quot; AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.&lt;br /&gt;
# Improving your [[multiplier modifier]] primarily through things like forcing a creature&#039;s stance down or inflicting status conditions.&lt;br /&gt;
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Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC&#039;s equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! &lt;br /&gt;
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I&#039;ll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still &#039;&#039;miss&#039;&#039; via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you&#039;ve played other physical characters and can&#039;t stand seeing a creature avoid an attack before it even gets to the roll, try a monk!&lt;br /&gt;
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===Gear Indifference===&lt;br /&gt;
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Monks have extremely low dependence on good gear.&lt;br /&gt;
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While GSIV is technically balanced around vanilla +20 gear, most people would agree there&#039;s a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I&#039;d put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!&lt;br /&gt;
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Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you&#039;re unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game&#039;s most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I&#039;d say monks are &#039;&#039;the best&#039;&#039; at not depending on gear nor even exp! Much more on that in the Ascension section.&lt;br /&gt;
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===Simplicity===&lt;br /&gt;
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Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it&#039;s difficult to get wrong. If you stick to unarmed combat, I&#039;d go so far as &#039;&#039;extremely&#039;&#039; difficult to get wrong.&lt;br /&gt;
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(If you want to do unusual things that don&#039;t involve UC, then read on in Odds and Ends!)&lt;br /&gt;
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===Fun Factor===&lt;br /&gt;
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Once monks hit their stride by level 40--maybe even level 30--they&#039;re great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!&lt;br /&gt;
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Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game&#039;s coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!&lt;br /&gt;
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===Might and Magic===&lt;br /&gt;
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If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!&lt;br /&gt;
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===Downsides or Lack Thereof===&lt;br /&gt;
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Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks &#039;&#039;can&#039;&#039;, if they want, operate like warriors who have more DS (until very far post-cap) but don&#039;t wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don&#039;t have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there&#039;s a very real case that a monk can be a better choice than a warrior.&lt;br /&gt;
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[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo&#039;s Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks&#039; offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.&lt;br /&gt;
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The best I can muster for legitimate monk downsides are that they can&#039;t obliterate an entire swarm of creatures in six seconds or less (that&#039;s the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your monk? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
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If making a monk sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it&#039;s more a question of which ones are slightly better at any given thing. I don&#039;t think you can go wrong, which I don&#039;t say about other professions, so my honest suggestion is to pick whatever sounds interesting.&lt;br /&gt;
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If you&#039;re not sure what&#039;s interesting or are torn between options, my &#039;&#039;next&#039;&#039; suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk &#039;&#039;appear&#039;&#039; like other races, they can&#039;t perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!&lt;br /&gt;
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If verbs don&#039;t sound compelling either, then here&#039;s how I&#039;d rank monk races mechanically if I really had to:&lt;br /&gt;
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# &#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;: What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means faster mstrikes and assault techniques--the most key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they&#039;re slightly below average on encumbrance.&lt;br /&gt;
# &#039;&#039;&#039;[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]&#039;&#039;&#039;: All of these races tie for third place Agidex and second place in my overall rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...&lt;br /&gt;
#* Aelotoi have a [[Logic]] bonus, so they gain exp slightly faster (1 per pulse) and [[Vertigo (1219)|Vertigo]] and [[Mindwipe (1225)|Mindwipe]] are slightly more reliable.&lt;br /&gt;
#* Dark elves&#039; [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.&lt;br /&gt;
#* Half-elves have the best carrying capacity of my top five picks. The dwarves and halflings bullet points have more to say about encumbrance.&lt;br /&gt;
#* Sylvans&#039; Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.&lt;br /&gt;
# &#039;&#039;&#039;[[Dwarf|Dwarves]] and [[Halfling]]s&#039;&#039;&#039;: Unlike the above grouping of races that play roughly identically, dwarves and halflings have substantial differences alongside some similarities. The most eye-catching similarity is excellent defense against elemental warding spells, which monks would normally be weak against; dwarves have +30 TD and halflings have +40 TD. Dwarves and halflings do have -10 and -5 Aura bonuses respectively, which also defends against elemental spells, so the real numbers could be considered more like +20 and +35. (Enemy elemental warding spells &#039;&#039;are&#039;&#039; sort of rare, but you might be glad for the benefit when you do run into them.) Their heights require keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat&#039;s Leap]] to target heads as a finisher if you&#039;re trying to aim, though not all monks do. Dwarves and halflings have Logic bonuses for exp, Vertigo, and Mindwipe purposes. As for the differences...&lt;br /&gt;
#* Dwarves are the only race that&#039;s both short and slow, ranking second to last in Agidex. Still, if you&#039;re okay with slower attacks, then elemental TD remains a rare and valuable selling point. More importantly, dwarves can carry a surprising amount due to huge [[Strength]] and [[Constitution]] bonuses along with identical body weight to dark elves. I rank dwarven monks the best of the slower races. Dwarves also have a slew of amazing verbs!&lt;br /&gt;
#* Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults while being about as close as invulnerable to enemy maneuvers as it gets. This alone (never mind also having the elemental TD bonus) is important enough that older versions of this guide used to rank halflings as the second best monk race. However, 2026 changes to average box sizes and drop rates exacerbate halflings&#039; severe [[encumbrance]] issues. The question is your tolerance level for either A) frequently pulling back from hunts to [[locksmith pool|drop off boxes]] or B) buying encumbrance-reducing items like silvery blue potions and [[Blue_feather-shaped_charm|blue feather-shaped charms]]. If you don&#039;t mind, then halflings remain a very powerful option. If you do mind, you might want to look elsewhere.&lt;br /&gt;
# &#039;&#039;&#039;[[Half-krolvin]]&#039;&#039;&#039;: The fourth best race for Agidex, though there&#039;s as much of a speed gap between third best and fourth best as between best and third best. Like dwarves, half-krolvin have a slew of amazing verbs. In pre-2026 versions of this guide, I didn&#039;t see much purely mechanical reason to choose a half-krolvin over the previous seven races or gnomes, but things have changed. Their second best carrying capacity helps much more than before. On the flip side, their Logic penalty hurts less in a world with new options in silver or Simucoins for vastly accelerated exp. If you want carrying capacity without sacrificing anything, but also not specializing in anything else, half-krolvin monks are a perfectly good place to be.&lt;br /&gt;
# &#039;&#039;&#039;[[Forest Gnome]]s and [[Burghal Gnome]]s&#039;&#039;&#039;: These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are minor enough that I don&#039;t think anyone should sweat it. It just comes down to the same question of whether you can live with the encumbrance issues. If you can, have at it.&lt;br /&gt;
# &#039;&#039;&#039;[[Giantmen]]&#039;&#039;&#039;: Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance &#039;&#039;doesn&#039;t&#039;&#039; slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. However, giants are the worst at mstrikes via natural stats. Agidex-boosting enhancives can fix that, but maintaining charges on numerous enhancives can get even more expensive than the small race path of maintaining encumbrance potions, so I personally wouldn&#039;t take the trade. Still, there&#039;s a reason that some players choose giants near exclusively. If returning to town sounds aggravating or if you want to maximize the amount of time you spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.&lt;br /&gt;
# &#039;&#039;&#039;[[Erithian]]s and [[Human]]s&#039;&#039;&#039;: These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!&lt;br /&gt;
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Races from half-krolvin up are close enough that I wouldn&#039;t quibble about any of them being seriously better than the others. I understand people&#039;s case for giants too, even though they&#039;re not my style (I&#039;m okay with returning to town every two or three boxes!), and gnomes are similar enough to halflings. I find erithians and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can&#039;t go wrong, exactly, but Perfect Self also makes the rich richer.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you&#039;re used to playing a halfling or gnome warrior who wears full plate, don&#039;t expect your encumbrance life to be similar on a halfling or gnome monk in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let&#039;s talk about GS&#039; encumbrance paradox!&lt;br /&gt;
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[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes.&lt;br /&gt;
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Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly &#039;&#039;that&#039;&#039; much of the gap, so be warned!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar 2, 2026 Edition!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I didn&#039;t want to bog down the bullet points above by talking too much about encumbrance, which could have taken over the entire race section. In short, as of mid-January 2026, boxes drop a third as often as they used to, so encumbrance kicks in less often, but boxes also contain roughly three times as much as they used to, so once encumbrance does kick in, it kicks in much harder than it used to. You might jump from unencumbered to moderately encumbered in a single box.&lt;br /&gt;
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It might not be immediately apparent why I consider the loot changes to be impactful enough to move halflings down, half-krolvin up, and gnomes down, but not impactful enough to move giants or humans up. The answer is that the 2026 loot changes are a double-edged sword. While giants and (to a lesser extent) humans can handle the bigger boxes, that doesn&#039;t mean their containers can. For example, if you have a conventional &amp;quot;max deep&amp;quot; backpack (no epic deepening that can cost millions of silver) that holds 140 pounds and you find a 45 pound, 55 pound, and 65 pound box, you can&#039;t fit all of that inside even if your character can hold it no problem.&lt;br /&gt;
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Putting it another way, there&#039;s a point at which a character&#039;s max carrying capacity gets &amp;quot;wasted&amp;quot; because it exceeds the containers&#039; practical limits. I think giants are certainly over that. Humans aren&#039;t, necessarily, but carrying capacity can also be &amp;quot;wasted&amp;quot; in a different sense because the boxes themselves are less common. You have to be exactly on a threshold of weight at which you&#039;re saving encumbrance, which is a narrow margin in a world where encumbrance increases less incrementally before. In other words, the hit to the small races outweighs the gain to the large races as rankings go.&lt;br /&gt;
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===Placing Your Stats===&lt;br /&gt;
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At level 0, set Strength, Dexterity, and Agility high so you&#039;re at your best in combat and setting Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
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Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That&#039;s your cue to check in and decide your &amp;quot;real&amp;quot; stat placement!&lt;br /&gt;
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Here are my recommendations for each race. If you&#039;ve read Flimbo&#039;s older monk guide, a major difference between us is that he was on the side of tanking Influence while I&#039;m on the side of tanking Discipline or Intuition, which I&#039;ll explain.&lt;br /&gt;
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&#039;&#039;&#039;The Level 20 Stat Placement Tables!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Discipline Version &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;(Recommended!)&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||31||82||73||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||43||85||64||62||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||41||82||75||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||31||82||70||70||77||92&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||50||70||73||70||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||20||82||70||69||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||33||82||73||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||23||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||35||82||75||70||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||37||85||79||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||53||82||70||70||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||25||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||43||77||73||70||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Intuition Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||59||82||73||41||82||92&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||70||85||62||37||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||68||82||73||44||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||58||82||70||44||77||91&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||70||70||73||50||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||58||82||71||29||83||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||59||82||73||44||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||62||82||70||32||83||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||68||82||73||39||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||62||85||77||46||83||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||68||82||70||56||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||62||82||70||35||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||70||77||73||43||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline or Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, Influence, or occasionally Logic.&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wondering what relevant things each stat does, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). +1 TD against mental spells for every 1 bonus. Increased resistance to enemy warcries. Improves tattooing ability.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[Mana#Base_Mana|starting mana]] for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #1!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there&#039;s endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don&#039;t require good Agidex like hard-hitting melee weapons.&lt;br /&gt;
&lt;br /&gt;
Once mstrikes and weapon techniques are a regular part of your monk&#039;s arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren&#039;t the majority of commands in combat.&lt;br /&gt;
&lt;br /&gt;
Overall, in my example, there&#039;s a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #2!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s also endless debate across most professions on which stat to tank out of Discipline, Intuition, and Influence. The short answer is Discipline. The long answer requires more detail.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; monks&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition ultimately provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but it&#039;s once again more trivia than useful information. Warcry defense is at least potentially relevant, but many monks will rarely, if ever, interact with it. SSR bonus is a reasonable perk because Voln is the mechanically strongest society (a point that I &#039;&#039;do&#039;&#039; concur with the majority on) and SSR bonus improves the success rate of Symbol of Sleep, arguably Voln&#039;s strongest ability, along with a couple of its others. (More on Voln in the next section!) However, Influence also grants SSR bonus.&lt;br /&gt;
&lt;br /&gt;
The main reason that few players of any profession used to tank Discipline was experience. Instant Mind Clearers from login rewards can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the Wisdom of the Ages perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between that, the Ascension system introduced in 2020 (though that&#039;s more aimed at capped characters), and of course Perfect Self, it&#039;s far easier than ever to retain the all-important 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
One aspect of Discipline that has become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. If the trend keeps up, I can reevaluate Discipline in the future. However, for now, monks--at least magical monks using Dragonscale Skin (explained in the Feats section)--have better natural defenses against mental CS spells than any build of any other profession except for a warrior or rogue who has maxed or near-maxed spells, wears full plate, and uses a shield. Even that&#039;s debatable since it&#039;s assuming the warrior or rogue has infinite exp. Either way, the point is that magical monks have so much less to worry about from enemy mental spells than almost anyone else that tanking Discipline still leaves them ahead.&lt;br /&gt;
&lt;br /&gt;
Still, what if someone is set on maxing Discipline? Maybe they really do want the mental TD, or maybe they don&#039;t stay subscribed and don&#039;t do bounties. In that case, the question goes to whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. As already mentioned, Influence improves Symbol of Sleep and other Voln symbols. It also helps a little bit with Trading bonuses and making extra silver! (More on that in the Monk Merchants section toward the end.) As a monk, thank to Glamour, you can admittedly max Trading benefit in the end even if you do tank Influence, but that&#039;s a post-cap thing and this guide is aimed at everyone.&lt;br /&gt;
&lt;br /&gt;
The main argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it&#039;s much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter).&lt;br /&gt;
&lt;br /&gt;
To put it into perspective, my capped monk Tarine, who tanked Intuition (because Wisdom of the Ages didn&#039;t exist yet), has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive a difference!&lt;br /&gt;
&lt;br /&gt;
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn&#039;t maxed her stats yet, didn&#039;t have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn&#039;t sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn&#039;t appeal to me like improving the success of the absurdly powerful Symbol of Sleep.&lt;br /&gt;
&lt;br /&gt;
Even assuming that you &#039;&#039;do&#039;&#039; want improved defense, remember that having extra silver from higher Influence lets you pay for better gear and items, which are also their &#039;&#039;own&#039;&#039; paths to improved defense--and often simultaneously to improved offense as well. Ultimately, the Intuition benefit is more narrow than the Influence benefit. That said, the Discipline benefit is even more narrow still. That&#039;s my true choice for tank stat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Also, like I said in stats, Voln makes Influence very relevant, so it&#039;s worth considering right away. Which society is right for your monk?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)&lt;br /&gt;
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This society has a bit more mechanical appeal for monks.&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist&#039;s powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.&lt;br /&gt;
&lt;br /&gt;
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.&lt;br /&gt;
&lt;br /&gt;
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most or possibly all professions.&lt;br /&gt;
&lt;br /&gt;
Like all professions, monks get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat. There&#039;s also an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits. Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.&lt;br /&gt;
&lt;br /&gt;
Voln also features two UC-specific abilities in [[Kai&#039;s Strike]] and [[Kai&#039;s Smite]]. Kai&#039;s Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don&#039;t have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.&lt;br /&gt;
&lt;br /&gt;
Kai&#039;s Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn&#039;t. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren&#039;t those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.&lt;br /&gt;
&lt;br /&gt;
The idea of Kai&#039;s Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you&#039;re not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don&#039;t benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I&#039;d say it&#039;s a net loss for anyone with at least two flares.&lt;br /&gt;
&lt;br /&gt;
The inability to turn off Kai&#039;s Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai&#039;s Strike. Sanctify takes off 5% resistance per tier, so you&#039;d get 20% resistance while keeping your flares between blesses. While Kai&#039;s Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it&#039;s not a dealbreaker.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat Primer==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-unarmedcombat&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Still figuring out how unarmed combat works? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-unarmedcombat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s go over the unarmed combat system in more detail! If you&#039;re familiar with more conventional melee combat, put that knowledge aside--a great deal of it won&#039;t apply and might even interfere with understanding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beginner Basics===&lt;br /&gt;
&lt;br /&gt;
JAB, GRAPPLE, KICK, and PUNCH are your tools of the trade. What&#039;s the difference? Have a look at this table from the unarmed combat system page.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Attack Type&lt;br /&gt;
![[Armor|AG]]&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Scale&lt;br /&gt;
!Chain&lt;br /&gt;
!Plate&lt;br /&gt;
!Base [[Roundtime|RT]]&lt;br /&gt;
!Min [[Roundtime|RT]]&lt;br /&gt;
![[Critical table|Damage Type]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Jab]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.100&lt;br /&gt;
|.075&lt;br /&gt;
|.060&lt;br /&gt;
|.050&lt;br /&gt;
|.040&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[Jab critical table (UCS)|Jab]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Punch]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.275&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.170&lt;br /&gt;
|.140&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Punch critical table (UCS)|Punch]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[GRAPPLE (verb)|Grapple]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.160&lt;br /&gt;
|.120&lt;br /&gt;
|.100&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Grapple critical table (UCS)|Grapple]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Kick]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.400&lt;br /&gt;
|.350&lt;br /&gt;
|.300&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Kick critical table (UCS)|Kick]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Weak, but fast.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power, but less of the latter than punches.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Powerful, but slow (at least by UC standards).&lt;br /&gt;
&lt;br /&gt;
The use case for punches and kicks seems clear, but why jab when it&#039;s so weak and why grapple if punches are the same speed with more strength?&lt;br /&gt;
&lt;br /&gt;
One answer that applies to both jabs and grapples is the defining component of unarmed combat: &#039;&#039;&#039;positioning&#039;&#039;&#039;. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk&#039;s position, follow the combat prompts as they appear. Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
 You attempt to jab a mezic!&lt;br /&gt;
 As you strike, a deep golden light surrounds your hands!&lt;br /&gt;
 You have &#039;&#039;&#039;decent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137&lt;br /&gt;
  ... and hit for 4 points of damage!&lt;br /&gt;
  Fast slap only reddens the cheek.&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the cue to grapple:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
As you can see, the followup was significantly more powerful. That&#039;s partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here&#039;s one more example, this time going from good to excellent:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;jab&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You exploit the momentum of your previous strike to make a stronger attack against a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146&lt;br /&gt;
  ... and hit for 15 points of damage!&lt;br /&gt;
  Blow to kidney!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
 &lt;br /&gt;
 [2 seconds later...]&lt;br /&gt;
 &lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;excellent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158&lt;br /&gt;
  ... and hit for 48 points of damage!&lt;br /&gt;
  Powerful tug pulls right hip, and leg, free of the socket!&lt;br /&gt;
   A mezic falls to the ground grasping her mangled right leg!&lt;br /&gt;
 Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
This time the jab started at good positioning because of Rolling Krynch Stance (more on that in the Martial Stances section), but the followup grapple was still far more powerful. Tiering up is crucial!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting highlights can help! Since the text prompt is...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...you can either create four highlights for each individual message or create a highlight for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup&amp;lt;/font&amp;gt;, then four more highlights for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;jab attack!&amp;lt;/font&amp;gt; and the others.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, in unarmed combat&#039;s &#039;&#039;&#039;most basic form&#039;&#039;&#039; at the lowest levels, the use cases for each attack type are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning. &lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Only when needed to tier up.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Deliver a finishing blow during excellent positioning.&lt;br /&gt;
&lt;br /&gt;
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples. We&#039;ll get into that later, but first let&#039;s keep exploring the basics to lay the foundation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UAF, UDF, and MM===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to GemStone&#039;s AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a mezic!&lt;br /&gt;
 You have good positioning against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s look at an even more extreme example that doesn&#039;t go as well:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a spectral shade!&lt;br /&gt;
 You have good positioning against a spectral shade.&lt;br /&gt;
  UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102&lt;br /&gt;
  ... and hit for 1 point of damage!&lt;br /&gt;
  The spectral shade shakes off a weak arm grab.&lt;br /&gt;
&lt;br /&gt;
This is why I say you have to ignore what you know about AS-based combat.&lt;br /&gt;
&lt;br /&gt;
UAF isn&#039;t completely irrelevant, but the more important numbers are UDF and the &#039;&#039;&#039;multiplier modifier&#039;&#039;&#039; (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.&lt;br /&gt;
&lt;br /&gt;
What does that mean in practice? Higher lows and lower highs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rare that a monk outright &#039;&#039;couldn&#039;t possibly&#039;&#039; hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.&lt;br /&gt;
&lt;br /&gt;
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes&#039; stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is the number that drops so low in defensive that it can even become negative! This used to occasionally trip up Saraphenia&#039;s player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it&#039;s often easier to figure out that you&#039;re in the wrong stance because everything&#039;s failing to hit; that was how I&#039;d take notice and Leafi would tell Phenia to fix up her stance.&lt;br /&gt;
&lt;br /&gt;
Also unlike AS-based melee attacks, lying down not only doesn&#039;t reduce your UAF, but also doesn&#039;t even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you&#039;re not paying attention, you could be fighting from your back and not even know it! You&#039;d find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. Those can&#039;t be done from the ground.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release &#039;&#039;enemy creatures&#039;&#039; who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mstrikes===&lt;br /&gt;
&lt;br /&gt;
As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you&#039;ll eventually be able to use mstrikes or weapon techniques. (I&#039;ll refer to these as &amp;quot;techniques&amp;quot; from here on. Despite the name, the brawling &amp;quot;weapon techniques&amp;quot; don&#039;t require weapons--unless you&#039;re thinking of your monk&#039;s hands and feet as weapons!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are your means to fit more attacks into less time.&lt;br /&gt;
&lt;br /&gt;
Covering mstrikes first!&lt;br /&gt;
&lt;br /&gt;
Mstrikes with no target specified, AKA &#039;&#039;&#039;unfocused mstrikes&#039;&#039;&#039;, can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA &#039;&#039;&#039;focused mstrikes&#039;&#039;&#039;, can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.&lt;br /&gt;
&lt;br /&gt;
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you&#039;re at decent positioning against them and attacking them for the first time. Once you&#039;re into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.&lt;br /&gt;
&lt;br /&gt;
Mstrikes &#039;&#039;sort of&#039;&#039; have a cooldown after use, which is 15-20 seconds or so (depending on training). When on &amp;quot;cooldown,&amp;quot; you &#039;&#039;can&#039;&#039; still mstrike, but they&#039;ll consume a good chunk of stamina. (I can&#039;t give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.&lt;br /&gt;
&lt;br /&gt;
Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it&#039;ll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk&#039;s life, especially if you&#039;re a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn&#039;t increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fury and Clash===&lt;br /&gt;
&lt;br /&gt;
The unarmed combat assault technique is &#039;&#039;&#039;[[Fury]]&#039;&#039;&#039;, which you learn with 25 ranks of Brawling (level 11). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There&#039;s no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it&#039;s not a major selling point.&lt;br /&gt;
&lt;br /&gt;
The AoE unarmed combat technique is &#039;&#039;&#039;[[Clash]]&#039;&#039;&#039;, which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn&#039;t include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist &#039;&#039;before&#039;&#039; Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities &#039;&#039;and&#039;&#039; seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.&lt;br /&gt;
&lt;br /&gt;
Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can&#039;t be used while they&#039;re on cooldown. They do have separate cooldown timers, so you can alternate between them.&lt;br /&gt;
&lt;br /&gt;
However, you can&#039;t alternate mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you &#039;&#039;can&#039;&#039; use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it&#039;ll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn&#039;t intend for players to insert mstrikes into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)&lt;br /&gt;
&lt;br /&gt;
RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it&#039;ll execute them as 2 RT, 2 RT, and 1 RT.&lt;br /&gt;
&lt;br /&gt;
Compared to focused mstrikes, Fury&#039;s structure has upsides and downsides. One upside is that you&#039;ll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can &#039;&#039;also&#039;&#039; interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It&#039;s also less likely that your target will be dead as soon your command gets sent to the server since attacks don&#039;t happen all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Twin Hammerfists and Spin Kick===&lt;br /&gt;
&lt;br /&gt;
The other two UC techniques are &#039;&#039;&#039;[[Twin Hammerfists]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Spin Kick]]&#039;&#039;&#039;, respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won&#039;t lock you out of them.&lt;br /&gt;
&lt;br /&gt;
Twin Hammerfists is an [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! At only 2 RT and 7 stamina, it&#039;s a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.&lt;br /&gt;
&lt;br /&gt;
Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it&#039;s an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn&#039;t a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If highlighting tier up opportunities goes well for you, then &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;You could use this opportunity to Spin Kick!&amp;lt;/font&amp;gt; is another message to consider highlighting from level 35-36 on!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beyond Basics: Synchronizing Everything===&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.&lt;br /&gt;
&lt;br /&gt;
However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let&#039;s put everything together into a cohesive whole.&lt;br /&gt;
&lt;br /&gt;
Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot (&amp;quot;flare slot&amp;quot;), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of a Twin Hammerfists firing off three flares:&lt;br /&gt;
&lt;br /&gt;
 Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist&lt;br /&gt;
 [SMR result: 316 (Open d100: 89, Bonus: 107)]&lt;br /&gt;
 Perfectly executed strike to the crimson angargeist&#039;s back!  It staggers!&lt;br /&gt;
 The attack exposes a vulnerability in a roiling crimson angargeist&#039;s defenses!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps emit a searing bolt of lightning! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Hard shot to the crimson angargeist&#039;s back sends it drifting forward!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps spray forth a shower of pure water! **&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Incredible strike to the crimson angargeist&#039;s back smashes through the chest!&lt;br /&gt;
   Too bad it melts back together.&lt;br /&gt;
 Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.&lt;br /&gt;
 &lt;br /&gt;
 ** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **&lt;br /&gt;
 &lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Strong strike splits the belly open, revealing ghostly organs.&lt;br /&gt;
   Haggis anyone?&lt;br /&gt;
&lt;br /&gt;
The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it&#039;s a great illustration because of the particulars.&lt;br /&gt;
&lt;br /&gt;
First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk&#039;s entire life. That&#039;s the least interesting thing to say here, though.&lt;br /&gt;
&lt;br /&gt;
The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water.&lt;br /&gt;
&lt;br /&gt;
Angargeists are non-corporeal undead. Normally Kai&#039;s Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn&#039;t allow for one-shotting it; you have to take out its entire health pool.&lt;br /&gt;
&lt;br /&gt;
2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you&#039;re fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.&lt;br /&gt;
&lt;br /&gt;
Speaking of uncrittable creatures or creatures you&#039;re otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a more nuanced look at the unarmed combat core attack types than before:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can&#039;t hit a foe who&#039;s already downed, so it&#039;s not repeatable.)&lt;br /&gt;
* The fastest means of tiering up with single strikes.&lt;br /&gt;
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.&lt;br /&gt;
* Poor as the specified command of a Fury or mstrike since they have little or (usually) no speed advantage over the other commands in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.&lt;br /&gt;
* The best aimed attack at excellent positioning. I&#039;m not particularly a fan of aimed UC attacks for reasons we&#039;ll delve into later, but it is there.&lt;br /&gt;
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.&lt;br /&gt;
* Poor as the specified command of an unfocused mstrike or Clash since it&#039;s unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but can&#039;t help tier up.)&lt;br /&gt;
* Good against individual threatening creatures that need to be slowed down.&lt;br /&gt;
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.&lt;br /&gt;
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The best finishing blow at excellent positioning per hit.&lt;br /&gt;
* The highest damage output per hit.&lt;br /&gt;
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or exactly as fast as the other commands.)&lt;br /&gt;
* Poor at tiering up with single strikes. (Same as above.)&lt;br /&gt;
&lt;br /&gt;
In short, pick the right tool for the right job. They can all be the right tool at times!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Macros and Aliases===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Grapple&lt;br /&gt;
* Punch&lt;br /&gt;
* Kick&lt;br /&gt;
* Weapon Twinhammer&lt;br /&gt;
* Weapon Fury [Grapple/Punch/Kick (depending on your level, training, specialization, and preference)]&lt;br /&gt;
* Weapon Spinkick&lt;br /&gt;
* Mstrike Grapple&lt;br /&gt;
* Mstrike Punch&lt;br /&gt;
* Mstrike Kick&lt;br /&gt;
* Mstrike Grapple Target&lt;br /&gt;
* Mstrike Punch Target&lt;br /&gt;
* Mstrike Kick Target&lt;br /&gt;
&lt;br /&gt;
For macros, this just means tying each one you care about to a single key press. You can configure them in Options -&amp;gt; Macros if using [[Wrayth]].&lt;br /&gt;
&lt;br /&gt;
For Lich aliases, I&#039;ve set mine as jj for jab, gg for grapple, pp for punch, kk for kick, twin for Twin Hammerfists, utf for Fury Grapple (stands for &amp;quot;unarmed technique Fury&amp;quot;), uts for Spin Kick, mg for mstrike grapple, mp for mstrike punch, and mk for mstrike kick. I could create things like an mkt alias for mstrike kick target if I wanted, but in that case I just type out &amp;quot;mk target&amp;quot; or &amp;quot;mk [target noun].&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your monk&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
&lt;br /&gt;
These are skills you consistently train with little to no deviation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Brawling]]&#039;&#039;&#039;: Max every level.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more stamina early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more DS early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Combat Maneuvers as Core Skills?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I&#039;d say &#039;&#039;roughly&#039;&#039; 1x minimum is mandatory and you&#039;ll almost certainly want far more than that early on. However, philosophically, I don&#039;t consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That&#039;s why it&#039;s in the Breakpoint Skills section below!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Breakpoint Skills===&lt;br /&gt;
&lt;br /&gt;
Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]]&#039;&#039;&#039;: One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn&#039;t that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it&#039;s also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you&#039;re going self-spelled. Up to you!&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and &#039;&#039;possibly&#039;&#039; 90 or 100. The good technique breakpoints are 10, 24, 50, and &#039;&#039;possibly&#039;&#039; 100. If you&#039;re using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Mental]] up to 13 or 16 ranks&#039;&#039;&#039;: The major early benchmarks are [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I&#039;m not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body&#039;s stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.&lt;br /&gt;
* &#039;&#039;&#039;[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore&#039;&#039;&#039;: To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why anyone would train to account for the mstrike MOC thresholds &#039;&#039;and&#039;&#039; the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.&lt;br /&gt;
&lt;br /&gt;
My monk, Sariara, prefers Fury in most hunts, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don&#039;t even get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I&#039;ll discuss in the Offensive Specialization section.&lt;br /&gt;
&lt;br /&gt;
However, Clash is a very weak technique compared to unfocused mstrikes. Mstrikes&#039; bonus jab allows double the number of attacks for the first engagement with the enemy, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she can use focused mstrikes for single targets, even though they&#039;re slightly weaker than Fury because of her Grapple Specialization, while leaving the unfocused mstrike option open for battling hordes.&lt;br /&gt;
 &lt;br /&gt;
Your MOC training plan doesn&#039;t need to assume that mstrikes or techniques are either/or!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Niche Skills===&lt;br /&gt;
&lt;br /&gt;
Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]] and [[Mental Mana Control]]&#039;&#039;&#039;: Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game &#039;&#039;unless&#039;&#039; you&#039;re surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Monks get immense value out of at least the first 20 ranks. See the Trade Secrets section!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s more expensive than First Aid. Slightly reduces duration of stuns, but monks don&#039;t get stunned very often. Like First Aid, I recommend it during the first 19 levels. Afterward, train it only if you want to excel at skinning bounties &#039;&#039;and&#039;&#039; have already trained First Aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk mana sharing breakpoints!&lt;br /&gt;
&lt;br /&gt;
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.&lt;br /&gt;
&lt;br /&gt;
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.&lt;br /&gt;
&lt;br /&gt;
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.&lt;br /&gt;
&lt;br /&gt;
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.&lt;br /&gt;
&lt;br /&gt;
Just remember: 5, 7, 10, 24!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at 24 mana control, consider going to 25! This unlocks [[Multicast|multicasting]], the ability to cast a buff spell twice in one cast. For self-cast spells, that&#039;ll take you to full duration in 3 RT instead of 6, which is nice quality of life!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
&lt;br /&gt;
Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
&lt;br /&gt;
Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midgame and Later Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]] at half your level&#039;&#039;&#039;: After you&#039;re finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you&#039;re still not feeling hardy enough.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Spiritual]] up to 2 or 7 ranks&#039;&#039;&#039;: I&#039;d ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It&#039;s very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you&#039;re a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that&#039;s all the way at 20 ranks.) If you don&#039;t want to rely on the invoker or others, I&#039;d say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.&lt;br /&gt;
* &#039;&#039;&#039;Minor Mental up to 20 or 25 ranks&#039;&#039;&#039;: [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #4: The Spirit Barrier Irony!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! &#039;&#039;Lowering&#039;&#039; your UAF in exchange for increasing your DS via Spirit Barrier isn&#039;t nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren&#039;t like (weapon-using) rangers who would find trading &#039;&#039;AS&#039;&#039; for DS completely untenable. This spell can be worth a second look!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Post-Cap Skills===&lt;br /&gt;
&lt;br /&gt;
Eventually you can train everything if you play long enough, but here are some considerations for what to prioritize if or when you reach post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Edged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that&#039;s not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can&#039;t be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery is another possibility for diversifying. Unlike with katars, AS-based &#039;&#039;ranged&#039;&#039; attacks don&#039;t necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren&#039;t exactly &#039;&#039;poor&#039;&#039; at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Item Use]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Supplementing DS with [[small statue]]s is eventually a good idea for every profession and MIU bolsters their duration. (As a historical note, MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta&#039;Faendryl, the Ruined Temple, or the Sanctum of Scales. However, that&#039;s largely immaterial these days. [[Spell sever]] has supplanted spellburst in newer capped hunting grounds like the Hinterwilds, Moonsedge Castle, and the Hive--and, although these are technically Ascension grounds aimed at far post-cap characters, monks are able to do well in them long before other professions, including even at fresh cap, due to the unique qualities of unarmed combat.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual up to 20 or 40 ranks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It&#039;ll become apparent enough when that&#039;s the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I&#039;m fairly certain that my second monk Sariara never will. Voln already offers a fine substitute for fogging, Wall of Force isn&#039;t what it used to be when it had no cooldown, and having fewer spell ranks means more redux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental up to 48 or 50 ranks (or beyond)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they&#039;re more for hunting things like bandits and pirates or just messing around than for casting in &amp;quot;real&amp;quot; hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I&#039;ll elaborate further there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secret Sauce of Lores===&lt;br /&gt;
&lt;br /&gt;
This section contains tables to visualize lore thresholds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Telepathy Ranks&#039;&#039;&#039;||0||6||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039;&amp;lt;/font&amp;gt;||80||150&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mind Over Body Stamina Reduction&#039;&#039;&#039;||20%||25%||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;35%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Green&amp;lt;/font&amp;gt;&#039;&#039;&#039;: The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.&lt;br /&gt;
&lt;br /&gt;
Aside from Mind Over Body, a couple of Telepathy&#039;s more minor claims to fame for monks include:&lt;br /&gt;
&lt;br /&gt;
* 25 ranks allow [[Soothing Word (1201)|Soothing Word]] to remove sheer fear and grant 30 seconds of immunity to it&lt;br /&gt;
* 15, 45, and 90 ranks improve the spawn rate of [[Provoke (1235)|Provoke]]&lt;br /&gt;
&lt;br /&gt;
You can work around sheer fear in other ways by being in Voln or getting your robes sanctified, but the Soothing Word option exists.&lt;br /&gt;
&lt;br /&gt;
Provoke is an interesting niche, but not a major selling point in my eyes. Training 35 Minor Mental ranks asks a ton pre-cap and Provoke becomes less effective the more people are hunting in an area. Most capped hunting grounds are either very crowded, so Provoke does little, or they&#039;re not crowded because they&#039;re extremely dangerous, which makes Provoke a bad idea.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 2&#039;&#039;&#039;||&#039;&#039;&#039;Level 5&#039;&#039;&#039;||&#039;&#039;&#039;Level 15&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Full leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforced leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Double leather||Leather breastplate||Cuirbouilli leather||Studded leather&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||||Double leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Leather breastplate&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Cuirbouilli leather||Studded leather||Brigandine&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||||||Cuirbouilli leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Studded leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Brigandine&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||||||||Brigandine||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Double chain&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||||||||Double chain||Augmented chain&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||||||||Chain hauberk&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;105 Transformation&amp;lt;/font&amp;gt;|||||||||||||Metal breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;140 Transformation&amp;lt;/font&amp;gt;|||||||||||||Augmented breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;180 Transformation&amp;lt;/font&amp;gt;|||||||||||||Half plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You&#039;ll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it &#039;&#039;is&#039;&#039; amazing and I recommend it highly for a magical monk--I&#039;d consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won&#039;t be the majority of my readers.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Pink&#039;&#039;&#039;&amp;lt;/font&amp;gt;: My recommendations for which levels to meet which Iron Skin thresholds if you&#039;re undecided. You have more leeway at level 50 on to push lores higher, so I&#039;ve highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.&lt;br /&gt;
&lt;br /&gt;
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell&#039;s effect has improved over the previous breakpoint.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||&#039;&#039;&#039;Dragonclaw UAF Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Brace Disarm Rate&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0||10||25%&lt;br /&gt;
|-&lt;br /&gt;
||1||11||&lt;br /&gt;
|-&lt;br /&gt;
||3||12||27%&lt;br /&gt;
|-&lt;br /&gt;
||6||13||&lt;br /&gt;
|-&lt;br /&gt;
||7||||29%&lt;br /&gt;
|-&lt;br /&gt;
||10||14||&lt;br /&gt;
|-&lt;br /&gt;
||12||||31%&lt;br /&gt;
|-&lt;br /&gt;
||15||15||&lt;br /&gt;
|-&lt;br /&gt;
||18||||33%&lt;br /&gt;
|-&lt;br /&gt;
||21||16||&lt;br /&gt;
|-&lt;br /&gt;
||25||||35%&lt;br /&gt;
|-&lt;br /&gt;
||28||17||&lt;br /&gt;
|-&lt;br /&gt;
||33||||37%&lt;br /&gt;
|-&lt;br /&gt;
||36||18||&lt;br /&gt;
|-&lt;br /&gt;
||42||||39%&lt;br /&gt;
|-&lt;br /&gt;
||45||19||&lt;br /&gt;
|-&lt;br /&gt;
||52||||41%&lt;br /&gt;
|-&lt;br /&gt;
||55||20||&lt;br /&gt;
|-&lt;br /&gt;
||63||||43%&lt;br /&gt;
|-&lt;br /&gt;
||66||21||&lt;br /&gt;
|-&lt;br /&gt;
||75||||45%&lt;br /&gt;
|-&lt;br /&gt;
||78||22||&lt;br /&gt;
|-&lt;br /&gt;
||88||||47%&lt;br /&gt;
|-&lt;br /&gt;
||91||23||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn&#039;t make a huge difference. Brace, on the other hand, can be impactful &#039;&#039;if&#039;&#039; you&#039;re getting hit by physical attacks. I wouldn&#039;t go out of my way to push Transformation for Brace alone, but if you&#039;re already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we&#039;ll look at in the Meditation Resistance section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Training Snapshots===&lt;br /&gt;
&lt;br /&gt;
For illustration and discussion purposes, here&#039;s what my most recent monk Sariara has looked like at various level thresholds--or, in the case of level 30, what she &#039;&#039;should&#039;&#039; have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Level 20&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 40&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 60&#039;&#039;&#039;||&#039;&#039;&#039;Level 70&#039;&#039;&#039;||&#039;&#039;&#039;Level 80&#039;&#039;&#039;||&#039;&#039;&#039;Level 90&#039;&#039;&#039;||&#039;&#039;&#039;Level 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||0||0||0||0||0||0||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||24||48||74||100||114||134||134||144||144&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||44||65||85||105||125||149||165||187||207&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||24||35||55||55||55||55||55||60||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||44||64||84||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||44||64||125||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||10||10||10||10||20||20||38||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||5||5||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||15||15||15||15||15||15||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||20||30||40||50||60||72||82||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||10||10||10||20||20||40||40||60||60&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||10||10||10||10||10||10||40||0||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||20||30||20||25||30||35||40||42||42&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||40||43||42||48||60||72||83||95||167&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039;||0||0||0||0||3||3||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Mental&#039;&#039;&#039;||12||13||14||16||20||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;(spare TPs)&#039;&#039;&#039;||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s break down some of the more unusual things you might notice!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I could have done the one rank of Two Weapon Combat much sooner, but didn&#039;t particularly feel the need for the quick DS.&lt;br /&gt;
&lt;br /&gt;
Combat Maneuvers are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.&lt;br /&gt;
&lt;br /&gt;
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she&#039;d maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM &#039;&#039;is&#039;&#039; her second post-cap goal, finally; it&#039;s currently at 190 as she approaches 8.6m experience.)&lt;br /&gt;
&lt;br /&gt;
Max Brawling, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.&lt;br /&gt;
&lt;br /&gt;
Physical Fitness and Dodging are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks&#039; training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
I took a little bit of early Harness Power, then slacked off for a while, then finally only began pushing it in the late game as an efficient way to wear more spells in &#039;&#039;spellburst&#039;&#039; hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90).&lt;br /&gt;
&lt;br /&gt;
I started First Aid relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She eventually picked it back up post-cap, but the table only shows up to fresh 100.&lt;br /&gt;
&lt;br /&gt;
Swimming and Climbing are skills that you might not need at fresh cap if you intend to stick to a specific hunting ground for a long time. I dropped Swimming since the Sanctum doesn&#039;t have any water and the only swimming in the Hinterwilds can be bypassed with Water Walking or Symbol of Return (among other options), but hunters of the Atoll, Ruined Temple, or Sailor&#039;s Grief would want it. Conversely, I kept Climbing because the Sanctum has a pretty tough check, but various other hunting grounds don&#039;t. For where Saria&#039;s currently at long after the initial publication of this guide, she could actually skip both Swimming and Climbing.&lt;br /&gt;
&lt;br /&gt;
Saria heavily pushed Trading early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated.) Similar story for Minor Mental, which came out of the gate fast, then inched to 20 at level 60 and stayed there.&lt;br /&gt;
&lt;br /&gt;
Level 30 and 100 spare TPs are there because I was hoarding for the next MOC thresholds while level 70 spare TPs are there because I was hoarding for the 20 Minor Spiritual threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn&#039;t care about any of the in-between spells, so might as well preserve higher redux until then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Exclusive Choices==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meditation Resistance===&lt;br /&gt;
&lt;br /&gt;
One neat monk perk I haven&#039;t mentioned yet is that their [[Verb:MEDITATE#Damage_Resistance|MEDITATE verb]] allows them to gain resistance to one selected damage type! It offers 10% resistance to start, then improves at these thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||0||1||3||6||10||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;15&amp;lt;/font&amp;gt;&#039;&#039;&#039;||21||28||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;36&amp;lt;/font&amp;gt;&#039;&#039;&#039;||45||55||66||78||91&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||10%||12%||14%||16%||18%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;20%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||22%||24%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;26%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||28%||30%||32%||34%||36%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And if you decide to go ham post-cap with Ascension and enhancives:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||38%||40%||42%||44%||46%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted 15 and 36 Transformation because 20% and 26% (translation: &amp;quot;25% or more&amp;quot;) are extremely notable benchmarks. I &#039;&#039;could&#039;&#039; fully elaborate, but people who aren&#039;t Whirlin and me would probably get bored to tears by the rows and charts I&#039;d need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV&#039;s crit system, and how it relates to order of operations with redux and crit padding.&lt;br /&gt;
&lt;br /&gt;
Suffice it to say this:&lt;br /&gt;
&lt;br /&gt;
Because of rounding and the nature of GSIV crits, it wouldn&#039;t be merely &#039;&#039;underestimating&#039;&#039; 20% and 25% resistance to say that they&#039;re twice as effective or two and a half times as effective as 10% resistance, but &#039;&#039;completely off base&#039;&#039; by orders of magnitude. The upgrade is huge.&lt;br /&gt;
&lt;br /&gt;
That said, which damage type should you resist? You can change your type any time, but these jump out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold&#039;&#039;&#039;: Useful for Icemule-based hunting at various levels.&lt;br /&gt;
* &#039;&#039;&#039;Crush&#039;&#039;&#039;: A very common damage type, like all physical damage types. Particularly helpful for gigantic creatures that fall on you as they die.&lt;br /&gt;
* &#039;&#039;&#039;Electrical&#039;&#039;&#039;: The most lethal damage type, albeit somewhat rare. If you&#039;re hunting creatures that use it, though, protect yourself!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;: Useful for Teras Isle, among other specific areas.&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Great against various rock-themed creatures or shield-using creatures, among some others.&lt;br /&gt;
* &#039;&#039;&#039;Puncture&#039;&#039;&#039;: Another common physical damage type. Very deadly if it hits the eyes even on a fairly tame enemy attack, so 20% or 25% resistance will help immensely.&lt;br /&gt;
* &#039;&#039;&#039;Slash&#039;&#039;&#039;: The last of the common physical damage types. Probably the least impressive in a vacuum, but it &#039;&#039;is&#039;&#039; very common.&lt;br /&gt;
&lt;br /&gt;
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!&lt;br /&gt;
&lt;br /&gt;
The only damage types I&#039;d generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn&#039;t stop that aspect. Still, if you&#039;re in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything&#039;s worth considering in the right context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Grapple Specialization]], [[Kick Specialization]], and [[Punch Specialization]], which each improve their respective attacks, but which is right for you? I&#039;ll write about each one as if it&#039;s maxed, but during the earliest levels, these ramp up by gaining 20% of their max effectiveness per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. &amp;quot;Before&amp;quot; is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists.&lt;br /&gt;
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone.&lt;br /&gt;
* If you love Fury or hate setups, this could be the specialization for you!&lt;br /&gt;
* In a vacuum, grapples aren&#039;t ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.&lt;br /&gt;
* Grapple Specialization has little to offer if you exclusively use mstrikes. &amp;quot;Exclusively&amp;quot; is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Turns your [[Spin Kick]] into two Spin Kicks!&lt;br /&gt;
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It&#039;s great fun and can save you in situations where the other two specializations couldn&#039;t.&lt;br /&gt;
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it&#039;s flat out the best mstrike option.&lt;br /&gt;
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven&#039;t become as fast as they&#039;ll eventually be and Spin Kick might not even be an option yet (pre-level 35-36).&lt;br /&gt;
* While Spin Kick performs exceptionally well against like-level foes, it&#039;s not nearly as good against overleveled ones for two reasons: it&#039;s less likely to succeed and you&#039;re much more incentivized to disable those foes immediately. If they don&#039;t attack, you don&#039;t evade, so you don&#039;t Spin Kick.&lt;br /&gt;
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Punch Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.&lt;br /&gt;
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn&#039;t a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.&lt;br /&gt;
* Despite the above, the buff to Clash being minor doesn&#039;t matter if the monk isn&#039;t using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can&#039;t bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specialization Sidebar: Mstrikes with Specified Attack Types!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In case it isn&#039;t clear or in case going into math would be helpful...&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mstrike kick&#039;&#039;&#039; becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike punch&#039;&#039;&#039; can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they&#039;re slower because your Agidex isn&#039;t up to par, punches can still win overall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike grapple&#039;&#039;&#039; is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.&lt;br /&gt;
&lt;br /&gt;
In short...&lt;br /&gt;
&lt;br /&gt;
Use mstrike kick if you&#039;re a high Agidex race who&#039;s at or close to the peak of your Agidex growth.&lt;br /&gt;
&lt;br /&gt;
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you&#039;re a moderate Agidex race or a high Agidex race not yet near your peak, you&#039;re against foes in armor lighter than chain, and you trained Grapple Specialization, but you&#039;re in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)&lt;br /&gt;
&lt;br /&gt;
Use mstrike punch if neither of the above applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I&#039;ve been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).&lt;br /&gt;
&lt;br /&gt;
As for Punch Specialization, I wouldn&#039;t honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn&#039;t necessarily wrong either.&lt;br /&gt;
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===Defensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one&#039;s a lot easier than the last!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Block Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they&#039;re expensive to train, monks can&#039;t learn shield skills, and shields significantly decrease their MM.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Parry Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to parry melee or ranged attacks--assuming you have [[Brace (1214)|Brace]] active. After parrying, it gives a 25% chance of gaining the [[Counter]] effect, which means your next attack has 1 less RT and costs 25% less stamina (if applicable). This might sound neat until it&#039;s compared to...&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say &amp;quot;Brawling&amp;quot; because I&#039;m not even limiting this to unarmed combat. Even if you&#039;re using brawling &#039;&#039;weapons&#039;&#039; like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)&lt;br /&gt;
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===Martial Stances===&lt;br /&gt;
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Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let&#039;s review them.&lt;br /&gt;
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&#039;&#039;&#039;[[Duck and Weave]]&#039;&#039;&#039;:&lt;br /&gt;
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The most flavorful martial stance.&lt;br /&gt;
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Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.&lt;br /&gt;
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This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker&#039;s AS and weapon type have to be good enough compared to the defending creature&#039;s DS and armor type to do meaningful damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Delightful, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Flurry of Blows]]&#039;&#039;&#039;:&lt;br /&gt;
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The screen scrolliest martial stance.&lt;br /&gt;
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Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.&lt;br /&gt;
&lt;br /&gt;
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren&#039;t good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn&#039;t say it comes close to being worthwhile.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Again, great fun, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Inner Harmony]]&#039;&#039;&#039;:&lt;br /&gt;
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The most wasted potential of martial stances.&lt;br /&gt;
&lt;br /&gt;
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you&#039;d most want to remove are exactly the ones you can&#039;t because you can&#039;t use Inner Harmony while bound or RT-locked. [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]] this definitely isn&#039;t!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I appreciate the idea behind this stance, but it has little to no appeal in practice.&lt;br /&gt;
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&#039;&#039;&#039;[[Rolling Krynch Stance]]&#039;&#039;&#039;:&lt;br /&gt;
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Almost surely the best martial stance for UC monks.&lt;br /&gt;
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This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won&#039;t kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least &#039;&#039;might&#039;&#039; kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap.&lt;br /&gt;
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When I wrote that monks rarely one-shot creatures, that&#039;s true in a vacuum, but Rolling Krynch can at least open that door for them.&lt;br /&gt;
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Bottom line: the less time you spend in decent positioning, the better off you are, and that&#039;s what Rolling Krynch offers.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.&lt;br /&gt;
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&#039;&#039;&#039;[[Slippery Mind]]&#039;&#039;&#039;:&lt;br /&gt;
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The most defensive martial stance.&lt;br /&gt;
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When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you&#039;re in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don&#039;t avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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This stance is simple, but really good, offering two lines of defense against a monk&#039;s biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I&#039;d say it&#039;s the very best for a weapon-wielding monk in robes!&lt;br /&gt;
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&#039;&#039;&#039;[[Stance of the Mongoose]]&#039;&#039;&#039;:&lt;br /&gt;
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The most &amp;quot;almost got there&amp;quot; martial stance.&lt;br /&gt;
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This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you&#039;re running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you&#039;re doing that, thank you for making it this far into the guide for reasons I don&#039;t understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.&lt;br /&gt;
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If you&#039;re a more typical unarmed combat monk, the good news is that Stance of the Mongoose&#039;s retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it&#039;s always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it&#039;ll pick the tier up type.&lt;br /&gt;
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That last bit might sound good--and, truthfully, it &#039;&#039;is&#039;&#039; good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it&#039;s not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That&#039;s not necessarily saying much; I&#039;d put it distantly behind Rolling Krynch Stance and Slippery Mind. If you&#039;re running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I&#039;m not knocking wildly niche monks. Many of my characters who &#039;&#039;aren&#039;t&#039;&#039; monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I&#039;m torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and &#039;&#039;can&#039;&#039; have immense defensive gain!)&lt;br /&gt;
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This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you&#039;re doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the &#039;&#039;creatures&#039;&#039; do--things you&#039;re actively trying to prevent them from doing, no less!--and, for that matter, only &#039;&#039;some&#039;&#039; of them do it and only &#039;&#039;some&#039;&#039; of the time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Striking Asp Stance]]&#039;&#039;&#039;:&lt;br /&gt;
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The best... uh... PvP martial stance?&lt;br /&gt;
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[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.&lt;br /&gt;
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Whoever this stance might be good for--if anyone, because I&#039;m not convinced it&#039;s worthwhile in any context other than PvP duels--it&#039;s not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp&#039;s own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs&#039; worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp&#039;s reduced stamina cost.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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No.&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Acrobat&#039;s Leap]]&#039;&#039;&#039;:&lt;br /&gt;
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Useful for short races to make up the height gap.&lt;br /&gt;
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&#039;&#039;&#039;[[Bearhug]]&#039;&#039;&#039;:&lt;br /&gt;
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Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that &#039;&#039;are&#039;&#039; so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don&#039;t necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. It&#039;s also a bit worse for small races, but, since it&#039;s an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first.&lt;br /&gt;
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Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you&#039;re already using them!&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a need of controlling the enemy hordes so you can systematically pick them off.&lt;br /&gt;
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&#039;&#039;&#039;[[Burst of Swiftness]]&#039;&#039;&#039;:&lt;br /&gt;
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You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
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If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don&#039;t recommend using it until you have at least four ranks since the cooldown is very long before then.&lt;br /&gt;
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If your monk is a fast race, there&#039;s still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar &#039;&#039;mstrikes&#039;&#039;&#039; don&#039;t get faster than 5 seconds regardless of Agidex.) &lt;br /&gt;
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&#039;&#039;&#039;[[Cheapshots]]&#039;&#039;&#039;:&lt;br /&gt;
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I love this suite of disabling skills on rogues and bards, but I don&#039;t think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can&#039;t, Cheapshots won&#039;t either since they&#039;re all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I&#039;d rather get Bearhug or Coup de Grace.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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I like two or three ranks to slightly shore up TD weaknesses if you can spare the points, but it&#039;s not mandatory by any means.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Mobility]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points &#039;&#039;are&#039;&#039; a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.&lt;br /&gt;
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&#039;&#039;&#039;[[Coup de Grace]]&#039;&#039;&#039;:&lt;br /&gt;
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A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF buff isn&#039;t what matters (at least for solo UC-oriented monks; it&#039;s amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can&#039;t be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup&#039;s insta-kill, so it&#039;s another helpful option in your toolbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Even though UAF attacks &#039;&#039;can&#039;&#039; power through turtled creatures, turning that &amp;quot;can&amp;quot; into &amp;quot;most likely&amp;quot; is ideal. Feint is the premier combat maneuver for lowering enemies&#039; stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hamstring]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I mention this for the katar builds. Hamstring can only be used with an edged weapon, but it&#039;s a devastatingly powerful setup-and-damage maneuver all in one. Two Weapon Combat characters will find it even more exceptional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ki Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver&#039;s wiki page recommends it if you aren&#039;t using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.&lt;br /&gt;
&lt;br /&gt;
That said, the stamina cost to use it too often &#039;&#039;is&#039;&#039; real, even with Mind Over Body, so you&#039;ll need heavy Physical Fitness training. It&#039;s more of a midgame or late game skill to me.&lt;br /&gt;
&lt;br /&gt;
Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don&#039;t cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
I&#039;d consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge&#039;s cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you&#039;re willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Character Progression==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats, meditating, or upgrading your monk&#039;s gear later? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
Monks gain new abilities called Feats at various levels, which are as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 0 Monk Feat - [[Kroderine Soul]]====&lt;br /&gt;
&lt;br /&gt;
Kroderine Soul is an opt-in feat that I won&#039;t cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.&lt;br /&gt;
&lt;br /&gt;
In exchange, before level 30, you can&#039;t learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I&#039;ll explain in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 0 Monk Feat - [[Martial Mastery]]====&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two &#039;&#039;additional&#039;&#039; weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I&#039;ll explain that too in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
While Martial Mastery is technically learned automatically from level 0, most monks won&#039;t make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I&#039;ll speak more about that in the Odds and Ends section discussing builds off the beaten path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 20 Monk Feat - [[Mystic Tattoo]]====&lt;br /&gt;
&lt;br /&gt;
Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from &#039;&#039;[[Stock_tattoo|nearly 1000 different options]]&#039;&#039; from a stock tattoo list! These are called mundane tattoos.&lt;br /&gt;
&lt;br /&gt;
From level 20 on, monks can upgrade a character&#039;s existing tattoo--including one for which the monk wasn&#039;t the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!&lt;br /&gt;
&lt;br /&gt;
For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer&#039;s choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)&lt;br /&gt;
&lt;br /&gt;
As profession services go--so I&#039;m comparing Mystic Tattoos to Battle Standards, enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this &#039;&#039;can&#039;&#039; be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It  can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.&lt;br /&gt;
&lt;br /&gt;
However, Mystic Tattoos are definitely on the lower end of profession service value overall, so don&#039;t create a monk expecting to start rolling in silver. (...at least not via tattooing, but more on the silver-making secrets of monks later!) GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point, but that it&#039;ll have to wait until empaths and rogues even have services at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 25 Monk Feat - [[Mystic Strike]]====&lt;br /&gt;
&lt;br /&gt;
A weird one, to say the least. FEAT MYSTICSTRIKE allows a monk to use a small amount of stamina to infuse their next physical UC or melee attack with an effect that debuffs a foe&#039;s defense against warding spells after it lands. While monks do have a few warding spells like Thought Lash, Vertigo, and Mindwipe, those spells are normally better off as setups--if they&#039;re even used at all--than something to set up &#039;&#039;toward&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]====&lt;br /&gt;
&lt;br /&gt;
At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; is a straightforward buff that improves monks&#039; Iron Skin spell.&lt;br /&gt;
&lt;br /&gt;
Reviewing the basics of Iron Skin first, it improves a monk&#039;s robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA &#039;&#039;without&#039;&#039; Dragonscale Skin.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Dragonscale Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||Double chain||Augmented chain (23 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||Chain hauberk (24 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||105 Transformation|||||||Metal breastplate (33 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||140 Transformation|||||||Augmented breastplate (34 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||180 Transformation|||||||Half plate (35 benefit)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For illustration&#039;s sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she&#039;ll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.&lt;br /&gt;
&lt;br /&gt;
To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.&lt;br /&gt;
&lt;br /&gt;
The alternative to Dragonscale Skin, &#039;&#039;&#039;Mental Acuity&#039;&#039;&#039;, is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk&#039;s first 20 learned Minor Mental spells don&#039;t count. However, instead of a monk&#039;s first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won&#039;t necessarily be exactly twice.)&lt;br /&gt;
&lt;br /&gt;
The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it&#039;s not a route I&#039;m interested in.&lt;br /&gt;
&lt;br /&gt;
In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There &#039;&#039;are&#039;&#039; still reasons to do it. Saving 20 spell ranks&#039; worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks&#039; worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.&lt;br /&gt;
&lt;br /&gt;
Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I&#039;ll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can&#039;t cast Iron Skin &#039;&#039;unless&#039;&#039; they have Mental Acuity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 40 Monk Feat - [[Martial Arts Mastery]]====&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).&lt;br /&gt;
&lt;br /&gt;
If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.&lt;br /&gt;
&lt;br /&gt;
Level 40 draws a line in the sand, though, to establish that unarmed combat &#039;&#039;is&#039;&#039; the monk&#039;s wheelhouse because Martial Arts Mastery &#039;&#039;is&#039;&#039; the monk&#039;s premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you&#039;ll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like &#039;&#039;double-maxing&#039;&#039; it.&lt;br /&gt;
&lt;br /&gt;
Unleash the power and never look back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 50 Monk Feat - [[Perfect Self]]====&lt;br /&gt;
&lt;br /&gt;
Perfect Self raises all your stats by +10 (or +5 bonus). That&#039;s it! Your monk hits level 50 and great power drops on their head.&lt;br /&gt;
&lt;br /&gt;
Like I&#039;ve said, there&#039;s pretty much no bad monk stat split from level 50 on because of this feat. It&#039;s also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you&#039;re using mstrikes and weapon techniques at all, you&#039;ll notice the improvement!&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Gear Upgrades: Armor===&lt;br /&gt;
&lt;br /&gt;
Even though fancy gear is more a luxury than a necessity for monks, you might as well upgrade your monk&#039;s gear eventually if you enjoy them! But how and in what way?&lt;br /&gt;
&lt;br /&gt;
For armor, I think the answer is to keep it really simple. Most of the expensive armor you can pick up doesn&#039;t do all that much for monks. (...at least not magical non-Kroderine Soul monks, the subject of this guide. I assume expensive armor does way more for KS monks who are tanking more hits.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Rusalkan: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts UAF and CS for 10 seconds if it does knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, but the expenses  are enormous. Some contact-based combat maneuvers like Bull Rush can also trigger rusalkan flares.&lt;br /&gt;
* Zelnorn: Uses half of what would be the DS from its enchant as AS (or in monks&#039; case UAF) instead, but doesn&#039;t allow flares or a TD boost to go in the ability slot (AKA category B). Players hit creatures more than creatures hit players, so zelnorn can be fantastic for AS-based professions--but most monks aren&#039;t AS-based. Improving UAF is fairly irrelevant, not justifying the base cost of 50k bloodscrip in the case of monks. Either flares or increased TD would more greatly benefit monks, making use of the ability slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you&#039;re a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.&lt;br /&gt;
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn&#039;t screaming for more DS and a flare chance for crit padding.&lt;br /&gt;
* [[Forest Armor]]? Monks don&#039;t need a tiny boost to UAF and CS.&lt;br /&gt;
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.&lt;br /&gt;
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk&#039;s seeking.&lt;br /&gt;
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip. Pass.&lt;br /&gt;
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!&lt;br /&gt;
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.&lt;br /&gt;
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You&#039;d have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So my actual answer to the armor question is:&lt;br /&gt;
&lt;br /&gt;
* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I&#039;ll come back and update the guide at that point!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gear Upgrades: Weapons===&lt;br /&gt;
&lt;br /&gt;
I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I&#039;ll go over the few that I think are worth looking into depending on your budget--plus flourishes and flares!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No script or flourish, just basic elemental flares (especially lightning)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is where I think you should begin if you&#039;re uncertain or just dipping your toe in the water.&lt;br /&gt;
&lt;br /&gt;
You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares &#039;&#039;on top&#039;&#039; of it, but that means even heavier investment.&lt;br /&gt;
&lt;br /&gt;
Nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; (price range: 30k to 210k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.&lt;br /&gt;
&lt;br /&gt;
You might hear dispel flares commonly cited as better than lightning flares in a weapon&#039;s ability slot and the best in class (unless you&#039;re using Flare Affinity for 400k bloodscrip, in which case lightning flares come roaring back). I generally agree with this and would say it&#039;s even more true that dispel is great for UC than for other weapon types due to three factors:&lt;br /&gt;
&lt;br /&gt;
# High volume of attacks&lt;br /&gt;
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount&lt;br /&gt;
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature&lt;br /&gt;
&lt;br /&gt;
There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don&#039;t affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong.&lt;br /&gt;
&lt;br /&gt;
All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. These aren&#039;t starter gear, but for committed and reasonably wealthy monks, and should only go onto UC gear that started with a script like Animalistic Spirit, Knockout, or Phytomorphic Weapons. (GEF can&#039;t use dispel flares.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn&#039;t the best since it&#039;s mainly good for knockdowns and monks are very adept at that on their own. My higher exp monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that&#039;s an extra expense.&lt;br /&gt;
&lt;br /&gt;
The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (As a caveat, though, I highly recommend against the Savage Power unlock, which isn&#039;t particularly good for any build of any profession, and the Wild Backlash unlock, which is excellent for some professions but not all that useful for monks. Animalistic Fury upgrades can be worth it &#039;&#039;if&#039;&#039; you first change the damage type.)&lt;br /&gt;
&lt;br /&gt;
Overall, this script has been monks&#039; top pick for years for very good reason on the strength of Revenge Flares, messaging, and being one of the only games in town. However, it&#039;s been five years since Animalistic Spirit and the creator of Animalistic Spirit, GM Avaluka, has debuted a new script called Phytomorphic Weapons that I think is even better for monks! More on that further below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
For unarmed combat, Energy Weapons are only available in the form of &#039;&#039;held&#039;&#039; weapons like a [[cestus]], not handwear and footwear. That&#039;s immediately anathema to some people. I&#039;d agree with them when talking about a -10 or -15 MM weapon, but I&#039;m actually not down on the -5 MM held UC weapons like others.&lt;br /&gt;
&lt;br /&gt;
Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.&lt;br /&gt;
&lt;br /&gt;
That &#039;&#039;is&#039;&#039; an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don&#039;t use it. Easy enough.&lt;br /&gt;
&lt;br /&gt;
The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren&#039;t very useful to monks, so I called mine a one and done.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Obscure Trivia Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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When you&#039;re wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon&#039;s flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?&lt;br /&gt;
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Well, let&#039;s say my Animalistic Spirit gloves still had their default grapple flares, which I don&#039;t value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.&lt;br /&gt;
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This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren&#039;t as favorable or you&#039;re spending currency to upgrade gloves &#039;&#039;and&#039;&#039; a cestus. Still, I stand behind it as at least an &#039;&#039;option&#039;&#039; if your stopping point is a flare and a script flare.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Greater elemental flare|Greater Elemental Flares]] script&#039;&#039;&#039; (price: 40k bloodscrip):&lt;br /&gt;
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These are a gold standard of midrange weapon scripts, at least if you&#039;d consider 40k bloodscrip per item &amp;quot;midrange.&amp;quot; Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.&lt;br /&gt;
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GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I&#039;ve used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the &amp;quot;You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!&amp;quot; messaging.&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than other options such as Animalistic Spirit or Phytomorphic Weapons. Some people pick Knockout for for their handwear or footwear and a different script for the others.&lt;br /&gt;
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As for Skullcrusher, see everything I just said about Knockout, because Skullcrusher costs the same and is mechanically identical except that it goes into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; Animalistic Spirit or Phytomorphic if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic Weapon Shield|Phytomorphic Weapon]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit of a script in the vein of Animalistic Spirit and from the same creator! This one is plant-themed instead of animal-themed and you can customize it yourself via foraging plants. Arboreal Agony is the big selling point of unlockable features here, which makes creatures Disoriented so they&#039;ll have difficulty casting spells--which are one of a monk&#039;s weak points. The default damage type is disintegrate, which is also broadly useful and can have killing power.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (Like with Animalistic Spirit&#039;s Wild Backlash, I&#039;ll give the caveat that Phytomorphic&#039;s Deciduous Decay is far more useful for AS-based professions than UAF-based professions like most monks. Phytomorphic Putrescence upgrades, on the other hand, don&#039;t need you to change the damage type first to get full value, which makes them either better or cheaper than Animalistic Spirit&#039;s Animalistic Fury counterpart depending on how you look at it.)&lt;br /&gt;
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RP-wise, I think there&#039;s a very real chance that people will continue to favor Animalistic Spirit going forward. Mechanically, though, I&#039;d say that Arboreal Agony not allowing enemy casters to cast is even better than Animalistic Spirit&#039;s Revenge Flares firing off when dodging physical attacks--and not needing to change the base damage type is also a big win.&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Telepathy or Transformation&#039;&#039;&#039; (price: 400k bloodcsrip):&lt;br /&gt;
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At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training &#039;&#039;and&#039;&#039; great enhancives, but hey, I did say this guide was for 0 exp to 54,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that&#039;s mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.&lt;br /&gt;
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You probably aren&#039;t even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can&#039;t stack on a single creature, so it&#039;s more valuable to have a stronger initial hit since you&#039;d be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that&#039;s a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, &#039;&#039;focused&#039;&#039; mstrikes still favor Transformation due to DoTs not stacking.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. Buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later, for example. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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If there&#039;s only one service I&#039;d recommend for a monk, it&#039;s Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)&lt;br /&gt;
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As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you&#039;re only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won&#039;t, but even a lighter hit might stun a creature--and stunning increases UC&#039;s most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Battle Standards have a few other perks, but these are the main ones making them so good for monks.&lt;br /&gt;
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Battle Standards have charges and periodically need recharging, which will cost you. I don&#039;t believe we have hard confirmation on how the charges drain, but &#039;&#039;if&#039;&#039; (if!) it&#039;s identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith (1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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The temporary healing is difficult to advise on because its value heavily depends on how much risk you take in hunting. That benefit is about knowing yourself well enough to know if you&#039;ll like it or not. Same goes for more max health; I see the value for small races roughly doubling their health, but otherwise don&#039;t consider it particularly valuable. However, opinions vary widely. As for max stamina, monks already have Mind Over Body--but, even if they didn&#039;t, you can shore up stamina far more cheaply with conventional regen enhancives than with Bloodstone Jewelry.&lt;br /&gt;
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As for everything else, the value for a monk--at least a magical monk--is like a mishmash of weaker Battle Standards and weaker Ensorcell. Bloodstone Jewelry and Ensorcell both offer stamina regeneration, which is a great in a vacuum, but Ensorcell&#039;s version of stamina regeneration is a flare chance (which is effective with frequent UC attacks) instead of a per minute effect and never requires paying again for recharging. There is something to be said for having both Bloodstone Jewelry and Ensorcell since Ensorcell usually won&#039;t restore stamina unless your health is full and Bloodstone Jewelry helps keep your health full--but, then again, just having herbs or using society abilities could also keep your health full.&lt;br /&gt;
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Extra health damage, on the other hand, is a reasonable selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it does affect every attack instead of 20% of attacks--and 1-5 damage might not sound like a lot, but when it&#039;s every attack, it does matter. On average, you&#039;ll get the Major Bleed effect after every 16.67 attacks, which is decently powerful in its own right. All that said, Bloodstone Jewelry doesn&#039;t add extra damage until its fifth and final tier, so you&#039;d probably be paying a premium to get it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Either go all the way with this service or pass on it unless someone&#039;s offering a steal. I wouldn&#039;t call this a particularly monk-oriented service unless you&#039;re a Kroderine Soul build or a small race.&lt;br /&gt;
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(Since this is alphabetically the first service I&#039;m recommending against, I&#039;ll clarify that that doesn&#039;t mean it&#039;s a bad service; even Enchant isn&#039;t particularly great for monks, as we&#039;ll see later, and that&#039;s a classic service. I&#039;m simply saying that, when you&#039;re reading a monk guide because you&#039;re making a monk, don&#039;t view this service through the lens of playing your warrior, your semi, or your Sunfist pure, who would all make better use of more of the Bloodstone Jewelry perks.)&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like most other non-gear-based profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they&#039;re already amazing at. (By contrast, casters see good benefit from things like FOF defense and the myriad bonuses to maneuver defense unless already far post-cap.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat by preventing kicks.&lt;br /&gt;
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Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. The biggest is that, unlike with Battle Standards, jabs don&#039;t flare with Poisoncraft. Poisons don&#039;t affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren&#039;t lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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It&#039;s worth learning at least Poisoncraft even though the other Covert Arts don&#039;t do much for monks. Recharging Poisoncraft isn&#039;t much cheaper--if any cheaper--than learning more Arts and learning them &#039;&#039;also&#039;&#039; recharges, so once you&#039;re in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves UAF (or AS if you&#039;re using a weapon) while enchanting armor improves DS.&lt;br /&gt;
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UAF offers minimal help for all the reasons described in the Unarmed Combat Primer. DS is more compelling, especially once you&#039;re hunting areas with the [[spell sever]] mechanic. Monks have the game&#039;s cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they &#039;&#039;are&#039;&#039; regularly in offensive stance. I don&#039;t go hard on improving monk DS, but it can&#039;t hurt either.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but improving it doesn&#039;t matter much otherwise.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling armor improves CvA and enemy spells are a weak point, so I&#039;d say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling adds much more gear difficulty than sanctifying. (For much more on the intricacies of gear difficulty and order of operations for upgrading gear, see [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|my service guide]]! For our purposes here, though, basically just know that tiers 2-5 of Ensorcell should usually be done after finishing the enchanting and sanctifying you want. The order of enchanting and sanctifying doesn&#039;t matter much, though.)&lt;br /&gt;
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For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.&lt;br /&gt;
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I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy. You already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul, but only after finished with enchanting and sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible for almost everybody. They improve virtually every offensive and defensive aspect of combat, which is like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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...but monks aren&#039;t most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.&lt;br /&gt;
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Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you&#039;re probably firing off a lot of those. On the bright side, since Lucky Items&#039; charges drain depending on the amount of time spent in combat, that aspect does pair well with monks&#039; high volume of attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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If this were any other profession, I&#039;d be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they&#039;re tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you&#039;re a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I&#039;d recommend your silvers go elsewhere first--but only &amp;quot;first.&amp;quot; Luck is powerful and you should get it eventually, just not as a high priority. I&#039;d take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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Despite Mystic Tattooing being a monk&#039;s own ability, it&#039;s not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won&#039;t consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include:&lt;br /&gt;
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* Strength to decrease encumbrance, especially for small races&lt;br /&gt;
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to slightly improve defense against spiritual magic&lt;br /&gt;
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Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can&#039;t go further than &amp;quot;arguably&amp;quot; since the others will have more impact when they &#039;&#039;do&#039;&#039; have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would.&lt;br /&gt;
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Mystic Tattoos are slated for a future upgrade. The current proposal includes adding a skill bonus up to +10, flares to double the stat and skill bonuses for a short duration, an activated ability with a cooldown to double the stat and skill bonuses for a short duration, and ignoring enhancive limits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Until the future update, I&#039;d only tattoo yourself in your spare time when you can&#039;t find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins&#039; Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there&#039;s &#039;&#039;some&#039;&#039; merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you&#039;d have to know you&#039;ll be running into that damage type consistently for a while.&lt;br /&gt;
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On an obscure note, nature resistance is unique to ranger trinkets. Monks can&#039;t meditate against it and even the Ascension system can&#039;t train to defend against it. However, an extremely small number of creatures use nature damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
&lt;br /&gt;
Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.&lt;br /&gt;
&lt;br /&gt;
The first five tiers of Sanctify have dubious value for UC gear (unless you&#039;re buying the first tier specifically because of the Kai&#039;s Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you&#039;re willing to pay for the first five tiers&#039; minimal value just to get to holy fire.&lt;br /&gt;
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Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it&#039;ll only trigger for certain combat maneuvers or when the undead hit you.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get the first five tiers on your robes unless you&#039;re absolutely certain you&#039;ll never have interest in hunting high-level undead. Holy fire isn&#039;t a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don&#039;t bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify).&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
&lt;br /&gt;
Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It&#039;s still marginally useful for good positioning (very specifically good positioning). Crit padding is more broadly useful. Either way, neither is useful enough to justify paying warriors unless they&#039;re charging less than the automated WPS smithy that comes around every couple of months. (They probably aren&#039;t!) Use that instead to bring your robes up to speed.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn&#039;t terribly desirable for most players, monks or otherwise.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I&#039;d say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Battle Standard up to P3 as soon as possible&lt;br /&gt;
* Enchant armor up to +30 relatively quickly&lt;br /&gt;
* Ensorcell UC gear to T1 relatively quickly&lt;br /&gt;
* Battle Standard up to P5 relatively quickly&lt;br /&gt;
* Either Sanctify UC gear all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Sanctify armor unless very rarely hunting undead&lt;br /&gt;
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Slowly enchant UC gear over time&lt;br /&gt;
* Padding to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Slowly Ensorcell armor over time&lt;br /&gt;
* Weighting to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge&lt;br /&gt;
* Bloodstone Jewelry if you want it&lt;br /&gt;
* Slowly enchant armor past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell UC gear past T1 over time, if ever&lt;br /&gt;
* Mystic Tattoo only if you can&#039;t sell yours, but selling it is preferable to fund all of the above&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Super Post-Cap Advancement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Congratulations, you&#039;ve got a cap and a half worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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Since it&#039;s not relevant to the large majority of players, I&#039;ve only vaguely talked about monks&#039; advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they&#039;re &amp;quot;done enough&amp;quot; with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements.&lt;br /&gt;
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Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.&lt;br /&gt;
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I did say this guide was for magical monks from 0 to 54,000,000 experience, so what should you do with Ascension Training Points (ATPs)?&lt;br /&gt;
&lt;br /&gt;
The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race.&lt;br /&gt;
* &#039;&#039;&#039;Brawling&#039;&#039;&#039;: +2 UAF per rank. I&#039;m not going to knock UAF this time because, once we&#039;re talking Ascension, we&#039;re talking marginal gains almost no matter what you do. Get it if you like numbers going up!&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Increased maneuver defense every two ranks, but half as much increase as Agility. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race. For the weapon route, specifically, Dexterity also adds crit weighting.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: +0.75 DS (in offensive) per rank and a tiny extra chance of outright evading for more Spin Kicks.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction by 2 pounds per rank. &#039;&#039;Now&#039;&#039; I&#039;ll knock UAF again! If we&#039;re in the realm of diminishing returns from exp anyway, then Porter is a reasonable low-hanging fruit option for races with lower carrying capacity.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: If you&#039;re firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body and Ensorcell no longer enough. If that&#039;s you, you&#039;ll know when to train this--or just buy stamina regen enhancives and Bloodstone Jewelry.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks.&lt;br /&gt;
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During earlier versions of this guide, I was also open to Aura, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let&#039;s finally delve into the Elite skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is Monks&#039; Everything&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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There&#039;s a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones potentially relevant to (magical) monks in green:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Automatic Success of Certain Spells&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;UC - Tier Up Probability&amp;lt;/font&amp;gt;&lt;br /&gt;
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As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I&#039;d argue that usually it&#039;s at or near the top end of value &#039;&#039;in&#039;&#039; that application:&lt;br /&gt;
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* Improving UC tier ups is, naturally, at its best for the profession most built around UC.&lt;br /&gt;
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy&#039;s EBP means improving MM, which is a UC monk&#039;s most important offensive combat number.&lt;br /&gt;
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don&#039;t use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here.&lt;br /&gt;
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn&#039;t go so far to say it&#039;s at its best here, which I think goes to pures who become capable of warding off spells from (some) &#039;&#039;pure&#039;&#039;-style Ascension creatures, but it&#039;s a pretty narrow win.&lt;br /&gt;
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln.&lt;br /&gt;
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks.&lt;br /&gt;
* Improving ambush defense is a benefit I place almost no value on for any profession and build &#039;&#039;except&#039;&#039; magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don&#039;t have 105 or more Transformation lore, so defense is valuable.&lt;br /&gt;
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(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do &#039;&#039;have&#039;&#039; the occasional spots of value. The auto-success spell benefits don&#039;t do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.)&lt;br /&gt;
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Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can!&lt;br /&gt;
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Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I&#039;d also argue that there&#039;s less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds.&lt;br /&gt;
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As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they&#039;re both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn&#039;t have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more &#039;&#039;total&#039;&#039; Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she&#039;s only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn&#039;t need to work for at all because monks have Perfect Self and Burst of Swiftness.&lt;br /&gt;
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Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They&#039;re simply the most exp-efficient profession in the game.&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
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* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
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The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and you want them to hit more reliably.&lt;br /&gt;
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&#039;&#039;&#039;Bold Brawler&#039;&#039;&#039;&lt;br /&gt;
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 Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
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A self-explanatory staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy!&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
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Pretty good reactive damage that comes at full power out of the gate. Needing an SMR check does slightly hinder its efficiency against overleveled creatures, but that&#039;s offset by the fact that it can go after multiple targets to hit at least one of them. Importantly, note that &amp;quot;a rank 2+ critical strike&amp;quot; refers to a rank 2 critical &#039;&#039;based on a crit table,&#039;&#039; not a rank 2 wound. Usually a rank 2 critical only creates a rank 1 wound; for example, rank 2 [[Slash_critical_table|slash crits]] are always rank 1 wounds unless they hit an eye. In other words, even very light hits can get this going, but just not the absolute lightest hits.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
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 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
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Reasonable if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to monks&#039; combination of inexpensive Harness Power costs, not much to spend that mana on, not being in full plate like warriors (and so valuing the DS more), and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don&#039;t know any of those other than my own).&lt;br /&gt;
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&#039;&#039;&#039;Ether Flux&#039;&#039;&#039;&lt;br /&gt;
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 When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
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(For clarity, it can occur once &#039;&#039;per creature&#039;&#039; per minute. You can basically consider it once per creature, period. For even more clarity, Ether Flux itself isn&#039;t a flare &#039;&#039;chance&#039;&#039;; it&#039;s described as a flare because it deals a random amount of disruption damage, but it always triggers once you meet the condition.)&lt;br /&gt;
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Ether Flux has no tiers and comes at full power immediately, which is definitely nice and it&#039;s a very good perk &#039;&#039;if&#039;&#039; you can get it going! ...but can you? Even though monks don&#039;t innately deal elemental damage, it still might be easier than you think.&lt;br /&gt;
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Some options for elemental flares include conventional ability slot flares, Battle Standards of applicable Arkati or spirits, certain Gemstone properties like Blood Boil or Infusion or Thorns, holy fire or holy water when hunting undead, or script flares of elemental types. That&#039;s already up to seven sources of elemental flares and I&#039;m not describing anything too wildly out of the way or anything that&#039;s very expensive by post-cap standards. The most expensive of those would be buying flare type changes for Animalistic Spirit or Phytomorphic Weapons.&lt;br /&gt;
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Whether you&#039;re mstriking or using Fury, monks fire off a lot of attacks, so with a decent base of varied flare types, the odds can stack up to force a lot of Ether Flux triggers through! However, if you don&#039;t have that decent base, I wouldn&#039;t go out of my way working up to it just because you find an Ether Flux. This is a very solid B or maybe B+ common, but it&#039;s no Bold Brawler, Flare Resonance, Stamina Prism, or Storm of Rage.&lt;br /&gt;
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&#039;&#039;&#039;Flare Resonance&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
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Assuming you have flares on your handwear and your footwear (and if you don&#039;t, then you should!), this is another staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries.&lt;br /&gt;
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[[Flare Affinity]] basically supercharges your flares to hit substantially harder--and, for that matter, more often! Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. (If you &#039;&#039;are&#039;&#039; someone who already has the Flare Affinity flourish, you wouldn&#039;t want this property since they don&#039;t stack.) The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk&#039;s handwear &#039;&#039;and&#039;&#039; footwear would cost 800k bloodscrip.&lt;br /&gt;
&lt;br /&gt;
In short, get more flares and make them spend less time poking and more time killing. &lt;br /&gt;
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&#039;&#039;&#039;Force of Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
&lt;br /&gt;
This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! Alternatively, if you find it on a Gemstone with at least one other property that&#039;s good for somebody else but isn&#039;t good for you, you can try to sell it for a good chunk of silver since solo hunters of almost every profession like Force of Will for general purposes. (The exceptions are bards, who can already get rid of almost all of these conditions with their own [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]], and maybe clerics, who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die.)&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
The UAF boost is fairly immaterial for all the reasons you know by now about UAF, but the maneuver boost makes for an acceptable placeholder for most monks to use while looking for better Gemstones in the long run. That said, I wouldn&#039;t recommend upgrading it except possibly on a monk who makes very heavy use of extremely endroll-dependent attacks like Spin Kick or Bearhug.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
&lt;br /&gt;
Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
&lt;br /&gt;
This might be the highest ceiling Gemstone property of all for monks. It&#039;s easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don&#039;t run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they&#039;re off cooldown and Ki Focus when the mstrikes &#039;&#039;are&#039;&#039; on cooldown, thus basically only using stamina for the latter. However, if you started stacking on enhancives, Ascension, and Stamina Prism to start recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and &#039;&#039;still&#039;&#039; not run out of stamina.&lt;br /&gt;
&lt;br /&gt;
In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits, but you can be even more of a whirlwind in battle if you build for it!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ll battle just about any creature in your preferred hunting ground and it&#039;s a fairly swarmy place, this is an extraordinary property since you&#039;ll have the boost going constantly. UC monks or weapon monks will both love this property! Even if you&#039;re picky about which creatures you battle or if you hunt a slower area, it&#039;s still excellent. The only other thing is to consider is that it&#039;s a top tier common for virtually every build of virtually every profession--any weapon user, any UC build, any magical bolter--and so people are likely to pay very well for it if you&#039;d rather have the silvers!&lt;br /&gt;
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&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Mini Storm of Rage, except you always have the boost even if you&#039;re in the slowest of areas or if you&#039;re selectively hunting a single creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you&#039;ll almost definitely have at least one of those.&lt;br /&gt;
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&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn&#039;t.&lt;br /&gt;
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&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
&lt;br /&gt;
Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death. Don&#039;t use this if you go the Kroderine Soul route.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
&lt;br /&gt;
A high quality Gemstone property for almost every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky; they can&#039;t outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened. A possibly bigger obstacle is that Blood Boil, of course, only works on creatures with blood! That won&#039;t be an obstacle in most hunting grounds, but if you try to exclusively hunt undead who have no blood (most undead by far don&#039;t; a few do), this wouldn&#039;t be the property for you.&lt;br /&gt;
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&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
&lt;br /&gt;
Despite having some anti-synergy with Spin Kick, it&#039;s very hard to ignore the value of a universal 5% chance to avoid and (to an extent) counter AS attacks. All else being equal, it &#039;&#039;is&#039;&#039; better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
&lt;br /&gt;
Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you&#039;re one of the rare monks who uses CS spells in combat.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
&lt;br /&gt;
Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that&#039;s exactly what I&#039;d recommend, but they&#039;re mutually exclusive.)&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
Journeyman Tactician, but twice as good. Like its common counterpart, the UAF boost isn&#039;t noteworthy for a UC monk (it is good for a weapon monk, though!), but if you make heavy use of SMR attacks, I think it can be a reasonable long-term property for you. If not, I&#039;d either sell it to someone willing to pay top silvers or reroll until you get a better rare property.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That&#039;s an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you&#039;re looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I&#039;ll cover shortly, you might consider working your entire build around it...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
A reasonable option for lighter races. It&#039;s not necessarily going to help with the newer and bigger boxes of 2026 on, but can help with the lower end loot like solid moonstone cubes or wands that add up when you&#039;re tiny. Definitely not a flashy property, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS, and this is a solution to at least part of that!&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
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&#039;&#039;&#039;Thirst for Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Twice as strong as its already very powerful common counterpart, Taste of Brutality... or is it? The common version&#039;s 5% penalty when taking hits is negligible, but a 10% penalty isn&#039;t as easily dismissed. Still,  the increased DF is fantastic, so I&#039;d say you should consider your options with this one. If you have high redux &#039;&#039;and&#039;&#039; high Transformation lore, get it, love it, and upgrade it all the way. If you only have one of those, then you could simply treat it like Taste of Brutality by leaving it un-upgraded. 6% on both ends with no upgrades is comparable to the fully upgraded Taste of Brutality&#039;s 5%, after all, and nothing says you have to upgrade it at any point, never mind right away.&lt;br /&gt;
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&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It&#039;s actually difficult to even sell you on this because it&#039;s so straightforward that I shouldn&#039;t have to. It&#039;s a 10% double attack chance on every attack!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that&#039;s also solid for monks and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystic Impulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
&lt;br /&gt;
Hear me out. This is a very, very specific niche, but it&#039;s incredible within that niche, which is that you&#039;re a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise.&lt;br /&gt;
&lt;br /&gt;
If all of that&#039;s true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you&#039;ll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you &#039;&#039;aren&#039;t&#039;&#039; running the Serendipitous Hex build, then I&#039;d honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.&lt;br /&gt;
&lt;br /&gt;
Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power&#039;s effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that&#039;s with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Great general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF boost is, as always, borderline immaterial unless you&#039;re a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy that works well with the free jabs in your mstrikes! Unlike traditional dispel flares, these are post-resolution, so they&#039;re slightly less reliable. However, UC monks tend to have no trouble making their attacks land.&lt;br /&gt;
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====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here are some hypothetical ideal layouts!&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Traditional Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# &#039;&#039;(Blood Boil)&#039;&#039; (rare 2 of 3)&lt;br /&gt;
# &#039;&#039;(Thirst for Brutality)&#039;&#039; (rare 3 of 3)&lt;br /&gt;
# Force of Will (common 5 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 6 of 7)&lt;br /&gt;
# Journeyman Tactician if using Thirst for Brutality, otherwise Taste of Brutality (common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
Blood Boil and Thirst of Brutality are parenthetical and italicized because they&#039;re slightly conditional picks. For general purposes, that&#039;s what I&#039;d go with, but specific hunting ground choices or even gear can change everything. Blood Boil might be useless if you primarily hunt undead without blood. Tethered Strike, not listed, might be superior to either Blood Boil or Thirst of Brutality if you regularly hunt evasive creatures. Anointed Defender, also not listed, could be the way to go if you&#039;ve managed your gear and training in such a way that the TD boost can push you just out of range of dangerous CS attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Very Magic-Heavy Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# &#039;&#039;(Serendipitous Hex)&#039;&#039; (rare 1 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Greater Arcane Intensity (rare 3 of 3)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# Arcane Intensity (common 5 of 7)&lt;br /&gt;
# Taste of Brutality (common 6 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
This has enough overlap that you might think they&#039;re the same picture, but the subtle differences add up to large ones. This Gemstone setup assumes a high CS monk, then Greater Arcane Intensity and Arcane Intensity push CS even higher. That means that Vertigo and Mindwipe land more consistently, which means that creatures are disabled more often, which means Force of Will shouldn&#039;t be as necessary. It also means that your MM will be higher, which means I wouldn&#039;t even think about Journeyman Tactician. Conversely, Taste of Brutality claims a solid place because its rare counterpart has been traded off to secure Greater Arcane Intensity and maybe Serendipitous Hex.&lt;br /&gt;
&lt;br /&gt;
Speaking of Serendipitous Hex, even though I ranked it highly, it gets the parenthetical italics treatment because I only recommend it if you&#039;re regularly casting Web! It doesn&#039;t trigger with Vertigo or Mindwipe, so if those are your go-tos, then bring in some other top end rare like Blood Boil, Tethered Strike, or Thirst for Brutality. (Unlike the traditional monk, the magic-heavy monk doesn&#039;t risk as much from the double DF hit of using Taste and Thirst simultaneously because their more consistent disablers will keep enemies contained. Still, just in case of the worst, &#039;&#039;definitely&#039;&#039; use Ephemera&#039;s Extension over Ether Flux if you go the double Brutality route!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we draw close to the end, I&#039;ll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Magic After Dark===&lt;br /&gt;
&lt;br /&gt;
...wait, I can&#039;t write about that on the wiki! Moving on.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Trade Secrets of the Sneaky Monk Merchants===&lt;br /&gt;
&lt;br /&gt;
I&#039;m one of the bigger advocates of training [[Trading]] in the GS community, but even more so for monks than others!&lt;br /&gt;
&lt;br /&gt;
Monks have easier and more universal means to make more silvers per item sold than any other profession--and they can do it almost anywhere in Elanthia.&lt;br /&gt;
&lt;br /&gt;
Except for [[Mist Harbor]] and [[Kraken&#039;s Fall]], every town&#039;s NPC shops will pay +5% extra silver to at least one race when players sell. ([[Trading#Trading_chart|See the chart of favored races here!]])&lt;br /&gt;
&lt;br /&gt;
Monks have a &#039;&#039;&#039;secret weapon&#039;&#039;&#039; in the profit war: &#039;&#039;&#039;[[Shroud of Deception (1212)|Shroud of Deception]]&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Even monks who live in a geographic region where their race can&#039;t get a bonus can configure their Shroud profile to appear as another race and get the bonus anyway! It&#039;s that easy!&lt;br /&gt;
&lt;br /&gt;
But wait, it gets better! Monks also have &#039;&#039;[[Glamour (1205)|Glamour]]&#039;&#039;&#039;, which gives an enhancive boost of 20 Trading ranks or 50 Trading skill, whichever is lower. (50 Trading skill will be lower before you have 20 Trading ranks on your own.)&lt;br /&gt;
&lt;br /&gt;
What does Trading do, though?&lt;br /&gt;
&lt;br /&gt;
You get an extra 1% silver for every combined 12 bonus between Influence and Trading bonus. That&#039;s &#039;&#039;bonus&#039;&#039;, not ranks! So, for example, if you had 44 Trading ranks, which is 144 Trading bonus, you&#039;d make 12% more silver for selling items than if you had 0 Trading ranks. Shroud of Deception takes that 12% to 17%, then Glamour takes that 17% to 18%--and, actually, 8/12ths of the way to 19%. If you took my advice and set Influence high from the start, Influence will also get you to 19% if not 20%!&lt;br /&gt;
&lt;br /&gt;
This is a big part of how Sariara made 2,509,473 million silver within a week of existing. By now she&#039;s existed for four weeks and a day and is up to 23,108,060 silver, only 1,500,000 of which came from selling a Mystic Tattoo.&lt;br /&gt;
&lt;br /&gt;
Some general tips on early silvers:&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t hunt overcrowded Landing areas, but find the rich lower level creatures. There are plenty of them because characters don&#039;t stay low level for long, so hunting pressure is low. (For more on hunting pressure, see the [[treasure system]] page and [[Treasure_system/saved_posts|saved posts subpage]].)&lt;br /&gt;
* Take advantage of Glamour and Shroud of Deception to get a percentage boost to these rich creatures&#039; already valuable loot. Reap the reward of being a monk!&lt;br /&gt;
* Between level 0 and 19, when skills migrate near instantly, max out Trading every time you&#039;re about to sell things.&lt;br /&gt;
* Between level 0 and 19, push First Aid and Survival up when you&#039;re out hunting so you can get value from skinning. Unlearn them afterward so you can...&lt;br /&gt;
* Between level 5 and 19, learn Glamour and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* Between level 12 and 19, learn Shroud of Deception and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* For your final level 19.9 build, as you&#039;re forced to commit to your skills, have at least 20 ranks of Trading and know at least your first 12 Minor Mental spells.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I did. I got to see delightful lines in my SKILL command like:&lt;br /&gt;
&lt;br /&gt;
 You started this migration period on Saturday, 5/25/2024 at 01:55:18 EDT.  You have 4 days, 20 hours, 8 minutes remaining in your current 30 day migration period.&lt;br /&gt;
 &lt;br /&gt;
 You&#039;re currently migrating at a rate of .001 skill points per pulse, and &#039;&#039;&#039;have converted 25580.00 training points this migration period.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t go to this extreme, though, monks are the game&#039;s best at selling to NPC merchants. At the low end, monks skyrocket toward high sales value. At the high end in the post-cap world, monks reach the maximum sale bonus in almost every town.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maximum sale bonus&amp;quot; is 28% from Trading and Influence plus another 5% from race bonus. To be clear, the max bonus is 33%, but only sort of; the two bonuses are treated separately. For example, if you&#039;re an elf monk selling in Solhaven (no bonus), you can&#039;t just pump your Trading and Influence so high that you&#039;d make 33% from that alone; it&#039;s capped at 28% and the other 5% &#039;&#039;has to&#039;&#039; come from Shroud of Deception.&lt;br /&gt;
&lt;br /&gt;
My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===When Robes Aren&#039;t Robes: Alterations===&lt;br /&gt;
&lt;br /&gt;
For simplicity, I&#039;ve been talking about &amp;quot;robes&amp;quot; throughout this guide because that&#039;s the conventional name for that [[armor]] type.&lt;br /&gt;
&lt;br /&gt;
However, robes don&#039;t have to remain robes at all; they have the same leeway for alterations as other chest-worn clothing! Here are examples of post-alteration &amp;quot;robes&amp;quot; that my various characters (monks or otherwise) have worn or that I plan to create:&lt;br /&gt;
&lt;br /&gt;
* An airy white starsilk sundress sporting an asymmetrical knee-length skirt&lt;br /&gt;
* A sleeveless lily white tunic with a jet black silk sash&lt;br /&gt;
* A knee-length midnight blue silk dress aglisten with a constellation of stars&lt;br /&gt;
* A sleeveless white tunic splashed with an autumn-hued music motif&lt;br /&gt;
* A sleeveless white starsilk tunic spangled with sunset orange musical notes&lt;br /&gt;
* A midnight black silk tunic marked with a silver eight-pointed star&lt;br /&gt;
* A sleeveless sunlight gold tunic accented by bright white edges&lt;br /&gt;
* A royal purple starsilk tunic featuring an embroidered silver rose&lt;br /&gt;
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits)&lt;br /&gt;
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola)&lt;br /&gt;
* A thigh-slit scarlet starsilk dress accented by ivory edges&lt;br /&gt;
* A sleeveless white kimono featuring golden star embroidery&lt;br /&gt;
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves&lt;br /&gt;
* A sleeveless gold feather-patterned tunic tied at the waist&lt;br /&gt;
&lt;br /&gt;
Mine are mostly feminine designs, but even for a masculine character, you can turn your robes into shirts, vests, jackets, and more. Get your creativity on!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Likewise, unarmed combat footwear isn&#039;t limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hunting Partner Tactics and Synergy===&lt;br /&gt;
&lt;br /&gt;
Who do monks team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer that&#039;s enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies&#039; UDF. In turn, warriors love monks&#039; Mind Over Body stamina cost reduction, the best group buff they can get other than bards&#039; [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day).&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don&#039;t necessarily mind being targeted more often since it offers more Spin Kick opportunities.&lt;br /&gt;
* &#039;&#039;&#039;A monk duo&#039;&#039;&#039; can keep up both Mind Over Body and Focus Barrier, but otherwise doesn&#039;t have any particular synergy.&lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don&#039;t have as much redux as warriors and rogues nor as much DS as them, so a boost can really help.&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don&#039;t offer much to rangers otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; can make a monk&#039;s attacks even faster, at least for now, since Song of Tonis is the game&#039;s best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they&#039;re already pretty durable as casters go. Monks simply being present as an additional target to split up enemies&#039; attacks is helpful to wizards and all casters.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks&#039; Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath&#039;s [[Mass Interference (217)|Mass Interference]] setting up a monk&#039;s Vertigo isn&#039;t the worst idea I&#039;ve ever had, but it&#039;s not an amazing one either. &lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it&#039;s still there when needed. Having a hunting partner&#039;s extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn&#039;t help monks as most other professions&#039; disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward.&lt;br /&gt;
&lt;br /&gt;
Nearly regardless of team composition, your monk training &#039;&#039;&#039;Coup de Grace&#039;&#039;&#039; and &#039;&#039;&#039;Side by Side&#039;&#039;&#039; (which also requires two ranks of &#039;&#039;&#039;Combat Movement&#039;&#039;&#039;) can be helpful to groups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Weapon-Wielding Melee Monk===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk more about Martial Mastery, the level 0 feat. Although monks have access, it was primarily invented for warriors and rogues as an alternative to learning [[Elemental Targeting (425)|Elemental Targeting]], a Minor Elemental spell that increases AS.&lt;br /&gt;
&lt;br /&gt;
Far enough post-cap, magical warriors or magical rogues have the same AS ceiling as their non-magical counterparts. (Their non-magical counterparts do get there millions of experience points sooner while the magical ones have more DS and TD, but that&#039;s outside the scope of this guide...) Monks, on the other hand, don&#039;t have Elemental Targeting, so a monk maximizing Martial Mastery can have up to 50 more AS and UAF than a monk &#039;&#039;not&#039;&#039; maximizing it! Of course, UAF doesn&#039;t matter nearly as much as AS and the entire monk profession is built around unarmed combat. So I ask:&lt;br /&gt;
&lt;br /&gt;
Is there merit to a weapon-wielding, AS-based monk?&lt;br /&gt;
&lt;br /&gt;
Before I explore it, I&#039;ll repeat that I think people should make whatever kind of character they find fun and that I personally like wacky builds. However, I&#039;m not convinced that a melee monk even &#039;&#039;is&#039;&#039; a wacky build. When people consider making a melee-only character who isn&#039;t stealth-based, a warrior is probably their first thought, but let&#039;s seriously compare these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Training Cost Factor&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I&#039;ll use my (first) monk and warrior for the sake of illustration since they&#039;re both elves. At level 50, my warrior had a total pool of 2568 PTPs and 2242 MTPs while my monk had a total pool of 2319 PTPs and 2259 MTPs. You might think the warrior is hugely ahead, but no, not at all. I could show you paragraphs upon paragraphs of math I wrote, but let&#039;s just cut to the chase.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say my monk and warrior had both done dual katar builds that shared nearly identical core training. 2x Brawling, 2x Edged Weapons, 1x Thrown Weapons (to buff up Martial Mastery), 2x Two Weapon Combat, 2x Combat Maneuvers, 2x Physical Fitness, 50 Multi-Opponent Combat, and 1x Perception were all in common.&lt;br /&gt;
&lt;br /&gt;
From there, my warrior took 70 Armor Use to get metal breastplate, then trained as many Dodging ranks as possible with her remaining points. My monk learned Iron Skin, took 30 Transformation to buff up Iron Skin, and took 10 Harness Power, then trained as many Dodging ranks as possible with her remaining points. Their skills would be identical in most ways, but here&#039;s where they&#039;d differ:&lt;br /&gt;
&lt;br /&gt;
* Monk in robes that act like chain mail: 153 ranks of Dodging and 102 MTPs spare&lt;br /&gt;
* Warrior in metal breastplate: 109 ranks of Dodging and 21 MTPs spare&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to claim that my monk would basically just be better; there are too many factors to say that. Warriors have their guild skills. Monks have Perfect Self. Warriors have a higher parry chance because of [[Combat Mastery|their level 40 feat]]. Monks have a higher evade chance because of &#039;&#039;their&#039;&#039; level 40 feat. Warriors have [[Whirling Dervish]]. Monks have more DS, at least at this stage of the game. Warriors have [[Weapon Specialization]]. Monks have Burst of Swiftness. Warriors have [[Weapon Bonding]].&lt;br /&gt;
&lt;br /&gt;
My point is that a melee monk is even &#039;&#039;comparable&#039;&#039;--better in some ways and worse in others--to a warrior with the exact same build despite ignoring so much of what the monk skillset is tailored toward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Mental Acuity Possibility&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
What if you learned Mental Acuity even without Kroderine Soul? My above training cost example illustrated my monk stopping at two Minor Mental spells for Iron Skin, but another alternative (though this would be during later levels) would be taking Mental Acuity to retain access to the first 20 Minor Mental spells and still even allowing room for Spirit Warding I and Spirit Defense. (If you were okay with Martial Mastery capping out at +45 AS instead of 50, you could even learn Spirit Warding II!)&lt;br /&gt;
&lt;br /&gt;
The hypothetical Martial Mastery and Mental Acuity monk has almost the same AS as a Martial Mastery warrior, but her spells would pull her far ahead in DS while keeping all the silver selling benefits of Glamour and Shroud of Deception, plus saving tons of stamina via Mind Over Body. The tradeoff is making spelling up more of a hassle, but that might be worth the payoff of having a light armored warrior-like character whose combat maneuvers and weapon techniques have 35% stamina cost reduction!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Doubly Perfect Self&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
As great as Perfect Self is for unarmed combat, it&#039;s arguably even better for a melee monk. For UC purposes, it&#039;s mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you&#039;re getting AS--more useful than UAF--and RT reduction for &#039;&#039;two&#039;&#039; types of assault techniques: Brawling&#039;s Fury and Edged Weapons&#039; Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don&#039;t sweat it as much due to Mind Over Body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specializations and Katars&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
The Grapple, Kick, and Punch Specialization bonuses for their respective techniques &#039;&#039;do&#039;&#039; still apply even if you&#039;re using a brawling weapon instead of unarmed combat!&lt;br /&gt;
&lt;br /&gt;
Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.&lt;br /&gt;
&lt;br /&gt;
Ironically, if there&#039;s anywhere that I even sort of like Punch Specialization-powered Clash, it&#039;s on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash &#039;&#039;with&#039;&#039; Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you&#039;re regularly hunting things like bandits, pirates, warcamps, or areas that swarm.&lt;br /&gt;
&lt;br /&gt;
Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I&#039;d make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It&#039;s also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk&#039;s stamina cost reduction from Mind Over Body.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it&#039;s a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I&#039;d bring it up.&lt;br /&gt;
&lt;br /&gt;
Instead, after considering all the math and angles I did while writing this, it&#039;s made such a strong case for a bizarrely appealing build that I&#039;ve talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind&#039;s swirling and it seems clear that the melee monk is a very, very real idea that&#039;s gone unexplored because it&#039;s not an intuitive or obvious idea from a glance over the monk skillset.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infrequently Asked (or Imagined) Questions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-faq&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-faq&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This final section covers any random topics that people have asked me or that I can &#039;&#039;imagine&#039;&#039; them asking me if I feel that they&#039;re worth answering in this guide, but not worth a full tip or sidebar of their own.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things actually asked are red.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Things I imagine people should ask are pink.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things that are both red and pink come from comments I got that&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;weren&#039;t originally questions, but I&#039;ve reframed them into questions because they&#039;re worth discussing.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Does enchanting UC handwear and footwear help with DS?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Why do you rank half-krolvin monks so low?&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Flimbo&#039;s Guide and the [[Comprehensive Monk Guide]] really like them!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s guide likes half-krolvin monks because Perfect Self normalizes their Logic penalty and they have &amp;quot;solid physical stats with which to punch things quite well.&amp;quot; I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even kind of agree that if you&#039;re set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I&#039;d rather have a race without a Logic penalty to begin with! Exp-wise, that Logic penalty is less important than it used to be if you&#039;re paying for Temple of Lumnis donations or Fash&#039;lo&#039;nae&#039;s Tutelage, but it&#039;s still a penalty. The impact on Vertigo and Mindwipe also isn&#039;t negligible. (This is, after all, the Autumnwinds&#039; &#039;&#039;magical&#039;&#039; monk guide, not the Kroderine Soul monk guide.)&lt;br /&gt;
&lt;br /&gt;
Another point I agree with Flimbo on is that half-krolvin have solid physical stats with which to &#039;&#039;punch&#039;&#039; things quite well. However, I&#039;d rather have a faster Agidex race who has solid physical stats with which to also &#039;&#039;kick&#039;&#039; things quite well, meaning minimum RT for mstrike kick!&lt;br /&gt;
&lt;br /&gt;
The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn&#039;t matter! (Okay, fine, &#039;&#039;technically&#039;&#039; the math says UAF matters... fractionally.)&lt;br /&gt;
&lt;br /&gt;
Cold damage protection has some appeal if you&#039;re specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that?&lt;br /&gt;
&lt;br /&gt;
The Hinterwilds &#039;&#039;are&#039;&#039; a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you&#039;ve exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you&#039;ll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk.&lt;br /&gt;
&lt;br /&gt;
Like I said, any race can do well as a monk. I&#039;m not down on half-krolvin, exactly, but I&#039;d rather truly excel at &#039;&#039;something&#039;&#039; than be a generalist. Play a half-krolvin if you like their excellent verbs, though!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Should I train Ambush?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The short answer is no. Now for the long, fun answer!&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but back then, players had no visibility into the aiming formula. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you &#039;&#039;did,&#039;&#039; it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.&lt;br /&gt;
&lt;br /&gt;
In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:&lt;br /&gt;
&lt;br /&gt;
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)&lt;br /&gt;
* Knocking creatures down helps (I don&#039;t remember if we&#039;d known this or not)&lt;br /&gt;
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but we underestimated how much)&lt;br /&gt;
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Intuition Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you&#039;ve tanked Intuition instead of Discipline, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even &#039;&#039;standing&#039;&#039; foes. Of course, they need Acrobat&#039;s Leap for that.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let&#039;s use that in an example.&lt;br /&gt;
&lt;br /&gt;
With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you&#039;d have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let&#039;s say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.&lt;br /&gt;
&lt;br /&gt;
Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let&#039;s say everything had reached 91%, 86%, and 83%. Even that&#039;s not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you&#039;d need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that&#039;s +17 DS in offensive stance) at 3x costs!&lt;br /&gt;
&lt;br /&gt;
What if you eased back to the old 24 Ambush mark? Then you&#039;d need 148 Combat Maneuvers. Perfect Self has kicked in, so let&#039;s call it 144 Combat Maneuvers needed. Even that&#039;s already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)&lt;br /&gt;
&lt;br /&gt;
In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you &#039;&#039;can&#039;&#039; reach max or near-max success rates with some Ambush, but not &#039;&#039;so&#039;&#039; high that you reach max or near-max success rates even without Ambush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But even then,&#039;&#039; we&#039;re only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your &#039;&#039;unaimed&#039;&#039; attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head!&lt;br /&gt;
&lt;br /&gt;
Like PSM3&#039;s wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I&#039;ve made my choice: forget Ambush and play to my strengths.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The TL;DR Recap: Making Cookie Cutter Monks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-cookiecutter&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Low on time or thought processing power and just want a cookie cutter build you don&#039;t need to put much thought into? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-cookiecutter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(...by my wacky definition of &amp;quot;cookie cutter.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leafi, I love you and all, but I expanded every section, noticed my scroll bar is tiny, noticed your guide is crazy long, and ain&#039;t nobody got time for that. Please tl;dr this nonsense?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Okay, okay, I hear you.&lt;br /&gt;
&lt;br /&gt;
Some of you never wanted the Leafiara treatment where we seek to become real life monks with advanced spiritual and mental understanding by thoroughly exploring the unfathomable mysteries of reality and transcendent metareality (like math and logic).&lt;br /&gt;
&lt;br /&gt;
Some of you instead wanted the Saraphenia treatment where I tell you how to have a functional build that lets you have mechanical fun in an online text-based multiplayer video game and then you embark on your journey.&lt;br /&gt;
&lt;br /&gt;
So I included this section for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Race&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aelotoi, burghal gnomes, dark elves, elves, forest gnomes, half-elves, halflings, and sylvankind are all basically the same power for monks. Faster is better, but more encumbrance is worse, so find your balance. Giantmen have a niche.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Stats&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See the table in the Placing Your Stats section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Society&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voln.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;How do I fight?&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Twinhammer&#039;&#039;&#039; as your opener once you learn it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jab&#039;&#039;&#039; at decent position, &#039;&#039;&#039;punch&#039;&#039;&#039; at good position if you&#039;re not Grapple Specialization and &#039;&#039;&#039;grapple&#039;&#039;&#039; at good position if you are, &#039;&#039;&#039;kick&#039;&#039;&#039; at excellent position. Regardless of those general rules, &#039;&#039;&#039;follow prompts&#039;&#039;&#039; and do what it tells you when it tells you.&lt;br /&gt;
&lt;br /&gt;
Against single targets, &#039;&#039;&#039;Weapon Fury&#039;&#039;&#039; until whenever you have enough Agidex for a 5-6 second &#039;&#039;&#039;mstrike kick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Against multiple targets, &#039;&#039;&#039;mstrike grapple&#039;&#039;&#039; if you&#039;re Grapple Specialization or &#039;&#039;&#039;mstrike kick&#039;&#039;&#039; if you&#039;re Kick Specialization. In either case, not until they&#039;re 7 seconds or less. If mstrike grapple is 7 seconds or less, but you&#039;re Kick Specialization and mstrike kick is 8 seconds or more, &#039;&#039;&#039;mstrike punch&#039;&#039;&#039; for now until mstrike kick doesn&#039;t take so long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Core skills to train every level&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2x &#039;&#039;&#039;Brawling&#039;&#039;&#039;, 2x &#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; (eventually 3x), 2x &#039;&#039;&#039;Dodging&#039;&#039;&#039; (eventually 3x), 1x &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Skills with breakpoints&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; in bursts for various breakpoints to pick up specific maneuvers. (For which ones and when, see the &amp;quot;combat maneuvers and feats&amp;quot; section below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; in bursts to 5, 10, 24, 30, 35, 50, 55, 60, 90, and 100 ranks.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Harness Power&#039;&#039;&#039; early, 20-30 mid-game, then push near cap if you want QoL for spelling up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental&#039;&#039;&#039; to 16 so you have both focus spells (1213 and 1216) as options, then slack off with spells until the midgame. Grab 1220 if you feel the DS need, especially if using 1213 instead of 1216.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathy&#039;&#039;&#039; lore in bursts to 6, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transformation lore&#039;&#039;&#039; in bursts to 5, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Climbing and Swimming&#039;&#039;&#039; until the midgame or as needs arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Tertiary skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiritual/Mental Mana Control&#039;&#039;&#039; only if sharing mana with friends and alts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid and Survival&#039;&#039;&#039; only if you want skinning.&lt;br /&gt;
&lt;br /&gt;
20 &#039;&#039;&#039;Trading&#039;&#039;&#039; by level 20 because monks make silver via Glamour (1205) and Shroud of Deception (1212). Get to 40 or the nearest multiple of 12 Trading+Influence bonus over time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Midgame skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; to 2, 3, or 7 ranks, but only after 3x Dodging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Combat maneuvers and feats&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; for your level 30 feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1 of Combat Maneuvers, making the super early game not painful:&lt;br /&gt;
&lt;br /&gt;
Get 3 CM ranks ASAP for your first rank of &#039;&#039;&#039;Rolling Krynch Stance&#039;&#039;&#039;, then another 6 CM ranks (so 9 total) for your second rank ASAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2 of Combat Maneuvers, improving the early game:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up the last rank of Krynch and first three ranks of &#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039; or &#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it&#039;s not necessarily an early game priority since you don&#039;t get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3 of Combat Maneuvers, fleshing out skills and diversifying your abilities through the midgame:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up three or more ranks of &#039;&#039;&#039;Bearhug&#039;&#039;&#039;, two or more ranks of &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;, all three ranks of &#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;, three or more ranks of &#039;&#039;&#039;Feint&#039;&#039;&#039;, and the remaining ranks of Grapple or Kick Specialization. If you went Kick Specialization, add &#039;&#039;&#039;Combat Mobility&#039;&#039;&#039; to the list sooner than later. If you picked a halfling or gnome, add Acrobat&#039;s Leap, but otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 of Combat Maneuvers, putting the last pieces in place:&lt;br /&gt;
&lt;br /&gt;
Pick up Combat Mobility (if you didn&#039;t already have it) and all three ranks of &#039;&#039;&#039;Ki Focus&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5 of Combat Maneuvers, player&#039;s choice:&lt;br /&gt;
&lt;br /&gt;
Whatever you want. Finish Bearhug, Bull Rush, and Feint or don&#039;t, depending how you like them. You can veer off in different directions with more niche maneuver options or not. Up to you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Armor upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy TD-boosting armor of +7 or more from a playershop. It&#039;ll cost 1-5 million silver and serve you fantastically. Add services of Enchant, Sanctify, and Ensorcell over time in roughly that order while adding padding via the WPS wagons. (Enchant and Sanctify can switch places easily enough, but Ensorcell is definitely last.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spending almost nothing (~1 million silver): Buy basic lightning flaring handwear and footwear.&lt;br /&gt;
* Spending moderately (~35k pay event currency (equivalent of 35 million silver)): Buy off-the-shelf Animalistic Spirit from Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.&lt;br /&gt;
* Spending a ton (~150k pay event currency): Buy Phytomorphic handwear from Duskruin. Add Phytomorphic upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Phytomorphic upgrades and unlocks.&lt;br /&gt;
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Phytomorphic upgrades and unlocks for your footwear.&lt;br /&gt;
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.&lt;br /&gt;
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.&lt;br /&gt;
&lt;br /&gt;
And if you&#039;re the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you&#039;re probably not reading this guide. &#039;&#039;But just in case&#039;&#039;, for fun, and to entertain the other 99.5%...&lt;br /&gt;
&lt;br /&gt;
* Whaling out beyond most people&#039;s imagination just because you can (~4.24 million pay event currency):  Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Phytomorphic script at Duskruin. Add a slew of Phytomorphic upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
&lt;br /&gt;
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They&#039;ve never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it&#039;s still around. I&#039;m guessing they learned the hard way that top end flares are so astonishingly powerful with UC&#039;s low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Other upgrades when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can&#039;t afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks are easy! Go have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Denouement: An Unexpected Journey==&lt;br /&gt;
&lt;br /&gt;
First, thank you for reading The Autumnwinds&#039; Magical Monk Guide.&lt;br /&gt;
&lt;br /&gt;
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I&#039;m thankful for every reader.&lt;br /&gt;
&lt;br /&gt;
Sometimes I write a &amp;quot;guide&amp;quot; partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I&#039;d take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally &#039;&#039;was&#039;&#039; a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters&#039; skills when they want a template of where to take their post-cap training.&lt;br /&gt;
&lt;br /&gt;
This one was for you guys, though. I hope it&#039;s been helpful, I hope it&#039;s gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.&lt;br /&gt;
&lt;br /&gt;
That said, if you were here only for mechanical informational purposes, I&#039;m pretty much done with those. There&#039;s one more at the very end for people with multiple character slots (not multiple accounts, but &#039;&#039;character slots&#039;&#039;), but otherwise, you can head out! I wish you a good day or good night and hopefully I&#039;ll see you around the lands.&lt;br /&gt;
&lt;br /&gt;
Thank you again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-denouement&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious on the backstory of why this guide exists and why now? Click here and we&#039;ll close out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-denouement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the rest of you, if you&#039;ll indulge my rambling a bit longer...&lt;br /&gt;
&lt;br /&gt;
The Magical Monk Guide existing is an emergent happy accident.&lt;br /&gt;
&lt;br /&gt;
The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK&#039;s strongest.&lt;br /&gt;
&lt;br /&gt;
I thought, but didn&#039;t have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don&#039;t have the history, nostalgia, momentum, or player population of other professions.&lt;br /&gt;
&lt;br /&gt;
To be honest, even if I had said it was impossible, that wouldn&#039;t have stopped Phenia. Even as I type this, I can picture how I&#039;d try to temper her expectations and she&#039;d come back with &amp;quot;Well, I&#039;m going to try anyway!&amp;quot; Phenia aimed high, never mind the odds.&lt;br /&gt;
&lt;br /&gt;
When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia&#039;s name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia.&lt;br /&gt;
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I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a &amp;quot;Monk tip!&amp;quot;--plus a &amp;quot;Bonus tip!&amp;quot; about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide!&lt;br /&gt;
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By coincidence, I&#039;d also been answering a few people&#039;s questions in the main GS Discord server&#039;s monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia&#039;s spot as the monk division lead, I agreed. I don&#039;t think I &#039;&#039;could&#039;&#039; have declined. Over that string of seven weeks, I was basically doing what she needed already.&lt;br /&gt;
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That morning, I decided I should write a new guide to replace Flimbo&#039;s old one.&lt;br /&gt;
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I don&#039;t know what I expected would come out of it, but it wasn&#039;t this. With a motive like honoring my departed friend, I &#039;&#039;knew&#039;&#039; I&#039;d put my all into it--but I didn&#039;t expect to write this much or this in-depth, I didn&#039;t expect to cover the topics I did, and, most of all, I didn&#039;t expect that I&#039;d be learning myself, not just passing along what I knew beforehand.&lt;br /&gt;
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I&#039;d never thought about a non-Kroderine Soul monk without Mental Acuity. I&#039;d barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I&#039;d barely thought about synergy between monks and other professions. I&#039;d never investigated how one rank of Sanctify interacted with Kai&#039;s Strike. I&#039;d never investigated how or if Stance of the Mongoose worked with unarmed combat. I&#039;d never even investigated how or if Clash worked with a specified UC attack type.&lt;br /&gt;
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But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you&#039;ve learned too.&lt;br /&gt;
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When Phenia said she wanted the monk division to be RYSK&#039;s strongest, I assumed she was talking about numbers. Maybe she was; I don&#039;t know either way. I &#039;&#039;do&#039;&#039; know that we want you monk players to be &#039;&#039;your&#039;&#039; strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you&#039;ll be your strongest. Any part I might have played in helping you get there is an honor.&lt;br /&gt;
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Now, for fun and because I can, here&#039;s one last obscure mechanical interaction for the road.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I have a couple character slots where, even though I don&#039;t play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they&#039;d have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.)&lt;br /&gt;
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What&#039;s probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one&#039;s login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character &#039;&#039;had&#039;&#039; gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn&#039;t even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains.&lt;br /&gt;
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Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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Farewell, have fun, and be good to one another!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=252296</id>
		<title>Leafiara (prime)/Mechanical Musings/The Autumnwinds&#039; Magical Monk Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=252296"/>
		<updated>2026-01-26T02:04:05Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
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&lt;div&gt;{{player-guide&lt;br /&gt;
|title = The Autumnwinds&#039; Magical Monk Guide&lt;br /&gt;
|topic = Combat, Monks, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-06-19&lt;br /&gt;
|updated = 2026-01-25&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind, in loving memory of &#039;&#039;&#039;[[Saraphenia (prime)/Memorial|Saraphenia]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
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Last updated January 25, 2026.&lt;br /&gt;
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Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
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==Introduction: How to Use This Guide==&lt;br /&gt;
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This guide is for all magical monks from 0 exp to 54,000,000! (What do I mean by a magical monk? One not using [[Kroderine Soul]]. Somebody else will have to write that guide!) I&#039;ll go over monks&#039; strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
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&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, or at least it can be.&lt;br /&gt;
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* If you want an exhaustive guide, read through it in order.&lt;br /&gt;
* If you want the opposite of an exhaustive guide, jump to the &amp;quot;tl;dr Recap: Cookie Cutter&amp;quot; section at the end.&lt;br /&gt;
* If you&#039;re not sure whether you want an exhaustive guide, read the &amp;quot;Why Play a Monk&amp;quot; section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you&#039;re intrigued afterward. The Cookie Cutter section provides an overview of &#039;&#039;what&#039;&#039; to do and gives a small window into what the rest of the guide covers, which is &#039;&#039;why&#039;&#039; to do it.&lt;br /&gt;
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I&#039;ve made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
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Speaking of experience, what&#039;s mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I&#039;m now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.&lt;br /&gt;
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Speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn&#039;t have had the passion or interest--at least on my own. When I say I&#039;ve written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I&#039;ll call it a job well done!&lt;br /&gt;
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No further ado. Let&#039;s get on with it!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Monk or Why Not Play a Monk?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a monk at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Unarmed Combat===&lt;br /&gt;
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Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:&lt;br /&gt;
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# &amp;quot;Tiering up,&amp;quot; AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.&lt;br /&gt;
# Improving your [[multiplier modifier]] primarily through things like forcing a creature&#039;s stance down or inflicting status conditions.&lt;br /&gt;
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Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC&#039;s equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! &lt;br /&gt;
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I&#039;ll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still &#039;&#039;miss&#039;&#039; via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you&#039;ve played other physical characters and can&#039;t stand seeing a creature avoid an attack before it even gets to the roll, try a monk!&lt;br /&gt;
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===Gear Indifference===&lt;br /&gt;
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Monks have extremely low dependence on good gear.&lt;br /&gt;
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While GSIV is technically balanced around vanilla +20 gear, most people would agree there&#039;s a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I&#039;d put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!&lt;br /&gt;
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Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you&#039;re unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game&#039;s most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I&#039;d say monks are &#039;&#039;the best&#039;&#039; at not depending on gear nor even exp! Much more on that in the Ascension section.&lt;br /&gt;
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===Simplicity===&lt;br /&gt;
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Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it&#039;s difficult to get wrong. If you stick to unarmed combat, I&#039;d go so far as &#039;&#039;extremely&#039;&#039; difficult to get wrong.&lt;br /&gt;
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(If you want to do unusual things that don&#039;t involve UC, then read on in Odds and Ends!)&lt;br /&gt;
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===Fun Factor===&lt;br /&gt;
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Once monks hit their stride by level 40--maybe even level 30--they&#039;re great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!&lt;br /&gt;
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Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game&#039;s coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!&lt;br /&gt;
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===Might and Magic===&lt;br /&gt;
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If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!&lt;br /&gt;
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===Downsides or Lack Thereof===&lt;br /&gt;
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Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks &#039;&#039;can&#039;&#039;, if they want, operate like warriors who have more DS (until very far post-cap) but don&#039;t wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don&#039;t have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there&#039;s a very real case that a monk can be a better choice than a warrior.&lt;br /&gt;
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[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo&#039;s Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks&#039; offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.&lt;br /&gt;
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The best I can muster for legitimate monk downsides are that they can&#039;t obliterate an entire swarm of creatures in six seconds or less (that&#039;s the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your monk? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-creation&amp;quot;&amp;gt;&lt;br /&gt;
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If making a monk sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it&#039;s more a question of which ones are slightly better at any given thing. I don&#039;t think you can go wrong, which I don&#039;t say about other professions, so my honest suggestion is to pick whatever sounds interesting.&lt;br /&gt;
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If you&#039;re not sure what&#039;s interesting or are torn between options, my &#039;&#039;next&#039;&#039; suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk &#039;&#039;appear&#039;&#039; like other races, they can&#039;t perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!&lt;br /&gt;
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If verbs don&#039;t sound compelling either, then here&#039;s how I&#039;d rank monk races mechanically if I really had to:&lt;br /&gt;
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# &#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;: What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means faster mstrikes and assault techniques--the most key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they&#039;re slightly below average on encumbrance.&lt;br /&gt;
# &#039;&#039;&#039;[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]&#039;&#039;&#039;: All of these races tie for third place Agidex and second place in my overall rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...&lt;br /&gt;
#* Aelotoi have a [[Logic]] bonus, so they gain exp slightly faster (1 per pulse) and [[Vertigo (1219)|Vertigo]] and [[Mindwipe (1225)|Mindwipe]] are slightly more reliable.&lt;br /&gt;
#* Dark elves&#039; [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.&lt;br /&gt;
#* Half-elves have the best carrying capacity of my top five picks. The dwarves and halflings bullet points have more to say about encumbrance.&lt;br /&gt;
#* Sylvans&#039; Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.&lt;br /&gt;
# &#039;&#039;&#039;[[Dwarf|Dwarves]] and [[Halfling]]s&#039;&#039;&#039;: Unlike the above grouping of races that play roughly identically, dwarves and halflings have substantial differences alongside some similarities. The most eye-catching similarity is excellent defense against elemental warding spells, which monks would normally be weak against; dwarves have +30 TD and halflings have +40 TD. Dwarves and halflings do have -10 and -5 Aura bonuses respectively, which also defends against elemental spells, so the real numbers could be considered more like +20 and +35. (Enemy elemental warding spells &#039;&#039;are&#039;&#039; sort of rare, but you might be glad for the benefit when you do run into them.) Their heights require keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat&#039;s Leap]] to target heads as a finisher if you&#039;re trying to aim, though not all monks do. Dwarves and halflings have Logic bonuses for exp, Vertigo, and Mindwipe purposes. As for the differences...&lt;br /&gt;
#* Dwarves are the only race that&#039;s both short and slow, ranking second to last in Agidex. Still, if you&#039;re okay with slower attacks, then elemental TD remains a rare and valuable selling point. More importantly, dwarves can carry a surprising amount due to huge [[Strength]] and [[Constitution]] bonuses along with identical body weight to dark elves. I rank dwarven monks the best of the slower races. Dwarves also have a slew of amazing verbs!&lt;br /&gt;
#* Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults while being about as close as invulnerable to enemy maneuvers as it gets. This alone (never mind also having the elemental TD bonus) is important enough that older versions of this guide used to rank halflings as the second best monk race. However, 2026 changes to average box sizes and drop rates exacerbate halflings&#039; severe [[encumbrance]] issues. The question is your tolerance level for either A) frequently pulling back from hunts to [[locksmith pool|drop off boxes]] or B) buying encumbrance-reducing items like silvery blue potions and [[Blue_feather-shaped_charm|blue feather-shaped charms]]. If you don&#039;t mind, then halflings remain a very powerful option. If you do mind, you might want to look elsewhere.&lt;br /&gt;
# &#039;&#039;&#039;[[Half-krolvin]]&#039;&#039;&#039;: The fourth best race for Agidex, though there&#039;s as much of a speed gap between third best and fourth best as between best and third best. Like dwarves, half-krolvin have a slew of amazing verbs. In pre-2026 versions of this guide, I didn&#039;t see much purely mechanical reason to choose a half-krolvin over the previous seven races or gnomes, but things have changed. Their second best carrying capacity helps much more than before. On the flip side, their Logic penalty hurts less in a world with new options in silver or Simucoins for vastly accelerated exp. If you want carrying capacity without sacrificing anything, but also not specializing in anything else, half-krolvin monks are a perfectly good place to be.&lt;br /&gt;
# &#039;&#039;&#039;[[Forest Gnome]]s and [[Burghal Gnome]]s&#039;&#039;&#039;: These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are minor enough that I don&#039;t think anyone should sweat it. It just comes down to the same question of whether you can live with the encumbrance issues. If you can, have at it.&lt;br /&gt;
# &#039;&#039;&#039;[[Giantmen]]&#039;&#039;&#039;: Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance &#039;&#039;doesn&#039;t&#039;&#039; slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. However, giants are the worst at mstrikes via natural stats. Agidex-boosting enhancives can fix that, but maintaining charges on numerous enhancives can get even more expensive than the small race path of maintaining encumbrance potions, so I personally wouldn&#039;t take the trade. Still, there&#039;s a reason that some players choose giants near exclusively. If returning to town sounds aggravating or if you want to maximize the amount of time you spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.&lt;br /&gt;
# &#039;&#039;&#039;[[Erithian]]s and [[Human]]s&#039;&#039;&#039;: These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!&lt;br /&gt;
&lt;br /&gt;
Races from half-krolvin up are close enough that I wouldn&#039;t quibble about any of them being seriously better than the others. I understand people&#039;s case for giants too, even though they&#039;re not my style (I&#039;m okay with returning to town every two or three boxes!), and gnomes are similar enough to halflings. I find erithians and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can&#039;t go wrong, exactly, but Perfect Self also makes the rich richer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to playing a halfling or gnome warrior who wears full plate, don&#039;t expect your encumbrance life to be similar on a halfling or gnome monk in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let&#039;s talk about GS&#039; encumbrance paradox!&lt;br /&gt;
&lt;br /&gt;
[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes.&lt;br /&gt;
&lt;br /&gt;
Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly &#039;&#039;that&#039;&#039; much of the gap, so be warned!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar 2, 2026 Edition!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t want to bog down the bullet points above by talking too much about encumbrance, which could have taken over the entire race section. In short, as of mid-January 2026, boxes drop a third as often as they used to, so encumbrance kicks in less often, but boxes also contain roughly three times as much as they used to, so once encumbrance does kick in, it kicks in much harder than it used to. You might jump from unencumbered to moderately encumbered in a single box.&lt;br /&gt;
&lt;br /&gt;
It might not be immediately apparent why I consider the loot changes to be impactful enough to move halflings down, half-krolvin up, and gnomes down, but not impactful enough to move giants or humans up. The answer is that the 2026 loot changes are a double-edged sword. While giants and (to a lesser extent) humans can handle the bigger boxes, that doesn&#039;t mean their containers can. For example, if you have a conventional &amp;quot;max deep&amp;quot; backpack (no epic deepening that can cost millions of silver) that holds 140 pounds and you find a 45 pound, 55 pound, and 65 pound box, you can&#039;t fit all of that inside even if your character can hold it no problem.&lt;br /&gt;
&lt;br /&gt;
Putting it another way, there&#039;s a point at which a character&#039;s max carrying capacity gets &amp;quot;wasted&amp;quot; because it exceeds the containers&#039; practical limits. I think giants are certainly over that. Humans aren&#039;t, necessarily, but carrying capacity can also be &amp;quot;wasted&amp;quot; in a different sense because the boxes themselves are less common. You have to be exactly on a threshold of weight at which you&#039;re saving encumbrance, which is a narrow margin in a world where encumbrance increases less incrementally before. In other words, the hit to the small races outweighs the gain to the large races as rankings go.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placing Your Stats===&lt;br /&gt;
&lt;br /&gt;
At level 0, set Strength, Dexterity, and Agility high so you&#039;re at your best in combat and setting Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That&#039;s your cue to check in and decide your &amp;quot;real&amp;quot; stat placement!&lt;br /&gt;
&lt;br /&gt;
Here are my recommendations for each race. If you&#039;ve read Flimbo&#039;s older monk guide, a major difference between us is that he was on the side of tanking Influence while I&#039;m on the side of tanking Discipline or Intuition, which I&#039;ll explain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Level 20 Stat Placement Tables!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Discipline Version &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;(Recommended!)&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||31||82||73||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||43||85||64||62||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||41||82||75||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||31||82||70||70||77||92&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||50||70||73||70||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||20||82||70||69||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||33||82||73||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||23||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||35||82||75||70||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||37||85||79||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||53||82||70||70||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||25||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||43||77||73||70||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Intuition Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||59||82||73||41||82||92&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||70||85||62||37||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||68||82||73||44||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||58||82||70||44||77||91&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||70||70||73||50||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||58||82||71||29||83||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||59||82||73||44||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||62||82||70||32||83||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||68||82||73||39||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||62||85||77||46||83||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||68||82||70||56||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||62||82||70||35||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||70||77||73||43||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline or Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, Influence, or occasionally Logic.&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wondering what relevant things each stat does, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). +1 TD against mental spells for every 1 bonus. Increased resistance to enemy warcries. Improves tattooing ability.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[starting mana]] for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #1!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there&#039;s endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don&#039;t require good Agidex like hard-hitting melee weapons.&lt;br /&gt;
&lt;br /&gt;
Once mstrikes and weapon techniques are a regular part of your monk&#039;s arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren&#039;t the majority of commands in combat.&lt;br /&gt;
&lt;br /&gt;
Overall, in my example, there&#039;s a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #2!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s also endless debate across most professions on which stat to tank out of Discipline, Intuition, and Influence. The short answer is Discipline. The long answer requires more detail.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; monks&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition ultimately provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but it&#039;s once again more trivia than useful information. Warcry defense is at least potentially relevant, but many monks will rarely, if ever, interact with it. SSR bonus is a reasonable perk because Voln is the mechanically strongest society (a point that I &#039;&#039;do&#039;&#039; concur with the majority on) and SSR bonus improves the success rate of Symbol of Sleep, arguably Voln&#039;s strongest ability, along with a couple of its others. (More on Voln in the next section!) However, Influence also grants SSR bonus.&lt;br /&gt;
&lt;br /&gt;
The main reason that few players of any profession used to tank Discipline was experience. Instant Mind Clearers from login rewards can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the Wisdom of the Ages perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. If you&#039;re a premium or platinum subscriber, additional changes in 2026 have increased your exp pool size by 200 or 400 for being a subscriber at all. Between that, the Ascension system introduced in 2020 (though that&#039;s more aimed at capped characters), and of course Perfect Self, it&#039;s far easier than ever to retain the all-important 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
One aspect of Discipline that has become slightly more important in past years is mental TD. Enemies casting mental CS spells used to be exceedingly rare (even more than elemental CS spells) and you still virtually never run into it pre-cap, but they&#039;ve proliferated at cap via creatures in the Sanctum of Scales, the Atoll, the Hinterwilds, and Sailor&#039;s Grief. If the trend keeps up, I can reevaluate Discipline in the future. However, for now, monks--at least magical monks using Dragonscale Skin (explained in the Feats section)--have better natural defenses against mental CS spells than any build of any other profession except for a warrior or rogue who has maxed or near-maxed spells, wears full plate, and uses a shield. Even that&#039;s debatable since it&#039;s assuming the warrior or rogue has infinite exp. Either way, the point is that magical monks have so much less to worry about from enemy mental spells than almost anyone else that tanking Discipline still leaves them ahead.&lt;br /&gt;
&lt;br /&gt;
Still, what if someone is set on maxing Discipline? Maybe they really do want the mental TD, or maybe they don&#039;t stay subscribed and don&#039;t do bounties. In that case, the question goes to whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. As already mentioned, Influence improves Symbol of Sleep and other Voln symbols. It also helps a little bit with Trading bonuses and making extra silver! (More on that in the Monk Merchants section toward the end.) As a monk, thank to Glamour, you can admittedly max Trading benefit in the end even if you do tank Influence, but that&#039;s a post-cap thing and this guide is aimed at everyone.&lt;br /&gt;
&lt;br /&gt;
The main argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it&#039;s much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter).&lt;br /&gt;
&lt;br /&gt;
To put it into perspective, my capped monk Tarine, who tanked Intuition (because Wisdom of the Ages didn&#039;t exist yet), has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive a difference!&lt;br /&gt;
&lt;br /&gt;
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn&#039;t maxed her stats yet, didn&#039;t have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn&#039;t sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn&#039;t appeal to me like improving the success of the absurdly powerful Symbol of Sleep.&lt;br /&gt;
&lt;br /&gt;
Even assuming that you &#039;&#039;do&#039;&#039; want improved defense, remember that having extra silver from higher Influence lets you pay for better gear and items, which are also their &#039;&#039;own&#039;&#039; paths to improved defense--and often simultaneously to improved offense as well. Ultimately, the Intuition benefit is more narrow than the Influence benefit. That said, the Discipline benefit is even more narrow still. That&#039;s my true choice for tank stat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Also, like I said in stats, Voln makes Influence very relevant, so it&#039;s worth considering right away. Which society is right for your monk?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)&lt;br /&gt;
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This society has a bit more mechanical appeal for monks.&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist&#039;s powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.&lt;br /&gt;
&lt;br /&gt;
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.&lt;br /&gt;
&lt;br /&gt;
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most or possibly all professions.&lt;br /&gt;
&lt;br /&gt;
Like all professions, monks get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat. There&#039;s also an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits. Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.&lt;br /&gt;
&lt;br /&gt;
Voln also features two UC-specific abilities in [[Kai&#039;s Strike]] and [[Kai&#039;s Smite]]. Kai&#039;s Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don&#039;t have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.&lt;br /&gt;
&lt;br /&gt;
Kai&#039;s Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn&#039;t. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren&#039;t those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.&lt;br /&gt;
&lt;br /&gt;
The idea of Kai&#039;s Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you&#039;re not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don&#039;t benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I&#039;d say it&#039;s a net loss for anyone with at least two flares.&lt;br /&gt;
&lt;br /&gt;
The inability to turn off Kai&#039;s Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai&#039;s Strike. Sanctify takes off 5% resistance per tier, so you&#039;d get 20% resistance while keeping your flares between blesses. While Kai&#039;s Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it&#039;s not a dealbreaker.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat Primer==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-unarmedcombat&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Still figuring out how unarmed combat works? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-unarmedcombat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s go over the unarmed combat system in more detail! If you&#039;re familiar with more conventional melee combat, put that knowledge aside--a great deal of it won&#039;t apply and might even interfere with understanding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beginner Basics===&lt;br /&gt;
&lt;br /&gt;
JAB, GRAPPLE, KICK, and PUNCH are your tools of the trade. What&#039;s the difference? Have a look at this table from the unarmed combat system page.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Attack Type&lt;br /&gt;
![[Armor|AG]]&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Scale&lt;br /&gt;
!Chain&lt;br /&gt;
!Plate&lt;br /&gt;
!Base [[Roundtime|RT]]&lt;br /&gt;
!Min [[Roundtime|RT]]&lt;br /&gt;
![[Critical table|Damage Type]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Jab]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.100&lt;br /&gt;
|.075&lt;br /&gt;
|.060&lt;br /&gt;
|.050&lt;br /&gt;
|.040&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[Jab critical table (UCS)|Jab]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Punch]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.275&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.170&lt;br /&gt;
|.140&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Punch critical table (UCS)|Punch]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[GRAPPLE (verb)|Grapple]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.160&lt;br /&gt;
|.120&lt;br /&gt;
|.100&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Grapple critical table (UCS)|Grapple]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Kick]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.400&lt;br /&gt;
|.350&lt;br /&gt;
|.300&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Kick critical table (UCS)|Kick]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Weak, but fast.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power, but less of the latter than punches.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Powerful, but slow (at least by UC standards).&lt;br /&gt;
&lt;br /&gt;
The use case for punches and kicks seems clear, but why jab when it&#039;s so weak and why grapple if punches are the same speed with more strength?&lt;br /&gt;
&lt;br /&gt;
One answer that applies to both jabs and grapples is the defining component of unarmed combat: &#039;&#039;&#039;positioning&#039;&#039;&#039;. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk&#039;s position, follow the combat prompts as they appear. Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
 You attempt to jab a mezic!&lt;br /&gt;
 As you strike, a deep golden light surrounds your hands!&lt;br /&gt;
 You have &#039;&#039;&#039;decent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137&lt;br /&gt;
  ... and hit for 4 points of damage!&lt;br /&gt;
  Fast slap only reddens the cheek.&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the cue to grapple:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
As you can see, the followup was significantly more powerful. That&#039;s partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here&#039;s one more example, this time going from good to excellent:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;jab&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You exploit the momentum of your previous strike to make a stronger attack against a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146&lt;br /&gt;
  ... and hit for 15 points of damage!&lt;br /&gt;
  Blow to kidney!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
 &lt;br /&gt;
 [2 seconds later...]&lt;br /&gt;
 &lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;excellent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158&lt;br /&gt;
  ... and hit for 48 points of damage!&lt;br /&gt;
  Powerful tug pulls right hip, and leg, free of the socket!&lt;br /&gt;
   A mezic falls to the ground grasping her mangled right leg!&lt;br /&gt;
 Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
This time the jab started at good positioning because of Rolling Krynch Stance (more on that in the Martial Stances section), but the followup grapple was still far more powerful. Tiering up is crucial!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting highlights can help! Since the text prompt is...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...you can either create four highlights for each individual message or create a highlight for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup&amp;lt;/font&amp;gt;, then four more highlights for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;jab attack!&amp;lt;/font&amp;gt; and the others.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, in unarmed combat&#039;s &#039;&#039;&#039;most basic form&#039;&#039;&#039; at the lowest levels, the use cases for each attack type are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning. &lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Only when needed to tier up.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Deliver a finishing blow during excellent positioning.&lt;br /&gt;
&lt;br /&gt;
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples. We&#039;ll get into that later, but first let&#039;s keep exploring the basics to lay the foundation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UAF, UDF, and MM===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to GemStone&#039;s AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a mezic!&lt;br /&gt;
 You have good positioning against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s look at an even more extreme example that doesn&#039;t go as well:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a spectral shade!&lt;br /&gt;
 You have good positioning against a spectral shade.&lt;br /&gt;
  UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102&lt;br /&gt;
  ... and hit for 1 point of damage!&lt;br /&gt;
  The spectral shade shakes off a weak arm grab.&lt;br /&gt;
&lt;br /&gt;
This is why I say you have to ignore what you know about AS-based combat.&lt;br /&gt;
&lt;br /&gt;
UAF isn&#039;t completely irrelevant, but the more important numbers are UDF and the &#039;&#039;&#039;multiplier modifier&#039;&#039;&#039; (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.&lt;br /&gt;
&lt;br /&gt;
What does that mean in practice? Higher lows and lower highs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rare that a monk outright &#039;&#039;couldn&#039;t possibly&#039;&#039; hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.&lt;br /&gt;
&lt;br /&gt;
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes&#039; stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is the number that drops so low in defensive that it can even become negative! This used to occasionally trip up Saraphenia&#039;s player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it&#039;s often easier to figure out that you&#039;re in the wrong stance because everything&#039;s failing to hit; that was how I&#039;d take notice and Leafi would tell Phenia to fix up her stance.&lt;br /&gt;
&lt;br /&gt;
Also unlike AS-based melee attacks, lying down not only doesn&#039;t reduce your UAF, but also doesn&#039;t even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you&#039;re not paying attention, you could be fighting from your back and not even know it! You&#039;d find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. Those can&#039;t be done from the ground.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release &#039;&#039;enemy creatures&#039;&#039; who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mstrikes===&lt;br /&gt;
&lt;br /&gt;
As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you&#039;ll eventually be able to use mstrikes or weapon techniques. (I&#039;ll refer to these as &amp;quot;techniques&amp;quot; from here on. Despite the name, the brawling &amp;quot;weapon techniques&amp;quot; don&#039;t require weapons--unless you&#039;re thinking of your monk&#039;s hands and feet as weapons!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are your means to fit more attacks into less time.&lt;br /&gt;
&lt;br /&gt;
Covering mstrikes first!&lt;br /&gt;
&lt;br /&gt;
Mstrikes with no target specified, AKA &#039;&#039;&#039;unfocused mstrikes&#039;&#039;&#039;, can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA &#039;&#039;&#039;focused mstrikes&#039;&#039;&#039;, can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.&lt;br /&gt;
&lt;br /&gt;
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you&#039;re at decent positioning against them and attacking them for the first time. Once you&#039;re into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.&lt;br /&gt;
&lt;br /&gt;
Mstrikes &#039;&#039;sort of&#039;&#039; have a cooldown after use, which is 15-20 seconds or so (depending on training). When on &amp;quot;cooldown,&amp;quot; you &#039;&#039;can&#039;&#039; still mstrike, but they&#039;ll consume a good chunk of stamina. (I can&#039;t give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.&lt;br /&gt;
&lt;br /&gt;
Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it&#039;ll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk&#039;s life, especially if you&#039;re a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn&#039;t increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fury and Clash===&lt;br /&gt;
&lt;br /&gt;
The unarmed combat assault technique is &#039;&#039;&#039;[[Fury]]&#039;&#039;&#039;, which you learn with 25 ranks of Brawling (level 11). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There&#039;s no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it&#039;s not a major selling point.&lt;br /&gt;
&lt;br /&gt;
The AoE unarmed combat technique is &#039;&#039;&#039;[[Clash]]&#039;&#039;&#039;, which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn&#039;t include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist &#039;&#039;before&#039;&#039; Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities &#039;&#039;and&#039;&#039; seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.&lt;br /&gt;
&lt;br /&gt;
Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can&#039;t be used while they&#039;re on cooldown. They do have separate cooldown timers, so you can alternate between them.&lt;br /&gt;
&lt;br /&gt;
However, you can&#039;t alternate mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you &#039;&#039;can&#039;&#039; use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it&#039;ll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn&#039;t intend for players to insert mstrikes into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)&lt;br /&gt;
&lt;br /&gt;
RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it&#039;ll execute them as 2 RT, 2 RT, and 1 RT.&lt;br /&gt;
&lt;br /&gt;
Compared to focused mstrikes, Fury&#039;s structure has upsides and downsides. One upside is that you&#039;ll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can &#039;&#039;also&#039;&#039; interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It&#039;s also less likely that your target will be dead as soon your command gets sent to the server since attacks don&#039;t happen all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Twin Hammerfists and Spin Kick===&lt;br /&gt;
&lt;br /&gt;
The other two UC techniques are &#039;&#039;&#039;[[Twin Hammerfists]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Spin Kick]]&#039;&#039;&#039;, respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won&#039;t lock you out of them.&lt;br /&gt;
&lt;br /&gt;
Twin Hammerfists is an [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! At only 2 RT and 7 stamina, it&#039;s a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.&lt;br /&gt;
&lt;br /&gt;
Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it&#039;s an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn&#039;t a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If highlighting tier up opportunities goes well for you, then &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;You could use this opportunity to Spin Kick!&amp;lt;/font&amp;gt; is another message to consider highlighting from level 35-36 on!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beyond Basics: Synchronizing Everything===&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.&lt;br /&gt;
&lt;br /&gt;
However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let&#039;s put everything together into a cohesive whole.&lt;br /&gt;
&lt;br /&gt;
Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot (&amp;quot;flare slot&amp;quot;), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of a Twin Hammerfists firing off three flares:&lt;br /&gt;
&lt;br /&gt;
 Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist&lt;br /&gt;
 [SMR result: 316 (Open d100: 89, Bonus: 107)]&lt;br /&gt;
 Perfectly executed strike to the crimson angargeist&#039;s back!  It staggers!&lt;br /&gt;
 The attack exposes a vulnerability in a roiling crimson angargeist&#039;s defenses!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps emit a searing bolt of lightning! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Hard shot to the crimson angargeist&#039;s back sends it drifting forward!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps spray forth a shower of pure water! **&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Incredible strike to the crimson angargeist&#039;s back smashes through the chest!&lt;br /&gt;
   Too bad it melts back together.&lt;br /&gt;
 Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.&lt;br /&gt;
 &lt;br /&gt;
 ** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **&lt;br /&gt;
 &lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Strong strike splits the belly open, revealing ghostly organs.&lt;br /&gt;
   Haggis anyone?&lt;br /&gt;
&lt;br /&gt;
The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it&#039;s a great illustration because of the particulars.&lt;br /&gt;
&lt;br /&gt;
First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk&#039;s entire life. That&#039;s the least interesting thing to say here, though.&lt;br /&gt;
&lt;br /&gt;
The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water.&lt;br /&gt;
&lt;br /&gt;
Angargeists are non-corporeal undead. Normally Kai&#039;s Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn&#039;t allow for one-shotting it; you have to take out its entire health pool.&lt;br /&gt;
&lt;br /&gt;
2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you&#039;re fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.&lt;br /&gt;
&lt;br /&gt;
Speaking of uncrittable creatures or creatures you&#039;re otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a more nuanced look at the unarmed combat core attack types than before:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can&#039;t hit a foe who&#039;s already downed, so it&#039;s not repeatable.)&lt;br /&gt;
* The fastest means of tiering up with single strikes.&lt;br /&gt;
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.&lt;br /&gt;
* Poor as the specified command of a Fury or mstrike since they have little or (usually) no speed advantage over the other commands in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.&lt;br /&gt;
* The best aimed attack at excellent positioning. I&#039;m not particularly a fan of aimed UC attacks for reasons we&#039;ll delve into later, but it is there.&lt;br /&gt;
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.&lt;br /&gt;
* Poor as the specified command of an unfocused mstrike or Clash since it&#039;s unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but can&#039;t help tier up.)&lt;br /&gt;
* Good against individual threatening creatures that need to be slowed down.&lt;br /&gt;
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.&lt;br /&gt;
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The best finishing blow at excellent positioning per hit.&lt;br /&gt;
* The highest damage output per hit.&lt;br /&gt;
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or exactly as fast as the other commands.)&lt;br /&gt;
* Poor at tiering up with single strikes. (Same as above.)&lt;br /&gt;
&lt;br /&gt;
In short, pick the right tool for the right job. They can all be the right tool at times!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Macros and Aliases===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Grapple&lt;br /&gt;
* Punch&lt;br /&gt;
* Kick&lt;br /&gt;
* Weapon Twinhammer&lt;br /&gt;
* Weapon Fury [Grapple/Punch/Kick (depending on your level, training, specialization, and preference)]&lt;br /&gt;
* Weapon Spinkick&lt;br /&gt;
* Mstrike Grapple&lt;br /&gt;
* Mstrike Punch&lt;br /&gt;
* Mstrike Kick&lt;br /&gt;
* Mstrike Grapple Target&lt;br /&gt;
* Mstrike Punch Target&lt;br /&gt;
* Mstrike Kick Target&lt;br /&gt;
&lt;br /&gt;
For macros, this just means tying each one you care about to a single key press. You can configure them in Options -&amp;gt; Macros if using [[Wrayth]].&lt;br /&gt;
&lt;br /&gt;
For Lich aliases, I&#039;ve set mine as jj for jab, gg for grapple, pp for punch, kk for kick, twin for Twin Hammerfists, utf for Fury Grapple (stands for &amp;quot;unarmed technique Fury&amp;quot;), uts for Spin Kick, mg for mstrike grapple, mp for mstrike punch, and mk for mstrike kick. I could create things like an mkt alias for mstrike kick target if I wanted, but in that case I just type out &amp;quot;mk target&amp;quot; or &amp;quot;mk [target noun].&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your monk&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
&lt;br /&gt;
These are skills you consistently train with little to no deviation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Brawling]]&#039;&#039;&#039;: Max every level.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more stamina early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more DS early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Combat Maneuvers as Core Skills?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I&#039;d say &#039;&#039;roughly&#039;&#039; 1x minimum is mandatory and you&#039;ll almost certainly want far more than that early on. However, philosophically, I don&#039;t consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That&#039;s why it&#039;s in the Breakpoint Skills section below!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Breakpoint Skills===&lt;br /&gt;
&lt;br /&gt;
Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]]&#039;&#039;&#039;: One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn&#039;t that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it&#039;s also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you&#039;re going self-spelled. Up to you!&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and &#039;&#039;possibly&#039;&#039; 90 or 100. The good technique breakpoints are 10, 24, 50, and &#039;&#039;possibly&#039;&#039; 100. If you&#039;re using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Mental]] up to 13 or 16 ranks&#039;&#039;&#039;: The major early benchmarks are [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I&#039;m not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body&#039;s stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.&lt;br /&gt;
* &#039;&#039;&#039;[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore&#039;&#039;&#039;: To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why anyone would train to account for the mstrike MOC thresholds &#039;&#039;and&#039;&#039; the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.&lt;br /&gt;
&lt;br /&gt;
My monk, Sariara, prefers Fury in most hunts, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don&#039;t even get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I&#039;ll discuss in the Offensive Specialization section.&lt;br /&gt;
&lt;br /&gt;
However, Clash is a very weak technique compared to unfocused mstrikes. Mstrikes&#039; bonus jab allows double the number of attacks for the first engagement with the enemy, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she can use focused mstrikes for single targets, even though they&#039;re slightly weaker than Fury because of her Grapple Specialization, while leaving the unfocused mstrike option open for battling hordes.&lt;br /&gt;
 &lt;br /&gt;
Your MOC training plan doesn&#039;t need to assume that mstrikes or techniques are either/or!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Niche Skills===&lt;br /&gt;
&lt;br /&gt;
Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]] and [[Mental Mana Control]]&#039;&#039;&#039;: Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game &#039;&#039;unless&#039;&#039; you&#039;re surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Monks get immense value out of at least the first 20 ranks. See the Trade Secrets section!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s more expensive than First Aid. Slightly reduces duration of stuns, but monks don&#039;t get stunned very often. Like First Aid, I recommend it during the first 19 levels. Afterward, train it only if you want to excel at skinning bounties &#039;&#039;and&#039;&#039; have already trained First Aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk mana sharing breakpoints!&lt;br /&gt;
&lt;br /&gt;
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.&lt;br /&gt;
&lt;br /&gt;
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.&lt;br /&gt;
&lt;br /&gt;
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.&lt;br /&gt;
&lt;br /&gt;
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.&lt;br /&gt;
&lt;br /&gt;
Just remember: 5, 7, 10, 24!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at 24 mana control, consider going to 25! This unlocks [[Multicast|multicasting]], the ability to cast a buff spell twice in one cast. For self-cast spells, that&#039;ll take you to full duration in 3 RT instead of 6, which is nice quality of life!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
&lt;br /&gt;
Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
&lt;br /&gt;
Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midgame and Later Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]] at half your level&#039;&#039;&#039;: After you&#039;re finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you&#039;re still not feeling hardy enough.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Spiritual]] up to 2 or 7 ranks&#039;&#039;&#039;: I&#039;d ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It&#039;s very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you&#039;re a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that&#039;s all the way at 20 ranks.) If you don&#039;t want to rely on the invoker or others, I&#039;d say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.&lt;br /&gt;
* &#039;&#039;&#039;Minor Mental up to 20 or 25 ranks&#039;&#039;&#039;: [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #4: The Spirit Barrier Irony!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! &#039;&#039;Lowering&#039;&#039; your UAF in exchange for increasing your DS via Spirit Barrier isn&#039;t nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren&#039;t like (weapon-using) rangers who would find trading &#039;&#039;AS&#039;&#039; for DS completely untenable. This spell can be worth a second look!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Post-Cap Skills===&lt;br /&gt;
&lt;br /&gt;
Eventually you can train everything if you play long enough, but here are some considerations for what to prioritize if or when you reach post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Edged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that&#039;s not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can&#039;t be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery is another possibility for diversifying. Unlike with katars, AS-based &#039;&#039;ranged&#039;&#039; attacks don&#039;t necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren&#039;t exactly &#039;&#039;poor&#039;&#039; at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Item Use]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Supplementing DS with [[small statue]]s is eventually a good idea for every profession and MIU bolsters their duration. (As a historical note, MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta&#039;Faendryl, the Ruined Temple, or the Sanctum of Scales. However, that&#039;s largely immaterial these days. [[Spell sever]] has supplanted spellburst in newer capped hunting grounds like the Hinterwilds, Moonsedge Castle, and the Hive--and, although these are technically Ascension grounds aimed at far post-cap characters, monks are able to do well in them long before other professions, including even at fresh cap, due to the unique qualities of unarmed combat.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual up to 20 or 40 ranks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It&#039;ll become apparent enough when that&#039;s the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I&#039;m fairly certain that my second monk Sariara will ignore them when the time comes. Voln already offers a fine substitute for fogging, Wall of Force isn&#039;t what it used to be when it had no cooldown, and having fewer spell ranks means more redux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental up to 48 or 50 ranks (or beyond)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they&#039;re more for hunting things like bandits and pirates or just messing around than for casting in &amp;quot;real&amp;quot; hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I&#039;ll elaborate further there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secret Sauce of Lores===&lt;br /&gt;
&lt;br /&gt;
This section contains tables to visualize lore thresholds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Telepathy Ranks&#039;&#039;&#039;||0||6||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039;&amp;lt;/font&amp;gt;||80||150&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mind Over Body Stamina Reduction&#039;&#039;&#039;||20%||25%||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;35%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Green&amp;lt;/font&amp;gt;&#039;&#039;&#039;: The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.&lt;br /&gt;
&lt;br /&gt;
Aside from Mind Over Body, a couple of Telepathy&#039;s more minor claims to fame for monks include:&lt;br /&gt;
&lt;br /&gt;
* 25 ranks allow [[Soothing Word (1201)|Soothing Word]] to remove sheer fear and grant 30 seconds of immunity to it&lt;br /&gt;
* 15, 45, and 90 ranks improve the spawn rate of [[Provoke (1235)|Provoke]]&lt;br /&gt;
&lt;br /&gt;
You can work around sheer fear in other ways by being in Voln or getting your robes sanctified, but the Soothing Word option exists.&lt;br /&gt;
&lt;br /&gt;
Provoke is an interesting niche, but not a major selling point in my eyes. Training 35 Minor Mental ranks asks a ton pre-cap and Provoke becomes less effective the more people are hunting in an area. Most capped hunting grounds are either very crowded, so Provoke does little, or they&#039;re not crowded because they&#039;re extremely dangerous, which makes Provoke a bad idea.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 2&#039;&#039;&#039;||&#039;&#039;&#039;Level 5&#039;&#039;&#039;||&#039;&#039;&#039;Level 15&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Full leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforced leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Double leather||Leather breastplate||Cuirbouilli leather||Studded leather&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||||Double leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Leather breastplate&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Cuirbouilli leather||Studded leather||Brigandine&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||||||Cuirbouilli leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Studded leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Brigandine&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||||||||Brigandine||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Double chain&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||||||||Double chain||Augmented chain&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||||||||Chain hauberk&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;105 Transformation&amp;lt;/font&amp;gt;|||||||||||||Metal breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;140 Transformation&amp;lt;/font&amp;gt;|||||||||||||Augmented breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;180 Transformation&amp;lt;/font&amp;gt;|||||||||||||Half plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You&#039;ll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it &#039;&#039;is&#039;&#039; amazing and I recommend it highly for a magical monk--I&#039;d consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won&#039;t be the majority of my readers.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Pink&#039;&#039;&#039;&amp;lt;/font&amp;gt;: My recommendations for which levels to meet which Iron Skin thresholds if you&#039;re undecided. You have more leeway at level 50 on to push lores higher, so I&#039;ve highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.&lt;br /&gt;
&lt;br /&gt;
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell&#039;s effect has improved over the previous breakpoint.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||&#039;&#039;&#039;Dragonclaw UAF Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Brace Disarm Rate&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0||10||25%&lt;br /&gt;
|-&lt;br /&gt;
||1||11||&lt;br /&gt;
|-&lt;br /&gt;
||3||12||27%&lt;br /&gt;
|-&lt;br /&gt;
||6||13||&lt;br /&gt;
|-&lt;br /&gt;
||7||||29%&lt;br /&gt;
|-&lt;br /&gt;
||10||14||&lt;br /&gt;
|-&lt;br /&gt;
||12||||31%&lt;br /&gt;
|-&lt;br /&gt;
||15||15||&lt;br /&gt;
|-&lt;br /&gt;
||18||||33%&lt;br /&gt;
|-&lt;br /&gt;
||21||16||&lt;br /&gt;
|-&lt;br /&gt;
||25||||35%&lt;br /&gt;
|-&lt;br /&gt;
||28||17||&lt;br /&gt;
|-&lt;br /&gt;
||33||||37%&lt;br /&gt;
|-&lt;br /&gt;
||36||18||&lt;br /&gt;
|-&lt;br /&gt;
||42||||39%&lt;br /&gt;
|-&lt;br /&gt;
||45||19||&lt;br /&gt;
|-&lt;br /&gt;
||52||||41%&lt;br /&gt;
|-&lt;br /&gt;
||55||20||&lt;br /&gt;
|-&lt;br /&gt;
||63||||43%&lt;br /&gt;
|-&lt;br /&gt;
||66||21||&lt;br /&gt;
|-&lt;br /&gt;
||75||||45%&lt;br /&gt;
|-&lt;br /&gt;
||78||22||&lt;br /&gt;
|-&lt;br /&gt;
||88||||47%&lt;br /&gt;
|-&lt;br /&gt;
||91||23||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn&#039;t make a huge difference. Brace, on the other hand, can be impactful &#039;&#039;if&#039;&#039; you&#039;re getting hit by physical attacks. I wouldn&#039;t go out of my way to push Transformation for Brace alone, but if you&#039;re already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we&#039;ll look at in the Meditation Resistance section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Training Snapshots===&lt;br /&gt;
&lt;br /&gt;
For illustration and discussion purposes, here&#039;s what my most recent monk Sariara has looked like at various level thresholds--or, in the case of level 30, what she &#039;&#039;should&#039;&#039; have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Level 20&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 40&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 60&#039;&#039;&#039;||&#039;&#039;&#039;Level 70&#039;&#039;&#039;||&#039;&#039;&#039;Level 80&#039;&#039;&#039;||&#039;&#039;&#039;Level 90&#039;&#039;&#039;||&#039;&#039;&#039;Level 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||0||0||0||0||0||0||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||24||48||74||100||114||134||134||144||144&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||44||65||85||105||125||149||165||187||207&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||24||35||55||55||55||55||55||60||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||44||64||84||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||44||64||125||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||10||10||10||10||20||20||38||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||5||5||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||15||15||15||15||15||15||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||20||30||40||50||60||72||82||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||10||10||10||20||20||40||40||60||60&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||10||10||10||10||10||10||40||0||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||20||30||20||25||30||35||40||42||42&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||40||43||42||48||60||72||83||95||167&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039;||0||0||0||0||3||3||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Mental&#039;&#039;&#039;||12||13||14||16||20||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;(spare TPs)&#039;&#039;&#039;||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s break down some of the more unusual things you might notice!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I could have done the one rank of Two Weapon Combat much sooner, but didn&#039;t particularly feel the need for the quick DS.&lt;br /&gt;
&lt;br /&gt;
Combat Maneuvers are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.&lt;br /&gt;
&lt;br /&gt;
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she&#039;d maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM &#039;&#039;is&#039;&#039; her second post-cap goal, finally; it&#039;s currently at 190 as she approaches 8.6m experience.)&lt;br /&gt;
&lt;br /&gt;
Max Brawling, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.&lt;br /&gt;
&lt;br /&gt;
Physical Fitness and Dodging are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks&#039; training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
I took a little bit of early Harness Power, then slacked off for a while, then finally only began pushing it in the late game as an efficient way to wear more spells in &#039;&#039;spellburst&#039;&#039; hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90).&lt;br /&gt;
&lt;br /&gt;
I started First Aid relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She eventually picked it back up post-cap, but the table only shows up to fresh 100.&lt;br /&gt;
&lt;br /&gt;
Swimming and Climbing are skills that you might not need at fresh cap if you intend to stick to a specific hunting ground for a long time. I dropped Swimming since the Sanctum doesn&#039;t have any water and the only swimming in the Hinterwilds can be bypassed with Water Walking or Symbol of Return (among other options), but hunters of the Atoll, Ruined Temple, or Sailor&#039;s Grief would want it. Conversely, I kept Climbing because the Sanctum has a pretty tough check, but various other hunting grounds don&#039;t. For where Saria&#039;s currently at long after the initial publication of this guide, she could actually skip both Swimming and Climbing.&lt;br /&gt;
&lt;br /&gt;
Saria heavily pushed Trading early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated.) Similar story for Minor Mental, which came out of the gate fast, then inched to 20 at level 60 and stayed there.&lt;br /&gt;
&lt;br /&gt;
Level 30 and 100 spare TPs are there because I was hoarding for the next MOC thresholds while level 70 spare TPs are there because I was hoarding for the 20 Minor Spiritual threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn&#039;t care about any of the in-between spells, so might as well preserve higher redux until then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Exclusive Choices==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meditation Resistance===&lt;br /&gt;
&lt;br /&gt;
One neat monk perk I haven&#039;t mentioned yet is that their [[Verb:MEDITATE#Damage_Resistance|MEDITATE verb]] allows them to gain resistance to one selected damage type! It offers 10% resistance to start, then improves at these thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||0||1||3||6||10||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;15&amp;lt;/font&amp;gt;&#039;&#039;&#039;||21||28||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;36&amp;lt;/font&amp;gt;&#039;&#039;&#039;||45||55||66||78||91&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||10%||12%||14%||16%||18%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;20%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||22%||24%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;26%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||28%||30%||32%||34%||36%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And if you decide to go ham post-cap with Ascension and enhancives:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||38%||40%||42%||44%||46%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted 15 and 36 Transformation because 20% and 26% (translation: &amp;quot;25% or more&amp;quot;) are extremely notable benchmarks. I &#039;&#039;could&#039;&#039; fully elaborate, but people who aren&#039;t Whirlin and me would probably get bored to tears by the rows and charts I&#039;d need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV&#039;s crit system, and how it relates to order of operations with redux and crit padding.&lt;br /&gt;
&lt;br /&gt;
Suffice it to say this:&lt;br /&gt;
&lt;br /&gt;
Because of rounding and the nature of GSIV crits, it wouldn&#039;t be merely &#039;&#039;underestimating&#039;&#039; 20% and 25% resistance to say that they&#039;re twice as effective or two and a half times as effective as 10% resistance, but &#039;&#039;completely off base&#039;&#039; by orders of magnitude. The upgrade is huge.&lt;br /&gt;
&lt;br /&gt;
That said, which damage type should you resist? You can change your type any time, but these jump out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold&#039;&#039;&#039;: Useful for Icemule-based hunting at various levels.&lt;br /&gt;
* &#039;&#039;&#039;Crush&#039;&#039;&#039;: A very common damage type, like all physical damage types. Particularly helpful for gigantic creatures that fall on you as they die.&lt;br /&gt;
* &#039;&#039;&#039;Electrical&#039;&#039;&#039;: The most lethal damage type, albeit somewhat rare. If you&#039;re hunting creatures that use it, though, protect yourself!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;: Useful for Teras Isle, among other specific areas.&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Great against various rock-themed creatures or shield-using creatures, among some others.&lt;br /&gt;
* &#039;&#039;&#039;Puncture&#039;&#039;&#039;: Another common physical damage type. Very deadly if it hits the eyes even on a fairly tame enemy attack, so 20% or 25% resistance will help immensely.&lt;br /&gt;
* &#039;&#039;&#039;Slash&#039;&#039;&#039;: The last of the common physical damage types. Probably the least impressive in a vacuum, but it &#039;&#039;is&#039;&#039; very common.&lt;br /&gt;
&lt;br /&gt;
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!&lt;br /&gt;
&lt;br /&gt;
The only damage types I&#039;d generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn&#039;t stop that aspect. Still, if you&#039;re in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything&#039;s worth considering in the right context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Grapple Specialization]], [[Kick Specialization]], and [[Punch Specialization]], which each improve their respective attacks, but which is right for you? I&#039;ll write about each one as if it&#039;s maxed, but during the earliest levels, these ramp up by gaining 20% of their max effectiveness per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. &amp;quot;Before&amp;quot; is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists.&lt;br /&gt;
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone.&lt;br /&gt;
* If you love Fury or hate setups, this could be the specialization for you!&lt;br /&gt;
* In a vacuum, grapples aren&#039;t ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.&lt;br /&gt;
* Grapple Specialization has little to offer if you exclusively use mstrikes. &amp;quot;Exclusively&amp;quot; is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Turns your [[Spin Kick]] into two Spin Kicks!&lt;br /&gt;
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It&#039;s great fun and can save you in situations where the other two specializations couldn&#039;t.&lt;br /&gt;
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it&#039;s flat out the best mstrike option.&lt;br /&gt;
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven&#039;t become as fast as they&#039;ll eventually be and Spin Kick might not even be an option yet (pre-level 35-36).&lt;br /&gt;
* While Spin Kick performs exceptionally well against like-level foes, it&#039;s not nearly as good against overleveled ones for two reasons: it&#039;s less likely to succeed and you&#039;re much more incentivized to disable those foes immediately. If they don&#039;t attack, you don&#039;t evade, so you don&#039;t Spin Kick.&lt;br /&gt;
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Punch Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.&lt;br /&gt;
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn&#039;t a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.&lt;br /&gt;
* Despite the above, the buff to Clash being minor doesn&#039;t matter if the monk isn&#039;t using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can&#039;t bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specialization Sidebar: Mstrikes with Specified Attack Types!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In case it isn&#039;t clear or in case going into math would be helpful...&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mstrike kick&#039;&#039;&#039; becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike punch&#039;&#039;&#039; can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they&#039;re slower because your Agidex isn&#039;t up to par, punches can still win overall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike grapple&#039;&#039;&#039; is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.&lt;br /&gt;
&lt;br /&gt;
In short...&lt;br /&gt;
&lt;br /&gt;
Use mstrike kick if you&#039;re a high Agidex race who&#039;s at or close to the peak of your Agidex growth.&lt;br /&gt;
&lt;br /&gt;
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you&#039;re a moderate Agidex race or a high Agidex race not yet near your peak, you&#039;re against foes in armor lighter than chain, and you trained Grapple Specialization, but you&#039;re in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)&lt;br /&gt;
&lt;br /&gt;
Use mstrike punch if neither of the above applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I&#039;ve been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).&lt;br /&gt;
&lt;br /&gt;
As for Punch Specialization, I wouldn&#039;t honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn&#039;t necessarily wrong either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Defensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one&#039;s a lot easier than the last!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Block Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they&#039;re expensive to train, monks can&#039;t learn shield skills, and shields significantly decrease their MM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Parry Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to parry melee or ranged attacks--assuming you have [[Brace (1214)|Brace]] active. After parrying, it gives a 25% chance of gaining the [[Counter]] effect, which means your next attack has 1 less RT and costs 25% less stamina (if applicable). This might sound neat until it&#039;s compared to...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say &amp;quot;Brawling&amp;quot; because I&#039;m not even limiting this to unarmed combat. Even if you&#039;re using brawling &#039;&#039;weapons&#039;&#039; like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Martial Stances===&lt;br /&gt;
&lt;br /&gt;
Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let&#039;s review them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Duck and Weave]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most flavorful martial stance.&lt;br /&gt;
&lt;br /&gt;
Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.&lt;br /&gt;
&lt;br /&gt;
This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker&#039;s AS and weapon type have to be good enough compared to the defending creature&#039;s DS and armor type to do meaningful damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Delightful, but bad. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Flurry of Blows]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The screen scrolliest martial stance.&lt;br /&gt;
&lt;br /&gt;
Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.&lt;br /&gt;
&lt;br /&gt;
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren&#039;t good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn&#039;t say it comes close to being worthwhile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Again, great fun, but bad. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Inner Harmony]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most wasted potential of martial stances.&lt;br /&gt;
&lt;br /&gt;
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you&#039;d most want to remove are exactly the ones you can&#039;t because you can&#039;t use Inner Harmony while bound or RT-locked. [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]] this definitely isn&#039;t!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I appreciate the idea behind this stance, but it has little to no appeal in practice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Rolling Krynch Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Almost surely the best martial stance for UC monks.&lt;br /&gt;
&lt;br /&gt;
This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won&#039;t kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least &#039;&#039;might&#039;&#039; kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap.&lt;br /&gt;
&lt;br /&gt;
When I wrote that monks rarely one-shot creatures, that&#039;s true in a vacuum, but Rolling Krynch can at least open that door for them.&lt;br /&gt;
&lt;br /&gt;
Bottom line: the less time you spend in decent positioning, the better off you are, and that&#039;s what Rolling Krynch offers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Slippery Mind]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most defensive martial stance.&lt;br /&gt;
&lt;br /&gt;
When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you&#039;re in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don&#039;t avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
This stance is simple, but really good, offering two lines of defense against a monk&#039;s biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I&#039;d say it&#039;s the very best for a weapon-wielding monk in robes!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Stance of the Mongoose]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most &amp;quot;almost got there&amp;quot; martial stance.&lt;br /&gt;
&lt;br /&gt;
This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you&#039;re running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you&#039;re doing that, thank you for making it this far into the guide for reasons I don&#039;t understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a more typical unarmed combat monk, the good news is that Stance of the Mongoose&#039;s retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it&#039;s always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it&#039;ll pick the tier up type.&lt;br /&gt;
&lt;br /&gt;
That last bit might sound good--and, truthfully, it &#039;&#039;is&#039;&#039; good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it&#039;s not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That&#039;s not necessarily saying much; I&#039;d put it distantly behind Rolling Krynch Stance and Slippery Mind. If you&#039;re running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m not knocking wildly niche monks. Many of my characters who &#039;&#039;aren&#039;t&#039;&#039; monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I&#039;m torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and &#039;&#039;can&#039;&#039; have immense defensive gain!)&lt;br /&gt;
&lt;br /&gt;
This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you&#039;re doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the &#039;&#039;creatures&#039;&#039; do--things you&#039;re actively trying to prevent them from doing, no less!--and, for that matter, only &#039;&#039;some&#039;&#039; of them do it and only &#039;&#039;some&#039;&#039; of the time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Striking Asp Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The best... uh... PvP martial stance?&lt;br /&gt;
&lt;br /&gt;
[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.&lt;br /&gt;
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Whoever this stance might be good for--if anyone, because I&#039;m not convinced it&#039;s worthwhile in any context other than PvP duels--it&#039;s not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp&#039;s own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs&#039; worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp&#039;s reduced stamina cost.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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No.&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Acrobat&#039;s Leap]]&#039;&#039;&#039;:&lt;br /&gt;
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Useful for short races to make up the height gap.&lt;br /&gt;
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&#039;&#039;&#039;[[Bearhug]]&#039;&#039;&#039;:&lt;br /&gt;
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Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that &#039;&#039;are&#039;&#039; so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don&#039;t necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. It&#039;s also a bit worse for small races, but, since it&#039;s an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first.&lt;br /&gt;
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Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you&#039;re already using them!&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a need of controlling the enemy hordes so you can systematically pick them off.&lt;br /&gt;
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&#039;&#039;&#039;[[Burst of Swiftness]]&#039;&#039;&#039;:&lt;br /&gt;
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You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
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If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don&#039;t recommend using it until you have at least four ranks since the cooldown is very long before then.&lt;br /&gt;
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If your monk is a fast race, there&#039;s still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar &#039;&#039;mstrikes&#039;&#039;&#039; don&#039;t get faster than 5 seconds regardless of Agidex.) &lt;br /&gt;
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&#039;&#039;&#039;[[Cheapshots]]&#039;&#039;&#039;:&lt;br /&gt;
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I love this suite of disabling skills on rogues and bards, but I don&#039;t think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can&#039;t, Cheapshots won&#039;t either since they&#039;re all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I&#039;d rather get Bearhug or Coup de Grace.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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I like two or three ranks to slightly shore up TD weaknesses if you can spare the points, but it&#039;s not mandatory by any means.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Mobility]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points &#039;&#039;are&#039;&#039; a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.&lt;br /&gt;
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&#039;&#039;&#039;[[Coup de Grace]]&#039;&#039;&#039;:&lt;br /&gt;
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A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.&lt;br /&gt;
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The AS/UAF buff isn&#039;t what matters (at least for solo UC-oriented monks; it&#039;s amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can&#039;t be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup&#039;s insta-kill, so it&#039;s another helpful option in your toolbox.&lt;br /&gt;
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&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
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Even though UAF attacks &#039;&#039;can&#039;&#039; power through turtled creatures, turning that &amp;quot;can&amp;quot; into &amp;quot;most likely&amp;quot; is ideal. Feint is the premier combat maneuver for lowering enemies&#039; stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier.&lt;br /&gt;
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&#039;&#039;&#039;[[Hamstring]]&#039;&#039;&#039;:&lt;br /&gt;
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I mention this for the katar builds. Hamstring can only be used with an edged weapon, but it&#039;s a devastatingly powerful setup-and-damage maneuver all in one. Two Weapon Combat characters will find it even more exceptional.&lt;br /&gt;
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&#039;&#039;&#039;[[Ki Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver&#039;s wiki page recommends it if you aren&#039;t using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.&lt;br /&gt;
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That said, the stamina cost to use it too often &#039;&#039;is&#039;&#039; real, even with Mind Over Body, so you&#039;ll need heavy Physical Fitness training. It&#039;s more of a midgame or late game skill to me.&lt;br /&gt;
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Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don&#039;t cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.&lt;br /&gt;
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&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
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You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
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I&#039;d consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge&#039;s cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you&#039;re willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Further Character Progression==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats, meditating, or upgrading your monk&#039;s gear later? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
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Monks gain new abilities called Feats at various levels, which are as follows:&lt;br /&gt;
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====Level 0 Monk Feat - [[Kroderine Soul]]====&lt;br /&gt;
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Kroderine Soul is an opt-in feat that I won&#039;t cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.&lt;br /&gt;
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In exchange, before level 30, you can&#039;t learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I&#039;ll explain in the level 30 feat section.&lt;br /&gt;
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====Level 0 Monk Feat - [[Martial Mastery]]====&lt;br /&gt;
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After you&#039;ve maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two &#039;&#039;additional&#039;&#039; weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I&#039;ll explain that too in the level 30 feat section.&lt;br /&gt;
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While Martial Mastery is technically learned automatically from level 0, most monks won&#039;t make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I&#039;ll speak more about that in the Odds and Ends section discussing builds off the beaten path.&lt;br /&gt;
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====Level 20 Monk Feat - [[Mystic Tattoo]]====&lt;br /&gt;
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Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from &#039;&#039;[[Stock_tattoo|nearly 1000 different options]]&#039;&#039; from a stock tattoo list! These are called mundane tattoos.&lt;br /&gt;
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From level 20 on, monks can upgrade a character&#039;s existing tattoo--including one for which the monk wasn&#039;t the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!&lt;br /&gt;
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For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer&#039;s choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)&lt;br /&gt;
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As profession services go--so I&#039;m comparing Mystic Tattoos to Battle Standards, enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this &#039;&#039;can&#039;&#039; be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It  can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.&lt;br /&gt;
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However, Mystic Tattoos are definitely on the lower end of profession service value overall, so don&#039;t create a monk expecting to start rolling in silver. (...at least not via tattooing, but more on the silver-making secrets of monks later!) GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point, but that it&#039;ll have to wait until empaths and rogues even have services at all.&lt;br /&gt;
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====Level 25 Monk Feat - [[Mystic Strike]]====&lt;br /&gt;
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A weird one, to say the least. FEAT MYSTICSTRIKE allows a monk to use a small amount of stamina to infuse their next physical UC or melee attack with an effect that debuffs a foe&#039;s defense against warding spells after it lands. While monks do have a few warding spells like Thought Lash, Vertigo, and Mindwipe, those spells are normally better off as setups--if they&#039;re even used at all--than something to set up &#039;&#039;toward&#039;&#039;.&lt;br /&gt;
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====Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]====&lt;br /&gt;
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At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.&lt;br /&gt;
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&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; is a straightforward buff that improves monks&#039; Iron Skin spell.&lt;br /&gt;
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Reviewing the basics of Iron Skin first, it improves a monk&#039;s robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).&lt;br /&gt;
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Here&#039;s a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA &#039;&#039;without&#039;&#039; Dragonscale Skin.&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Dragonscale Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
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||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)&lt;br /&gt;
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||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)&lt;br /&gt;
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||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)&lt;br /&gt;
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||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)&lt;br /&gt;
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||50 Transformation||||Double chain||Augmented chain (23 benefit)&lt;br /&gt;
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||75 Transformation|||||||Chain hauberk (24 benefit)&lt;br /&gt;
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||105 Transformation|||||||Metal breastplate (33 benefit)&lt;br /&gt;
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||140 Transformation|||||||Augmented breastplate (34 benefit)&lt;br /&gt;
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||180 Transformation|||||||Half plate (35 benefit)&lt;br /&gt;
|}&lt;br /&gt;
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For illustration&#039;s sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she&#039;ll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.&lt;br /&gt;
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To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.&lt;br /&gt;
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The alternative to Dragonscale Skin, &#039;&#039;&#039;Mental Acuity&#039;&#039;&#039;, is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk&#039;s first 20 learned Minor Mental spells don&#039;t count. However, instead of a monk&#039;s first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won&#039;t necessarily be exactly twice.)&lt;br /&gt;
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The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it&#039;s not a route I&#039;m interested in.&lt;br /&gt;
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In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There &#039;&#039;are&#039;&#039; still reasons to do it. Saving 20 spell ranks&#039; worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks&#039; worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.&lt;br /&gt;
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Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I&#039;ll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can&#039;t cast Iron Skin &#039;&#039;unless&#039;&#039; they have Mental Acuity.&lt;br /&gt;
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====Level 40 Monk Feat - [[Martial Arts Mastery]]====&lt;br /&gt;
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Now we&#039;re talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).&lt;br /&gt;
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If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.&lt;br /&gt;
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Level 40 draws a line in the sand, though, to establish that unarmed combat &#039;&#039;is&#039;&#039; the monk&#039;s wheelhouse because Martial Arts Mastery &#039;&#039;is&#039;&#039; the monk&#039;s premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you&#039;ll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like &#039;&#039;double-maxing&#039;&#039; it.&lt;br /&gt;
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Unleash the power and never look back.&lt;br /&gt;
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====Level 50 Monk Feat - [[Perfect Self]]====&lt;br /&gt;
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Perfect Self raises all your stats by +10 (or +5 bonus). That&#039;s it! Your monk hits level 50 and great power drops on their head.&lt;br /&gt;
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Like I&#039;ve said, there&#039;s pretty much no bad monk stat split from level 50 on because of this feat. It&#039;s also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you&#039;re using mstrikes and weapon techniques at all, you&#039;ll notice the improvement!&lt;br /&gt;
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===Gear Upgrades: Armor===&lt;br /&gt;
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Even though fancy gear is more a luxury than a necessity for monks, you might as well upgrade your monk&#039;s gear eventually if you enjoy them! But how and in what way?&lt;br /&gt;
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For armor, I think the answer is to keep it really simple. Most of the expensive armor you can pick up doesn&#039;t do all that much for monks. (...at least not magical non-Kroderine Soul monks, the subject of this guide. I assume expensive armor does way more for KS monks who are tanking more hits.)&lt;br /&gt;
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&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
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* Rusalkan: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts UAF and CS for 10 seconds if it does knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, but the expenses  are enormous. Some contact-based combat maneuvers like Bull Rush can also trigger rusalkan flares.&lt;br /&gt;
* Zelnorn: Uses half of what would be the DS from its enchant as AS (or in monks&#039; case UAF) instead, but doesn&#039;t allow flares or a TD boost to go in the ability slot (AKA category B). Players hit creatures more than creatures hit players, so zelnorn can be fantastic for AS-based professions--but most monks aren&#039;t AS-based. Improving UAF is fairly irrelevant, not justifying the base cost of 50k bloodscrip in the case of monks. Either flares or increased TD would more greatly benefit monks, making use of the ability slot.&lt;br /&gt;
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&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
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* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you&#039;re a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.&lt;br /&gt;
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn&#039;t screaming for more DS and a flare chance for crit padding.&lt;br /&gt;
* [[Forest Armor]]? Monks don&#039;t need a tiny boost to UAF and CS.&lt;br /&gt;
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.&lt;br /&gt;
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk&#039;s seeking.&lt;br /&gt;
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip. Pass.&lt;br /&gt;
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!&lt;br /&gt;
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.&lt;br /&gt;
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You&#039;d have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.&lt;br /&gt;
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&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
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So my actual answer to the armor question is:&lt;br /&gt;
&lt;br /&gt;
* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I&#039;ll come back and update the guide at that point!&lt;br /&gt;
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===Gear Upgrades: Weapons===&lt;br /&gt;
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I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I&#039;ll go over the few that I think are worth looking into depending on your budget--plus flourishes and flares!&lt;br /&gt;
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&#039;&#039;&#039;No script or flourish, just basic elemental flares (especially lightning)&#039;&#039;&#039;:&lt;br /&gt;
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This is where I think you should begin if you&#039;re uncertain or just dipping your toe in the water.&lt;br /&gt;
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You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares &#039;&#039;on top&#039;&#039; of it, but that means even heavier investment.&lt;br /&gt;
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Nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later!&lt;br /&gt;
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&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; (price range: 30k to 210k bloodscrip):&lt;br /&gt;
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Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.&lt;br /&gt;
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You might hear dispel flares commonly cited as better than lightning flares in a weapon&#039;s ability slot and the best in class (unless you&#039;re using Flare Affinity for 400k bloodscrip, in which case lightning flares come roaring back). I generally agree with this and would say it&#039;s even more true that dispel is great for UC than for other weapon types due to three factors:&lt;br /&gt;
&lt;br /&gt;
# High volume of attacks&lt;br /&gt;
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount&lt;br /&gt;
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature&lt;br /&gt;
&lt;br /&gt;
There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don&#039;t affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong.&lt;br /&gt;
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All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. These aren&#039;t starter gear, but for committed and reasonably wealthy monks, and should only go onto UC gear that started with a script like Animalistic Spirit, Knockout, or Phytomorphic Weapons. (GEF can&#039;t use dispel flares.)&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn&#039;t the best since it&#039;s mainly good for knockdowns and monks are very adept at that on their own. My higher exp monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that&#039;s an extra expense.&lt;br /&gt;
&lt;br /&gt;
The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (As a caveat, though, I highly recommend against the Savage Power unlock, which isn&#039;t particularly good for any build of any profession, and the Wild Backlash unlock, which is excellent for some professions but not all that useful for monks. Animalistic Fury upgrades can be worth it &#039;&#039;if&#039;&#039; you first change the damage type.)&lt;br /&gt;
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Overall, this script has been monks&#039; top pick for years for very good reason on the strength of Revenge Flares, messaging, and being one of the only games in town. However, it&#039;s been five years since Animalistic Spirit and the creator of Animalistic Spirit, GM Avaluka, has debuted a new script called Phytomorphic Weapons that I think is even better for monks! More on that further below.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
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For unarmed combat, Energy Weapons are only available in the form of &#039;&#039;held&#039;&#039; weapons like a [[cestus]], not handwear and footwear. That&#039;s immediately anathema to some people. I&#039;d agree with them when talking about a -10 or -15 MM weapon, but I&#039;m actually not down on the -5 MM held UC weapons like others.&lt;br /&gt;
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Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.&lt;br /&gt;
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That &#039;&#039;is&#039;&#039; an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don&#039;t use it. Easy enough.&lt;br /&gt;
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The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren&#039;t very useful to monks, so I called mine a one and done.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Obscure Trivia Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you&#039;re wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon&#039;s flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?&lt;br /&gt;
&lt;br /&gt;
Well, let&#039;s say my Animalistic Spirit gloves still had their default grapple flares, which I don&#039;t value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.&lt;br /&gt;
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This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren&#039;t as favorable or you&#039;re spending currency to upgrade gloves &#039;&#039;and&#039;&#039; a cestus. Still, I stand behind it as at least an &#039;&#039;option&#039;&#039; if your stopping point is a flare and a script flare.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Greater elemental flare|Greater Elemental Flares]] script&#039;&#039;&#039; (price: 40k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
These are a gold standard of midrange weapon scripts, at least if you&#039;d consider 40k bloodscrip per item &amp;quot;midrange.&amp;quot; Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.&lt;br /&gt;
&lt;br /&gt;
GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I&#039;ve used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the &amp;quot;You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!&amp;quot; messaging.&lt;br /&gt;
&lt;br /&gt;
That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than other options such as Animalistic Spirit or Phytomorphic Weapons. Some people pick Knockout for for their handwear or footwear and a different script for the others.&lt;br /&gt;
&lt;br /&gt;
As for Skullcrusher, see everything I just said about Knockout, because Skullcrusher costs the same and is mechanically identical except that it goes into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; Animalistic Spirit or Phytomorphic if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic Weapon Shield|Phytomorphic Weapon]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Another highly customizable instant hit of a script in the vein of Animalistic Spirit and from the same creator! This one is plant-themed instead of animal-themed and you can customize it yourself via foraging plants. Arboreal Agony is the big selling point of unlockable features here, which makes creatures Disoriented so they&#039;ll have difficulty casting spells--which are one of a monk&#039;s weak points. The default damage type is disintegrate, which is also broadly useful and can have killing power.&lt;br /&gt;
&lt;br /&gt;
The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (Like with Animalistic Spirit&#039;s Wild Backlash, I&#039;ll give the caveat that Phytomorphic&#039;s Deciduous Decay is far more useful for AS-based professions than UAF-based professions like most monks. Phytomorphic Putrescence upgrades, on the other hand, don&#039;t need you to change the damage type first to get full value, which makes them either better or cheaper than Animalistic Spirit&#039;s Animalistic Fury counterpart depending on how you look at it.)&lt;br /&gt;
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RP-wise, I think there&#039;s a very real chance that people will continue to favor Animalistic Spirit going forward. Mechanically, though, I&#039;d say that Arboreal Agony not allowing enemy casters to cast is even better than Animalistic Spirit&#039;s Revenge Flares firing off when dodging physical attacks--and not needing to change the base damage type is also a big win.&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Telepathy or Transformation&#039;&#039;&#039; (price: 400k bloodcsrip):&lt;br /&gt;
&lt;br /&gt;
At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training &#039;&#039;and&#039;&#039; great enhancives, but hey, I did say this guide was for 0 exp to 54,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that&#039;s mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.&lt;br /&gt;
&lt;br /&gt;
You probably aren&#039;t even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can&#039;t stack on a single creature, so it&#039;s more valuable to have a stronger initial hit since you&#039;d be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that&#039;s a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, &#039;&#039;focused&#039;&#039; mstrikes still favor Transformation due to DoTs not stacking.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. Buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later, for example. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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If there&#039;s only one service I&#039;d recommend for a monk, it&#039;s Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)&lt;br /&gt;
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As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you&#039;re only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won&#039;t, but even a lighter hit might stun a creature--and stunning increases UC&#039;s most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Battle Standards have a few other perks, but these are the main ones making them so good for monks.&lt;br /&gt;
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Battle Standards have charges and periodically need recharging, which will cost you. I don&#039;t believe we have hard confirmation on how the charges drain, but &#039;&#039;if&#039;&#039; (if!) it&#039;s identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith (1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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The temporary healing is difficult to advise on because its value heavily depends on how much risk you take in hunting. That benefit is about knowing yourself well enough to know if you&#039;ll like it or not. Same goes for more max health; I see the value for small races roughly doubling their health, but otherwise don&#039;t consider it particularly valuable. However, opinions vary widely. As for max stamina, monks already have Mind Over Body--but, even if they didn&#039;t, you can shore up stamina far more cheaply with conventional regen enhancives than with Bloodstone Jewelry.&lt;br /&gt;
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As for everything else, the value for a monk--at least a magical monk--is like a mishmash of weaker Battle Standards and weaker Ensorcell. Bloodstone Jewelry and Ensorcell both offer stamina regeneration, which is a great in a vacuum, but Ensorcell&#039;s version of stamina regeneration is a flare chance (which is effective with frequent UC attacks) instead of a per minute effect and never requires paying again for recharging. There is something to be said for having both Bloodstone Jewelry and Ensorcell since Ensorcell usually won&#039;t restore stamina unless your health is full and Bloodstone Jewelry helps keep your health full--but, then again, just having herbs or using society abilities could also keep your health full.&lt;br /&gt;
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Extra health damage, on the other hand, is a reasonable selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it does affect every attack instead of 20% of attacks--and 1-5 damage might not sound like a lot, but when it&#039;s every attack, it does matter. On average, you&#039;ll get the Major Bleed effect after every 16.67 attacks, which is decently powerful in its own right. All that said, Bloodstone Jewelry doesn&#039;t add extra damage until its fifth and final tier, so you&#039;d probably be paying a premium to get it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Either go all the way with this service or pass on it unless someone&#039;s offering a steal. I wouldn&#039;t call this a particularly monk-oriented service unless you&#039;re a Kroderine Soul build or a small race.&lt;br /&gt;
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(Since this is alphabetically the first service I&#039;m recommending against, I&#039;ll clarify that that doesn&#039;t mean it&#039;s a bad service; even Enchant isn&#039;t particularly great for monks, as we&#039;ll see later, and that&#039;s a classic service. I&#039;m simply saying that, when you&#039;re reading a monk guide because you&#039;re making a monk, don&#039;t view this service through the lens of playing your warrior, your semi, or your Sunfist pure, who would all make better use of more of the Bloodstone Jewelry perks.)&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like most other non-gear-based profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they&#039;re already amazing at. (By contrast, casters see good benefit from things like FOF defense and the myriad bonuses to maneuver defense unless already far post-cap.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat by preventing kicks.&lt;br /&gt;
&lt;br /&gt;
Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. The biggest is that, unlike with Battle Standards, jabs don&#039;t flare with Poisoncraft. Poisons don&#039;t affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren&#039;t lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth learning at least Poisoncraft even though the other Covert Arts don&#039;t do much for monks. Recharging Poisoncraft isn&#039;t much cheaper--if any cheaper--than learning more Arts and learning them &#039;&#039;also&#039;&#039; recharges, so once you&#039;re in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves UAF (or AS if you&#039;re using a weapon) while enchanting armor improves DS.&lt;br /&gt;
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UAF offers minimal help for all the reasons described in the Unarmed Combat Primer. DS is more compelling, especially once you&#039;re hunting areas with the [[spell sever]] mechanic. Monks have the game&#039;s cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they &#039;&#039;are&#039;&#039; regularly in offensive stance. I don&#039;t go hard on improving monk DS, but it can&#039;t hurt either.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but improving it doesn&#039;t matter much otherwise.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling armor improves CvA and enemy spells are a weak point, so I&#039;d say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling adds much more gear difficulty than sanctifying. (For much more on the intricacies of gear difficulty and order of operations for upgrading gear, see [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|my service guide]]! For our purposes here, though, basically just know that tiers 2-5 of Ensorcell should usually be done after finishing the enchanting and sanctifying you want. The order of enchanting and sanctifying doesn&#039;t matter much, though.)&lt;br /&gt;
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For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.&lt;br /&gt;
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I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy. You already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul, but only after finished with enchanting and sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible for almost everybody. They improve virtually every offensive and defensive aspect of combat, which is like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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...but monks aren&#039;t most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.&lt;br /&gt;
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Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you&#039;re probably firing off a lot of those. On the bright side, since Lucky Items&#039; charges drain depending on the amount of time spent in combat, that aspect does pair well with monks&#039; high volume of attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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If this were any other profession, I&#039;d be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they&#039;re tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you&#039;re a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I&#039;d recommend your silvers go elsewhere first--but only &amp;quot;first.&amp;quot; Luck is powerful and you should get it eventually, just not as a high priority. I&#039;d take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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Despite Mystic Tattooing being a monk&#039;s own ability, it&#039;s not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won&#039;t consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include:&lt;br /&gt;
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* Strength to decrease encumbrance, especially for small races&lt;br /&gt;
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to slightly improve defense against spiritual magic&lt;br /&gt;
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Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can&#039;t go further than &amp;quot;arguably&amp;quot; since the others will have more impact when they &#039;&#039;do&#039;&#039; have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would.&lt;br /&gt;
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Mystic Tattoos are slated for a future upgrade. The current proposal includes adding a skill bonus up to +10, flares to double the stat and skill bonuses for a short duration, an activated ability with a cooldown to double the stat and skill bonuses for a short duration, and ignoring enhancive limits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Until the future update, I&#039;d only tattoo yourself in your spare time when you can&#039;t find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins&#039; Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there&#039;s &#039;&#039;some&#039;&#039; merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you&#039;d have to know you&#039;ll be running into that damage type consistently for a while.&lt;br /&gt;
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On an obscure note, nature resistance is unique to ranger trinkets. Monks can&#039;t meditate against it and even the Ascension system can&#039;t train to defend against it. However, an extremely small number of creatures use nature damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.&lt;br /&gt;
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The first five tiers of Sanctify have dubious value for UC gear (unless you&#039;re buying the first tier specifically because of the Kai&#039;s Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you&#039;re willing to pay for the first five tiers&#039; minimal value just to get to holy fire.&lt;br /&gt;
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Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it&#039;ll only trigger for certain combat maneuvers or when the undead hit you.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get the first five tiers on your robes unless you&#039;re absolutely certain you&#039;ll never have interest in hunting high-level undead. Holy fire isn&#039;t a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don&#039;t bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify).&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
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Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It&#039;s still marginally useful for good positioning (very specifically good positioning). Crit padding is more broadly useful. Either way, neither is useful enough to justify paying warriors unless they&#039;re charging less than the automated WPS smithy that comes around every couple of months. (They probably aren&#039;t!) Use that instead to bring your robes up to speed.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn&#039;t terribly desirable for most players, monks or otherwise.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I&#039;d say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Battle Standard up to P3 as soon as possible&lt;br /&gt;
* Enchant armor up to +30 relatively quickly&lt;br /&gt;
* Ensorcell UC gear to T1 relatively quickly&lt;br /&gt;
* Battle Standard up to P5 relatively quickly&lt;br /&gt;
* Either Sanctify UC gear all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Sanctify armor unless very rarely hunting undead&lt;br /&gt;
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Slowly enchant UC gear over time&lt;br /&gt;
* Padding to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Slowly Ensorcell armor over time&lt;br /&gt;
* Weighting to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge&lt;br /&gt;
* Bloodstone Jewelry if you want it&lt;br /&gt;
* Slowly enchant armor past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell UC gear past T1 over time, if ever&lt;br /&gt;
* Mystic Tattoo only if you can&#039;t sell yours, but selling it is preferable to fund all of the above&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
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Congratulations, you&#039;ve got a cap and a half worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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Since it&#039;s not relevant to the large majority of players, I&#039;ve only vaguely talked about monks&#039; advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they&#039;re &amp;quot;done enough&amp;quot; with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements.&lt;br /&gt;
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Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.&lt;br /&gt;
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I did say this guide was for magical monks from 0 to 54,000,000 experience, so what should you do with Ascension Training Points (ATPs)?&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race.&lt;br /&gt;
* &#039;&#039;&#039;Brawling&#039;&#039;&#039;: +2 UAF per rank. I&#039;m not going to knock UAF this time because, once we&#039;re talking Ascension, we&#039;re talking marginal gains almost no matter what you do. Get it if you like numbers going up!&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Increased maneuver defense every two ranks, but half as much increase as Agility. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race. For the weapon route, specifically, Dexterity also adds crit weighting.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: +0.75 DS (in offensive) per rank and a tiny extra chance of outright evading for more Spin Kicks.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction by 2 pounds per rank. &#039;&#039;Now&#039;&#039; I&#039;ll knock UAF again! If we&#039;re in the realm of diminishing returns from exp anyway, then Porter is a reasonable low-hanging fruit option for races with lower carrying capacity.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: If you&#039;re firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body and Ensorcell no longer enough. If that&#039;s you, you&#039;ll know when to train this--or just buy stamina regen enhancives and Bloodstone Jewelry.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks.&lt;br /&gt;
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During earlier versions of this guide, I was also open to Aura, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let&#039;s finally delve into the Elite skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is Monks&#039; Everything&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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There&#039;s a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones potentially relevant to (magical) monks in green:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Automatic Success of Certain Spells&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;UC - Tier Up Probability&amp;lt;/font&amp;gt;&lt;br /&gt;
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As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I&#039;d argue that usually it&#039;s at or near the top end of value &#039;&#039;in&#039;&#039; that application:&lt;br /&gt;
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* Improving UC tier ups is, naturally, at its best for the profession most built around UC.&lt;br /&gt;
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy&#039;s EBP means improving MM, which is a UC monk&#039;s most important offensive combat number.&lt;br /&gt;
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don&#039;t use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here.&lt;br /&gt;
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn&#039;t go so far to say it&#039;s at its best here, which I think goes to pures who become capable of warding off spells from (some) &#039;&#039;pure&#039;&#039;-style Ascension creatures, but it&#039;s a pretty narrow win.&lt;br /&gt;
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln.&lt;br /&gt;
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks.&lt;br /&gt;
* Improving ambush defense is a benefit I place almost no value on for any profession and build &#039;&#039;except&#039;&#039; magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don&#039;t have 105 or more Transformation lore, so defense is valuable.&lt;br /&gt;
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(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do &#039;&#039;have&#039;&#039; the occasional spots of value. The auto-success spell benefits don&#039;t do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.)&lt;br /&gt;
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Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can!&lt;br /&gt;
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Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I&#039;d also argue that there&#039;s less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds.&lt;br /&gt;
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As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they&#039;re both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn&#039;t have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more &#039;&#039;total&#039;&#039; Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she&#039;s only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn&#039;t need to work for at all because monks have Perfect Self and Burst of Swiftness.&lt;br /&gt;
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Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They&#039;re simply the most exp-efficient profession in the game.&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
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* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
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The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and you want them to hit more reliably.&lt;br /&gt;
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&#039;&#039;&#039;Bold Brawler&#039;&#039;&#039;&lt;br /&gt;
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 Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
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A self-explanatory staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy!&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
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Pretty good reactive damage that comes at full power out of the gate. Needing an SMR check does slightly hinder its efficiency against overleveled creatures, but that&#039;s offset by the fact that it can go after multiple targets to hit at least one of them. Importantly, note that &amp;quot;a rank 2+ critical strike&amp;quot; refers to a rank 2 critical &#039;&#039;based on a crit table,&#039;&#039; not a rank 2 wound. Usually a rank 2 critical only creates a rank 1 wound; for example, rank 2 [[Slash_critical_table|slash crits]] are always rank 1 wounds unless they hit an eye. In other words, even very light hits can get this going, but just not the absolute lightest hits.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
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 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
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Reasonable if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to monks&#039; combination of inexpensive Harness Power costs, not much to spend that mana on, not being in full plate like warriors (and so valuing the DS more), and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don&#039;t know any of those other than my own).&lt;br /&gt;
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&#039;&#039;&#039;Ether Flux&#039;&#039;&#039;&lt;br /&gt;
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 When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
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(For clarity, it can occur once &#039;&#039;per creature&#039;&#039; per minute. You can basically consider it once per creature, period. For even more clarity, Ether Flux itself isn&#039;t a flare &#039;&#039;chance&#039;&#039;; it&#039;s described as a flare because it deals a random amount of disruption damage, but it always triggers once you meet the condition.)&lt;br /&gt;
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Ether Flux has no tiers and comes at full power immediately, which is definitely nice and it&#039;s a very good perk &#039;&#039;if&#039;&#039; you can get it going! ...but can you? Even though monks don&#039;t innately deal elemental damage, it still might be easier than you think.&lt;br /&gt;
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Some options for elemental flares include conventional ability slot flares, Battle Standards of applicable Arkati or spirits, certain Gemstone properties like Blood Boil or Infusion or Thorns, holy fire or holy water when hunting undead, or script flares of elemental types. That&#039;s already up to seven sources of elemental flares and I&#039;m not describing anything too wildly out of the way or anything that&#039;s very expensive by post-cap standards. The most expensive of those would be buying flare type changes for Animalistic Spirit or Phytomorphic Weapons.&lt;br /&gt;
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Whether you&#039;re mstriking or using Fury, monks fire off a lot of attacks, so with a decent base of varied flare types, the odds can stack up to force a lot of Ether Flux triggers through! However, if you don&#039;t have that decent base, I wouldn&#039;t go out of my way working up to it just because you find an Ether Flux. This is a very solid B or maybe B+ common, but it&#039;s no Bold Brawler, Flare Resonance, Stamina Prism, or Storm of Rage.&lt;br /&gt;
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&#039;&#039;&#039;Flare Resonance&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
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Assuming you have flares on your handwear and your footwear (and if you don&#039;t, then you should!), this is another staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries.&lt;br /&gt;
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[[Flare Affinity]] basically supercharges your flares to hit substantially harder--and, for that matter, more often! Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. (If you &#039;&#039;are&#039;&#039; someone who already has the Flare Affinity flourish, you wouldn&#039;t want this property since they don&#039;t stack.) The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk&#039;s handwear &#039;&#039;and&#039;&#039; footwear would cost 800k bloodscrip.&lt;br /&gt;
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In short, get more flares and make them spend less time poking and more time killing. &lt;br /&gt;
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&#039;&#039;&#039;Force of Will&#039;&#039;&#039;&lt;br /&gt;
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 You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
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This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! Alternatively, if you find it on a Gemstone with at least one other property that&#039;s good for somebody else but isn&#039;t good for you, you can try to sell it for a good chunk of silver since solo hunters of almost every profession like Force of Will for general purposes. (The exceptions are bards, who can already get rid of almost all of these conditions with their own [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]], and maybe clerics, who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die.)&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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The UAF boost is fairly immaterial for all the reasons you know by now about UAF, but the maneuver boost makes for an acceptable placeholder for most monks to use while looking for better Gemstones in the long run. That said, I wouldn&#039;t recommend upgrading it except possibly on a monk who makes very heavy use of extremely endroll-dependent attacks like Spin Kick or Bearhug.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
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 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
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Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
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 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
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This might be the highest ceiling Gemstone property of all for monks. It&#039;s easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don&#039;t run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they&#039;re off cooldown and Ki Focus when the mstrikes &#039;&#039;are&#039;&#039; on cooldown, thus basically only using stamina for the latter. However, if you started stacking on enhancives, Ascension, and Stamina Prism to start recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and &#039;&#039;still&#039;&#039; not run out of stamina.&lt;br /&gt;
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In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits, but you can be even more of a whirlwind in battle if you build for it!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
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If you&#039;ll battle just about any creature in your preferred hunting ground and it&#039;s a fairly swarmy place, this is an extraordinary property since you&#039;ll have the boost going constantly. UC monks or weapon monks will both love this property! Even if you&#039;re picky about which creatures you battle or if you hunt a slower area, it&#039;s still excellent. The only other thing is to consider is that it&#039;s a top tier common for virtually every build of virtually every profession--any weapon user, any UC build, any magical bolter--and so people are likely to pay very well for it if you&#039;d rather have the silvers!&lt;br /&gt;
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&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
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Mini Storm of Rage, except you always have the boost even if you&#039;re in the slowest of areas or if you&#039;re selectively hunting a single creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you&#039;ll almost definitely have at least one of those.&lt;br /&gt;
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&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
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 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
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If you&#039;re using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn&#039;t.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
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Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death. Don&#039;t use this if you go the Kroderine Soul route.&lt;br /&gt;
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&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
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A high quality Gemstone property for almost every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky; they can&#039;t outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened. A possibly bigger obstacle is that Blood Boil, of course, only works on creatures with blood! That won&#039;t be an obstacle in most hunting grounds, but if you try to exclusively hunt undead who have no blood (most undead by far don&#039;t; a few do), this wouldn&#039;t be the property for you.&lt;br /&gt;
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&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
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 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
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Despite having some anti-synergy with Spin Kick, it&#039;s very hard to ignore the value of a universal 5% chance to avoid and (to an extent) counter AS attacks. All else being equal, it &#039;&#039;is&#039;&#039; better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!)&lt;br /&gt;
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&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
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Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you&#039;re one of the rare monks who uses CS spells in combat.&lt;br /&gt;
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&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
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 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
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Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that&#039;s exactly what I&#039;d recommend, but they&#039;re mutually exclusive.)&lt;br /&gt;
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&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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Journeyman Tactician, but twice as good. Like its common counterpart, the UAF boost isn&#039;t noteworthy for a UC monk (it is good for a weapon monk, though!), but if you make heavy use of SMR attacks, I think it can be a reasonable long-term property for you. If not, I&#039;d either sell it to someone willing to pay top silvers or reroll until you get a better rare property.&lt;br /&gt;
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&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
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If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That&#039;s an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you&#039;re looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I&#039;ll cover shortly, you might consider working your entire build around it...&lt;br /&gt;
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&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
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 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
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A reasonable option for lighter races. It&#039;s not necessarily going to help with the newer and bigger boxes of 2026 on, but can help with the lower end loot like solid moonstone cubes or wands that add up when you&#039;re tiny. Definitely not a flashy property, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS, and this is a solution to at least part of that!&lt;br /&gt;
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&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
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From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
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&#039;&#039;&#039;Thirst for Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
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Twice as strong as its already very powerful common counterpart, Taste of Brutality... or is it? The common version&#039;s 5% penalty when taking hits is negligible, but a 10% penalty isn&#039;t as easily dismissed. Still,  the increased DF is fantastic, so I&#039;d say you should consider your options with this one. If you have high redux &#039;&#039;and&#039;&#039; high Transformation lore, get it, love it, and upgrade it all the way. If you only have one of those, then you could simply treat it like Taste of Brutality by leaving it un-upgraded. 6% on both ends with no upgrades is comparable to the fully upgraded Taste of Brutality&#039;s 5%, after all, and nothing says you have to upgrade it at any point, never mind right away.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
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 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
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Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It&#039;s actually difficult to even sell you on this because it&#039;s so straightforward that I shouldn&#039;t have to. It&#039;s a 10% double attack chance on every attack!&lt;br /&gt;
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If you&#039;re playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that&#039;s also solid for monks and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
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&#039;&#039;&#039;Mystic Impulse&#039;&#039;&#039;&lt;br /&gt;
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 After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
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Hear me out. This is a very, very specific niche, but it&#039;s incredible within that niche, which is that you&#039;re a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise.&lt;br /&gt;
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If all of that&#039;s true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you&#039;ll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them.&lt;br /&gt;
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&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
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If you&#039;re running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you &#039;&#039;aren&#039;t&#039;&#039; running the Serendipitous Hex build, then I&#039;d honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.&lt;br /&gt;
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Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power&#039;s effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that&#039;s with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)&lt;br /&gt;
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&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
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 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
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Great general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!&lt;br /&gt;
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&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;&lt;br /&gt;
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 You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.&lt;br /&gt;
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The AS/UAF boost is, as always, borderline immaterial unless you&#039;re a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy that works well with the free jabs in your mstrikes! Unlike traditional dispel flares, these are post-resolution, so they&#039;re slightly less reliable. However, UC monks tend to have no trouble making their attacks land.&lt;br /&gt;
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====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
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By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here are some hypothetical ideal layouts!&lt;br /&gt;
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Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Traditional Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# &#039;&#039;(Blood Boil)&#039;&#039; (rare 2 of 3)&lt;br /&gt;
# &#039;&#039;(Thirst for Brutality)&#039;&#039; (rare 3 of 3)&lt;br /&gt;
# Force of Will (common 5 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 6 of 7)&lt;br /&gt;
# Journeyman Tactician if using Thirst for Brutality, otherwise Taste of Brutality (common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
Blood Boil and Thirst of Brutality are parenthetical and italicized because they&#039;re slightly conditional picks. For general purposes, that&#039;s what I&#039;d go with, but specific hunting ground choices or even gear can change everything. Blood Boil might be useless if you primarily hunt undead without blood. Tethered Strike, not listed, might be superior to either Blood Boil or Thirst of Brutality if you regularly hunt evasive creatures. Anointed Defender, also not listed, could be the way to go if you&#039;ve managed your gear and training in such a way that the TD boost can push you just out of range of dangerous CS attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Very Magic-Heavy Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# &#039;&#039;(Serendipitous Hex)&#039;&#039; (rare 1 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Greater Arcane Intensity (rare 3 of 3)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# Arcane Intensity (common 5 of 7)&lt;br /&gt;
# Taste of Brutality (common 6 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
This has enough overlap that you might think they&#039;re the same picture, but the subtle differences add up to large ones. This Gemstone setup assumes a high CS monk, then Greater Arcane Intensity and Arcane Intensity push CS even higher. That means that Vertigo and Mindwipe land more consistently, which means that creatures are disabled more often, which means Force of Will shouldn&#039;t be as necessary. It also means that your MM will be higher, which means I wouldn&#039;t even think about Journeyman Tactician. Conversely, Taste of Brutality claims a solid place because its rare counterpart has been traded off to secure Greater Arcane Intensity and maybe Serendipitous Hex.&lt;br /&gt;
&lt;br /&gt;
Speaking of Serendipitous Hex, even though I ranked it highly, it gets the parenthetical italics treatment because I only recommend it if you&#039;re regularly casting Web! It doesn&#039;t trigger with Vertigo or Mindwipe, so if those are your go-tos, then bring in some other top end rare like Blood Boil, Tethered Strike, or Thirst for Brutality. (Unlike the traditional monk, the magic-heavy monk doesn&#039;t risk as much from the double DF hit of using Taste and Thirst simultaneously because their more consistent disablers will keep enemies contained. Still, just in case of the worst, &#039;&#039;definitely&#039;&#039; use Ephemera&#039;s Extension over Ether Flux if you go the double Brutality route!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we draw close to the end, I&#039;ll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Magic After Dark===&lt;br /&gt;
&lt;br /&gt;
...wait, I can&#039;t write about that on the wiki! Moving on.&lt;br /&gt;
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&lt;br /&gt;
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===Trade Secrets of the Sneaky Monk Merchants===&lt;br /&gt;
&lt;br /&gt;
I&#039;m one of the bigger advocates of training [[Trading]] in the GS community, but even more so for monks than others!&lt;br /&gt;
&lt;br /&gt;
Monks have easier and more universal means to make more silvers per item sold than any other profession--and they can do it almost anywhere in Elanthia.&lt;br /&gt;
&lt;br /&gt;
Except for [[Mist Harbor]] and [[Kraken&#039;s Fall]], every town&#039;s NPC shops will pay +5% extra silver to at least one race when players sell. ([[Trading#Trading_chart|See the chart of favored races here!]])&lt;br /&gt;
&lt;br /&gt;
Monks have a &#039;&#039;&#039;secret weapon&#039;&#039;&#039; in the profit war: &#039;&#039;&#039;[[Shroud of Deception (1212)|Shroud of Deception]]&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Even monks who live in a geographic region where their race can&#039;t get a bonus can configure their Shroud profile to appear as another race and get the bonus anyway! It&#039;s that easy!&lt;br /&gt;
&lt;br /&gt;
But wait, it gets better! Monks also have &#039;&#039;[[Glamour (1205)|Glamour]]&#039;&#039;&#039;, which gives an enhancive boost of 20 Trading ranks or 50 Trading skill, whichever is lower. (50 Trading skill will be lower before you have 20 Trading ranks on your own.)&lt;br /&gt;
&lt;br /&gt;
What does Trading do, though?&lt;br /&gt;
&lt;br /&gt;
You get an extra 1% silver for every combined 12 bonus between Influence and Trading bonus. That&#039;s &#039;&#039;bonus&#039;&#039;, not ranks! So, for example, if you had 44 Trading ranks, which is 144 Trading bonus, you&#039;d make 12% more silver for selling items than if you had 0 Trading ranks. Shroud of Deception takes that 12% to 17%, then Glamour takes that 17% to 18%--and, actually, 8/12ths of the way to 19%. If you took my advice and set Influence high from the start, Influence will also get you to 19% if not 20%!&lt;br /&gt;
&lt;br /&gt;
This is a big part of how Sariara made 2,509,473 million silver within a week of existing. By now she&#039;s existed for four weeks and a day and is up to 23,108,060 silver, only 1,500,000 of which came from selling a Mystic Tattoo.&lt;br /&gt;
&lt;br /&gt;
Some general tips on early silvers:&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t hunt overcrowded Landing areas, but find the rich lower level creatures. There are plenty of them because characters don&#039;t stay low level for long, so hunting pressure is low. (For more on hunting pressure, see the [[treasure system]] page and [[Treasure_system/saved_posts|saved posts subpage]].)&lt;br /&gt;
* Take advantage of Glamour and Shroud of Deception to get a percentage boost to these rich creatures&#039; already valuable loot. Reap the reward of being a monk!&lt;br /&gt;
* Between level 0 and 19, when skills migrate near instantly, max out Trading every time you&#039;re about to sell things.&lt;br /&gt;
* Between level 0 and 19, push First Aid and Survival up when you&#039;re out hunting so you can get value from skinning. Unlearn them afterward so you can...&lt;br /&gt;
* Between level 5 and 19, learn Glamour and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* Between level 12 and 19, learn Shroud of Deception and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* For your final level 19.9 build, as you&#039;re forced to commit to your skills, have at least 20 ranks of Trading and know at least your first 12 Minor Mental spells.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I did. I got to see delightful lines in my SKILL command like:&lt;br /&gt;
&lt;br /&gt;
 You started this migration period on Saturday, 5/25/2024 at 01:55:18 EDT.  You have 4 days, 20 hours, 8 minutes remaining in your current 30 day migration period.&lt;br /&gt;
 &lt;br /&gt;
 You&#039;re currently migrating at a rate of .001 skill points per pulse, and &#039;&#039;&#039;have converted 25580.00 training points this migration period.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t go to this extreme, though, monks are the game&#039;s best at selling to NPC merchants. At the low end, monks skyrocket toward high sales value. At the high end in the post-cap world, monks reach the maximum sale bonus in almost every town.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;quot;Maximum sale bonus&amp;quot; is 28% from Trading and Influence plus another 5% from race bonus. To be clear, the max bonus is 33%, but only sort of; the two bonuses are treated separately. For example, if you&#039;re an elf monk selling in Solhaven (no bonus), you can&#039;t just pump your Trading and Influence so high that you&#039;d make 33% from that alone; it&#039;s capped at 28% and the other 5% &#039;&#039;has to&#039;&#039; come from Shroud of Deception.&lt;br /&gt;
&lt;br /&gt;
My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===When Robes Aren&#039;t Robes: Alterations===&lt;br /&gt;
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For simplicity, I&#039;ve been talking about &amp;quot;robes&amp;quot; throughout this guide because that&#039;s the conventional name for that [[armor]] type.&lt;br /&gt;
&lt;br /&gt;
However, robes don&#039;t have to remain robes at all; they have the same leeway for alterations as other chest-worn clothing! Here are examples of post-alteration &amp;quot;robes&amp;quot; that my various characters (monks or otherwise) have worn or that I plan to create:&lt;br /&gt;
&lt;br /&gt;
* An airy white starsilk sundress sporting an asymmetrical knee-length skirt&lt;br /&gt;
* A sleeveless lily white tunic with a jet black silk sash&lt;br /&gt;
* A knee-length midnight blue silk dress aglisten with a constellation of stars&lt;br /&gt;
* A sleeveless white tunic splashed with an autumn-hued music motif&lt;br /&gt;
* A sleeveless white starsilk tunic spangled with sunset orange musical notes&lt;br /&gt;
* A midnight black silk tunic marked with a silver eight-pointed star&lt;br /&gt;
* A sleeveless sunlight gold tunic accented by bright white edges&lt;br /&gt;
* A royal purple starsilk tunic featuring an embroidered silver rose&lt;br /&gt;
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits)&lt;br /&gt;
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola)&lt;br /&gt;
* A thigh-slit scarlet starsilk dress accented by ivory edges&lt;br /&gt;
* A sleeveless white kimono featuring golden star embroidery&lt;br /&gt;
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves&lt;br /&gt;
* A sleeveless gold feather-patterned tunic tied at the waist&lt;br /&gt;
&lt;br /&gt;
Mine are mostly feminine designs, but even for a masculine character, you can turn your robes into shirts, vests, jackets, and more. Get your creativity on!&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Likewise, unarmed combat footwear isn&#039;t limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Hunting Partner Tactics and Synergy===&lt;br /&gt;
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Who do monks team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
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* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer that&#039;s enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies&#039; UDF. In turn, warriors love monks&#039; Mind Over Body stamina cost reduction, the best group buff they can get other than bards&#039; [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day).&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don&#039;t necessarily mind being targeted more often since it offers more Spin Kick opportunities.&lt;br /&gt;
* &#039;&#039;&#039;A monk duo&#039;&#039;&#039; can keep up both Mind Over Body and Focus Barrier, but otherwise doesn&#039;t have any particular synergy.&lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don&#039;t have as much redux as warriors and rogues nor as much DS as them, so a boost can really help.&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don&#039;t offer much to rangers otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; can make a monk&#039;s attacks even faster, at least for now, since Song of Tonis is the game&#039;s best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they&#039;re already pretty durable as casters go. Monks simply being present as an additional target to split up enemies&#039; attacks is helpful to wizards and all casters.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks&#039; Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath&#039;s [[Mass Interference (217)|Mass Interference]] setting up a monk&#039;s Vertigo isn&#039;t the worst idea I&#039;ve ever had, but it&#039;s not an amazing one either. &lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it&#039;s still there when needed. Having a hunting partner&#039;s extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn&#039;t help monks as most other professions&#039; disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward.&lt;br /&gt;
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Nearly regardless of team composition, your monk training &#039;&#039;&#039;Coup de Grace&#039;&#039;&#039; and &#039;&#039;&#039;Side by Side&#039;&#039;&#039; (which also requires two ranks of &#039;&#039;&#039;Combat Movement&#039;&#039;&#039;) can be helpful to groups.&lt;br /&gt;
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===The Weapon-Wielding Melee Monk===&lt;br /&gt;
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Let&#039;s talk more about Martial Mastery, the level 0 feat. Although monks have access, it was primarily invented for warriors and rogues as an alternative to learning [[Elemental Targeting (425)|Elemental Targeting]], a Minor Elemental spell that increases AS.&lt;br /&gt;
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Far enough post-cap, magical warriors or magical rogues have the same AS ceiling as their non-magical counterparts. (Their non-magical counterparts do get there millions of experience points sooner while the magical ones have more DS and TD, but that&#039;s outside the scope of this guide...) Monks, on the other hand, don&#039;t have Elemental Targeting, so a monk maximizing Martial Mastery can have up to 50 more AS and UAF than a monk &#039;&#039;not&#039;&#039; maximizing it! Of course, UAF doesn&#039;t matter nearly as much as AS and the entire monk profession is built around unarmed combat. So I ask:&lt;br /&gt;
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Is there merit to a weapon-wielding, AS-based monk?&lt;br /&gt;
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Before I explore it, I&#039;ll repeat that I think people should make whatever kind of character they find fun and that I personally like wacky builds. However, I&#039;m not convinced that a melee monk even &#039;&#039;is&#039;&#039; a wacky build. When people consider making a melee-only character who isn&#039;t stealth-based, a warrior is probably their first thought, but let&#039;s seriously compare these options.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Training Cost Factor&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;ll use my (first) monk and warrior for the sake of illustration since they&#039;re both elves. At level 50, my warrior had a total pool of 2568 PTPs and 2242 MTPs while my monk had a total pool of 2319 PTPs and 2259 MTPs. You might think the warrior is hugely ahead, but no, not at all. I could show you paragraphs upon paragraphs of math I wrote, but let&#039;s just cut to the chase.&lt;br /&gt;
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Let&#039;s say my monk and warrior had both done dual katar builds that shared nearly identical core training. 2x Brawling, 2x Edged Weapons, 1x Thrown Weapons (to buff up Martial Mastery), 2x Two Weapon Combat, 2x Combat Maneuvers, 2x Physical Fitness, 50 Multi-Opponent Combat, and 1x Perception were all in common.&lt;br /&gt;
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From there, my warrior took 70 Armor Use to get metal breastplate, then trained as many Dodging ranks as possible with her remaining points. My monk learned Iron Skin, took 30 Transformation to buff up Iron Skin, and took 10 Harness Power, then trained as many Dodging ranks as possible with her remaining points. Their skills would be identical in most ways, but here&#039;s where they&#039;d differ:&lt;br /&gt;
&lt;br /&gt;
* Monk in robes that act like chain mail: 153 ranks of Dodging and 102 MTPs spare&lt;br /&gt;
* Warrior in metal breastplate: 109 ranks of Dodging and 21 MTPs spare&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to claim that my monk would basically just be better; there are too many factors to say that. Warriors have their guild skills. Monks have Perfect Self. Warriors have a higher parry chance because of [[Combat Mastery|their level 40 feat]]. Monks have a higher evade chance because of &#039;&#039;their&#039;&#039; level 40 feat. Warriors have [[Whirling Dervish]]. Monks have more DS, at least at this stage of the game. Warriors have [[Weapon Specialization]]. Monks have Burst of Swiftness. Warriors have [[Weapon Bonding]].&lt;br /&gt;
&lt;br /&gt;
My point is that a melee monk is even &#039;&#039;comparable&#039;&#039;--better in some ways and worse in others--to a warrior with the exact same build despite ignoring so much of what the monk skillset is tailored toward.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Mental Acuity Possibility&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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What if you learned Mental Acuity even without Kroderine Soul? My above training cost example illustrated my monk stopping at two Minor Mental spells for Iron Skin, but another alternative (though this would be during later levels) would be taking Mental Acuity to retain access to the first 20 Minor Mental spells and still even allowing room for Spirit Warding I and Spirit Defense. (If you were okay with Martial Mastery capping out at +45 AS instead of 50, you could even learn Spirit Warding II!)&lt;br /&gt;
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The hypothetical Martial Mastery and Mental Acuity monk has almost the same AS as a Martial Mastery warrior, but her spells would pull her far ahead in DS while keeping all the silver selling benefits of Glamour and Shroud of Deception, plus saving tons of stamina via Mind Over Body. The tradeoff is making spelling up more of a hassle, but that might be worth the payoff of having a light armored warrior-like character whose combat maneuvers and weapon techniques have 35% stamina cost reduction!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Doubly Perfect Self&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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As great as Perfect Self is for unarmed combat, it&#039;s arguably even better for a melee monk. For UC purposes, it&#039;s mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you&#039;re getting AS--more useful than UAF--and RT reduction for &#039;&#039;two&#039;&#039; types of assault techniques: Brawling&#039;s Fury and Edged Weapons&#039; Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don&#039;t sweat it as much due to Mind Over Body.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specializations and Katars&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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The Grapple, Kick, and Punch Specialization bonuses for their respective techniques &#039;&#039;do&#039;&#039; still apply even if you&#039;re using a brawling weapon instead of unarmed combat!&lt;br /&gt;
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Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.&lt;br /&gt;
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Ironically, if there&#039;s anywhere that I even sort of like Punch Specialization-powered Clash, it&#039;s on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash &#039;&#039;with&#039;&#039; Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you&#039;re regularly hunting things like bandits, pirates, warcamps, or areas that swarm.&lt;br /&gt;
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Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I&#039;d make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It&#039;s also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk&#039;s stamina cost reduction from Mind Over Body.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it&#039;s a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I&#039;d bring it up.&lt;br /&gt;
&lt;br /&gt;
Instead, after considering all the math and angles I did while writing this, it&#039;s made such a strong case for a bizarrely appealing build that I&#039;ve talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind&#039;s swirling and it seems clear that the melee monk is a very, very real idea that&#039;s gone unexplored because it&#039;s not an intuitive or obvious idea from a glance over the monk skillset.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infrequently Asked (or Imagined) Questions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-faq&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-faq&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This final section covers any random topics that people have asked me or that I can &#039;&#039;imagine&#039;&#039; them asking me if I feel that they&#039;re worth answering in this guide, but not worth a full tip or sidebar of their own.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things actually asked are red.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Things I imagine people should ask are pink.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things that are both red and pink come from comments I got that&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;weren&#039;t originally questions, but I&#039;ve reframed them into questions because they&#039;re worth discussing.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Does enchanting UC handwear and footwear help with DS?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Why do you rank half-krolvin monks so low?&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Flimbo&#039;s Guide and the [[Comprehensive Monk Guide]] really like them!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s guide likes half-krolvin monks because Perfect Self normalizes their Logic penalty and they have &amp;quot;solid physical stats with which to punch things quite well.&amp;quot; I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even kind of agree that if you&#039;re set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I&#039;d rather have a race without a Logic penalty to begin with! Exp-wise, that Logic penalty is less important than it used to be if you&#039;re paying for Temple of Lumnis donations or Fash&#039;lo&#039;nae&#039;s Tutelage, but it&#039;s still a penalty. The impact on Vertigo and Mindwipe also isn&#039;t negligible. (This is, after all, the Autumnwinds&#039; &#039;&#039;magical&#039;&#039; monk guide, not the Kroderine Soul monk guide.)&lt;br /&gt;
&lt;br /&gt;
Another point I agree with Flimbo on is that half-krolvin have solid physical stats with which to &#039;&#039;punch&#039;&#039; things quite well. However, I&#039;d rather have a faster Agidex race who has solid physical stats with which to also &#039;&#039;kick&#039;&#039; things quite well, meaning minimum RT for mstrike kick!&lt;br /&gt;
&lt;br /&gt;
The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn&#039;t matter! (Okay, fine, &#039;&#039;technically&#039;&#039; the math says UAF matters... fractionally.)&lt;br /&gt;
&lt;br /&gt;
Cold damage protection has some appeal if you&#039;re specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that?&lt;br /&gt;
&lt;br /&gt;
The Hinterwilds &#039;&#039;are&#039;&#039; a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you&#039;ve exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you&#039;ll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk.&lt;br /&gt;
&lt;br /&gt;
Like I said, any race can do well as a monk. I&#039;m not down on half-krolvin, exactly, but I&#039;d rather truly excel at &#039;&#039;something&#039;&#039; than be a generalist. Play a half-krolvin if you like their excellent verbs, though!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Should I train Ambush?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The short answer is no. Now for the long, fun answer!&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but back then, players had no visibility into the aiming formula. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you &#039;&#039;did,&#039;&#039; it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.&lt;br /&gt;
&lt;br /&gt;
In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:&lt;br /&gt;
&lt;br /&gt;
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)&lt;br /&gt;
* Knocking creatures down helps (I don&#039;t remember if we&#039;d known this or not)&lt;br /&gt;
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but we underestimated how much)&lt;br /&gt;
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Intuition Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you&#039;ve tanked Intuition instead of Discipline, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even &#039;&#039;standing&#039;&#039; foes. Of course, they need Acrobat&#039;s Leap for that.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let&#039;s use that in an example.&lt;br /&gt;
&lt;br /&gt;
With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you&#039;d have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let&#039;s say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.&lt;br /&gt;
&lt;br /&gt;
Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let&#039;s say everything had reached 91%, 86%, and 83%. Even that&#039;s not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you&#039;d need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that&#039;s +17 DS in offensive stance) at 3x costs!&lt;br /&gt;
&lt;br /&gt;
What if you eased back to the old 24 Ambush mark? Then you&#039;d need 148 Combat Maneuvers. Perfect Self has kicked in, so let&#039;s call it 144 Combat Maneuvers needed. Even that&#039;s already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)&lt;br /&gt;
&lt;br /&gt;
In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you &#039;&#039;can&#039;&#039; reach max or near-max success rates with some Ambush, but not &#039;&#039;so&#039;&#039; high that you reach max or near-max success rates even without Ambush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But even then,&#039;&#039; we&#039;re only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your &#039;&#039;unaimed&#039;&#039; attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head!&lt;br /&gt;
&lt;br /&gt;
Like PSM3&#039;s wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I&#039;ve made my choice: forget Ambush and play to my strengths.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The TL;DR Recap: Making Cookie Cutter Monks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-cookiecutter&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Low on time or thought processing power and just want a cookie cutter build you don&#039;t need to put much thought into? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-cookiecutter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(...by my wacky definition of &amp;quot;cookie cutter.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leafi, I love you and all, but I expanded every section, noticed my scroll bar is tiny, noticed your guide is crazy long, and ain&#039;t nobody got time for that. Please tl;dr this nonsense?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Okay, okay, I hear you.&lt;br /&gt;
&lt;br /&gt;
Some of you never wanted the Leafiara treatment where we seek to become real life monks with advanced spiritual and mental understanding by thoroughly exploring the unfathomable mysteries of reality and transcendent metareality (like math and logic).&lt;br /&gt;
&lt;br /&gt;
Some of you instead wanted the Saraphenia treatment where I tell you how to have a functional build that lets you have mechanical fun in an online text-based multiplayer video game and then you embark on your journey.&lt;br /&gt;
&lt;br /&gt;
So I included this section for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Race&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aelotoi, burghal gnomes, dark elves, elves, forest gnomes, half-elves, halflings, and sylvankind are all basically the same power for monks. Faster is better, but more encumbrance is worse, so find your balance. Giantmen have a niche.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Stats&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See the table in the Placing Your Stats section.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Society&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voln.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;How do I fight?&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Twinhammer&#039;&#039;&#039; as your opener once you learn it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jab&#039;&#039;&#039; at decent position, &#039;&#039;&#039;punch&#039;&#039;&#039; at good position if you&#039;re not Grapple Specialization and &#039;&#039;&#039;grapple&#039;&#039;&#039; at good position if you are, &#039;&#039;&#039;kick&#039;&#039;&#039; at excellent position. Regardless of those general rules, &#039;&#039;&#039;follow prompts&#039;&#039;&#039; and do what it tells you when it tells you.&lt;br /&gt;
&lt;br /&gt;
Against single targets, &#039;&#039;&#039;Weapon Fury&#039;&#039;&#039; until whenever you have enough Agidex for a 5-6 second &#039;&#039;&#039;mstrike kick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Against multiple targets, &#039;&#039;&#039;mstrike grapple&#039;&#039;&#039; if you&#039;re Grapple Specialization or &#039;&#039;&#039;mstrike kick&#039;&#039;&#039; if you&#039;re Kick Specialization. In either case, not until they&#039;re 7 seconds or less. If mstrike grapple is 7 seconds or less, but you&#039;re Kick Specialization and mstrike kick is 8 seconds or more, &#039;&#039;&#039;mstrike punch&#039;&#039;&#039; for now until mstrike kick doesn&#039;t take so long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Core skills to train every level&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2x &#039;&#039;&#039;Brawling&#039;&#039;&#039;, 2x &#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; (eventually 3x), 2x &#039;&#039;&#039;Dodging&#039;&#039;&#039; (eventually 3x), 1x &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Skills with breakpoints&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; in bursts for various breakpoints to pick up specific maneuvers. (For which ones and when, see the &amp;quot;combat maneuvers and feats&amp;quot; section below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; in bursts to 5, 10, 24, 30, 35, 50, 55, 60, 90, and 100 ranks.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Harness Power&#039;&#039;&#039; early, 20-30 mid-game, then push near cap if you want QoL for spelling up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental&#039;&#039;&#039; to 16 so you have both focus spells (1213 and 1216) as options, then slack off with spells until the midgame. Grab 1220 if you feel the DS need, especially if using 1213 instead of 1216.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathy&#039;&#039;&#039; lore in bursts to 6, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transformation lore&#039;&#039;&#039; in bursts to 5, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Climbing and Swimming&#039;&#039;&#039; until the midgame or as needs arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Tertiary skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiritual/Mental Mana Control&#039;&#039;&#039; only if sharing mana with friends and alts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid and Survival&#039;&#039;&#039; only if you want skinning.&lt;br /&gt;
&lt;br /&gt;
20 &#039;&#039;&#039;Trading&#039;&#039;&#039; by level 20 because monks make silver via Glamour (1205) and Shroud of Deception (1212). Get to 40 or the nearest multiple of 12 Trading+Influence bonus over time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Midgame skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; to 2, 3, or 7 ranks, but only after 3x Dodging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Combat maneuvers and feats&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; for your level 30 feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1 of Combat Maneuvers, making the super early game not painful:&lt;br /&gt;
&lt;br /&gt;
Get 3 CM ranks ASAP for your first rank of &#039;&#039;&#039;Rolling Krynch Stance&#039;&#039;&#039;, then another 6 CM ranks (so 9 total) for your second rank ASAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2 of Combat Maneuvers, improving the early game:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up the last rank of Krynch and first three ranks of &#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039; or &#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it&#039;s not necessarily an early game priority since you don&#039;t get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3 of Combat Maneuvers, fleshing out skills and diversifying your abilities through the midgame:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up three or more ranks of &#039;&#039;&#039;Bearhug&#039;&#039;&#039;, two or more ranks of &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;, all three ranks of &#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;, three or more ranks of &#039;&#039;&#039;Feint&#039;&#039;&#039;, and the remaining ranks of Grapple or Kick Specialization. If you went Kick Specialization, add &#039;&#039;&#039;Combat Mobility&#039;&#039;&#039; to the list sooner than later. If you picked a halfling or gnome, add Acrobat&#039;s Leap, but otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 of Combat Maneuvers, putting the last pieces in place:&lt;br /&gt;
&lt;br /&gt;
Pick up Combat Mobility (if you didn&#039;t already have it) and all three ranks of &#039;&#039;&#039;Ki Focus&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5 of Combat Maneuvers, player&#039;s choice:&lt;br /&gt;
&lt;br /&gt;
Whatever you want. Finish Bearhug, Bull Rush, and Feint or don&#039;t, depending how you like them. You can veer off in different directions with more niche maneuver options or not. Up to you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Armor upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy TD-boosting armor of +7 or more from a playershop. It&#039;ll cost 1-5 million silver and serve you fantastically. Add services of Enchant, Sanctify, and Ensorcell over time in roughly that order while adding padding via the WPS wagons. (Enchant and Sanctify can switch places easily enough, but Ensorcell is definitely last.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spending almost nothing (~1 million silver): Buy basic lightning flaring handwear and footwear.&lt;br /&gt;
* Spending moderately (~35k pay event currency (equivalent of 35 million silver)): Buy off-the-shelf Animalistic Spirit from Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.&lt;br /&gt;
* Spending a ton (~150k pay event currency): Buy Phytomorphic handwear from Duskruin. Add Phytomorphic upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Phytomorphic upgrades and unlocks.&lt;br /&gt;
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Phytomorphic upgrades and unlocks for your footwear.&lt;br /&gt;
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.&lt;br /&gt;
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.&lt;br /&gt;
&lt;br /&gt;
And if you&#039;re the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you&#039;re probably not reading this guide. &#039;&#039;But just in case&#039;&#039;, for fun, and to entertain the other 99.5%...&lt;br /&gt;
&lt;br /&gt;
* Whaling out beyond most people&#039;s imagination just because you can (~4.24 million pay event currency):  Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Phytomorphic script at Duskruin. Add a slew of Phytomorphic upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
&lt;br /&gt;
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They&#039;ve never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it&#039;s still around. I&#039;m guessing they learned the hard way that top end flares are so astonishingly powerful with UC&#039;s low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Other upgrades when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can&#039;t afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks are easy! Go have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Denouement: An Unexpected Journey==&lt;br /&gt;
&lt;br /&gt;
First, thank you for reading The Autumnwinds&#039; Magical Monk Guide.&lt;br /&gt;
&lt;br /&gt;
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I&#039;m thankful for every reader.&lt;br /&gt;
&lt;br /&gt;
Sometimes I write a &amp;quot;guide&amp;quot; partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I&#039;d take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally &#039;&#039;was&#039;&#039; a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters&#039; skills when they want a template of where to take their post-cap training.&lt;br /&gt;
&lt;br /&gt;
This one was for you guys, though. I hope it&#039;s been helpful, I hope it&#039;s gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.&lt;br /&gt;
&lt;br /&gt;
That said, if you were here only for mechanical informational purposes, I&#039;m pretty much done with those. There&#039;s one more at the very end for people with multiple character slots (not multiple accounts, but &#039;&#039;character slots&#039;&#039;), but otherwise, you can head out! I wish you a good day or good night and hopefully I&#039;ll see you around the lands.&lt;br /&gt;
&lt;br /&gt;
Thank you again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-denouement&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious on the backstory of why this guide exists and why now? Click here and we&#039;ll close out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-denouement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the rest of you, if you&#039;ll indulge my rambling a bit longer...&lt;br /&gt;
&lt;br /&gt;
The Magical Monk Guide existing is an emergent happy accident.&lt;br /&gt;
&lt;br /&gt;
The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK&#039;s strongest.&lt;br /&gt;
&lt;br /&gt;
I thought, but didn&#039;t have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don&#039;t have the history, nostalgia, momentum, or player population of other professions.&lt;br /&gt;
&lt;br /&gt;
To be honest, even if I had said it was impossible, that wouldn&#039;t have stopped Phenia. Even as I type this, I can picture how I&#039;d try to temper her expectations and she&#039;d come back with &amp;quot;Well, I&#039;m going to try anyway!&amp;quot; Phenia aimed high, never mind the odds.&lt;br /&gt;
&lt;br /&gt;
When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia&#039;s name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia.&lt;br /&gt;
&lt;br /&gt;
I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a &amp;quot;Monk tip!&amp;quot;--plus a &amp;quot;Bonus tip!&amp;quot; about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide!&lt;br /&gt;
&lt;br /&gt;
By coincidence, I&#039;d also been answering a few people&#039;s questions in the main GS Discord server&#039;s monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia&#039;s spot as the monk division lead, I agreed. I don&#039;t think I &#039;&#039;could&#039;&#039; have declined. Over that string of seven weeks, I was basically doing what she needed already.&lt;br /&gt;
&lt;br /&gt;
That morning, I decided I should write a new guide to replace Flimbo&#039;s old one.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know what I expected would come out of it, but it wasn&#039;t this. With a motive like honoring my departed friend, I &#039;&#039;knew&#039;&#039; I&#039;d put my all into it--but I didn&#039;t expect to write this much or this in-depth, I didn&#039;t expect to cover the topics I did, and, most of all, I didn&#039;t expect that I&#039;d be learning myself, not just passing along what I knew beforehand.&lt;br /&gt;
&lt;br /&gt;
I&#039;d never thought about a non-Kroderine Soul monk without Mental Acuity. I&#039;d barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I&#039;d barely thought about synergy between monks and other professions. I&#039;d never investigated how one rank of Sanctify interacted with Kai&#039;s Strike. I&#039;d never investigated how or if Stance of the Mongoose worked with unarmed combat. I&#039;d never even investigated how or if Clash worked with a specified UC attack type.&lt;br /&gt;
&lt;br /&gt;
But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you&#039;ve learned too.&lt;br /&gt;
&lt;br /&gt;
When Phenia said she wanted the monk division to be RYSK&#039;s strongest, I assumed she was talking about numbers. Maybe she was; I don&#039;t know either way. I &#039;&#039;do&#039;&#039; know that we want you monk players to be &#039;&#039;your&#039;&#039; strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you&#039;ll be your strongest. Any part I might have played in helping you get there is an honor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, for fun and because I can, here&#039;s one last obscure mechanical interaction for the road.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have a couple character slots where, even though I don&#039;t play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they&#039;d have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.)&lt;br /&gt;
&lt;br /&gt;
What&#039;s probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one&#039;s login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character &#039;&#039;had&#039;&#039; gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn&#039;t even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains.&lt;br /&gt;
&lt;br /&gt;
Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Farewell, have fun, and be good to one another!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Algae-draped_merrow_oracle&amp;diff=252295</id>
		<title>Algae-draped merrow oracle</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Algae-draped_merrow_oracle&amp;diff=252295"/>
		<updated>2026-01-26T01:39:10Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  115&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Merrow &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Sailor&#039;s Grief  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 518&lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 444&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 2 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = &lt;br /&gt;
| DSP2 =  --&amp;gt;&lt;br /&gt;
| DSP3 = &lt;br /&gt;
| SDA1 =  --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
*Merrows have a form of 1720 that allows them to block spells under 9 ranks of training.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Your spell meets an algae-draped merrow oracle&#039;s scaled hide and dissipates into raw mana, untangling into hissing threads of of dying radiance.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Tested via 1101, 1106, 1108, 309, and 1110.  309 and 1110 were successful.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle swiftly swims in, cutting through the water with preternatural grace.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle gurgles in a lost tongue, crackles of blue-green energy tangling over her misshapen limbs.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;[[(Bolt)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle splays a webbed claw toward you!&lt;br /&gt;
An algae-draped merrow oracle hurls a chunk of ice at you!&lt;br /&gt;
  AS: +518 vs DS: +583 with AvD: +12 + d100 roll: +44 = -9&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[(Bolt)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle twitches her webbed fingers, hardening a crescent-shaped patch of air before sending it whistling toward you!&lt;br /&gt;
  AS: +518 vs DS: +591 with AvD: +34 + d100 roll: +6 = -33&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[(Bolt)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle raises a gnarled hand, and watery light wicks through its webbing before a sickly grey beam of energy streaks from its palm toward you!&lt;br /&gt;
  AS: +518 vs DS: +591 with AvD: +14 + d100 roll: +41 = -18&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[(Bolt)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Lightning crackles between an algae-draped merrow oracle&#039;s webbed fingers before blazing forward in a jagged bar toward you!&lt;br /&gt;
  AS: +518 vs DS: +641 with AvD: +33 + d100 roll: +62 = -28&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Call Lightning]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle splays a webbed claw toward you!&lt;br /&gt;
You notice a small cloud form above you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Searing Light]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle twists her wobbling bulk, electricity crackling down her feeble limbs as thunder answers from above.  The oracle shapes lightning between her webbed claws before sending it streaking forward in a blinding, forking blast!&lt;br /&gt;
[SMR result: 174 (Open d100: 70, Bonus: 62)]&lt;br /&gt;
Searing lightning strikes you in a blinding flash and the air around you burns!&lt;br /&gt;
Weeping darkness, a translucent fiery red shield springs into being between you and your attacker to temper the blow!&lt;br /&gt;
Your widowwood anklet pulses briefly, deflecting some of the electrical damage!&lt;br /&gt;
   ... 9 points of damage!&lt;br /&gt;
   Hard jolt contracts every muscle in your upper body.&lt;br /&gt;
The electricity carries itself through you and dissipates in the water with a small crackle.&lt;br /&gt;
You are struck by an acute sense of vulnerability.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Major Elemental Wave]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle splays a webbed claw toward you!&lt;br /&gt;
A wave of crimson ethereal ripples moves outward from an algae-draped merrow oracle.&lt;br /&gt;
** Branching filaments of power snap outward from your plumille cloak in a lambent ruby red corona! **&lt;br /&gt;
[SMR result: 163 (Open d100: 117, Penalty: 7)]&lt;br /&gt;
You are buffeted by the crimson ethereal waves, and knocked to the ground.&lt;br /&gt;
You are pinned in place, unable to move.&lt;br /&gt;
The ruby on your silver ring flares brightly as it absorbs the searing heat!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Earthen Fury]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle gurgles in a lost tongue, crackles of blue-green energy tangling over her misshapen limbs.&lt;br /&gt;
An algae-draped merrow oracle splays a webbed claw toward you!&lt;br /&gt;
The ground beneath your feet suddenly frosts and rumbles violently!&lt;br /&gt;
You hear the soft tinkle of rolling dice, followed by a faint lucky feeling.&lt;br /&gt;
The earth cracks beneath you, releasing a column of frigid air!&lt;br /&gt;
[SMR result: 91 (Open d100: 7, Bonus: 42)]&lt;br /&gt;
You dodge out of the way!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Mana_Burst_(1414)|Mana Burst]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An algae-draped merrow oracle splays a webbed claw toward you!&lt;br /&gt;
The very fabric of reality surrounding you fluctuates wildly!&lt;br /&gt;
  CS: +444 - TD: +379 + CvA: -41 + d100: +83 == +107&lt;br /&gt;
  Warding failed!&lt;br /&gt;
Chaotic force distorts the air with a sudden, resonant pulse!&lt;br /&gt;
Weeping darkness, a translucent fiery red shield springs into being between you and your attacker to temper the blow!&lt;br /&gt;
A grey zelnorn greatshield emblazoned with stylized ruby flames partially deflects the onslaught of the disruption attack.&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Chest spasm makes it hard for you to breathe.&lt;br /&gt;
Twisting streamers of shimmering mana abruptly constrict!&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   Attempt to grab from behind shrugged off.&lt;br /&gt;
Chaotic force distorts the air with a sudden, resonant pulse!&lt;br /&gt;
A grey zelnorn greatshield emblazoned with stylized ruby flames partially deflects the onslaught of the disruption attack.&lt;br /&gt;
   ... 1 point of damage!&lt;br /&gt;
   You double over with stomach cramps.&lt;br /&gt;
Radiant fans of violet and cerise erupt with searing violence!&lt;br /&gt;
   ... 4 points of damage!&lt;br /&gt;
   Intense blast to your eyelid causes it to sizzle and pop.&lt;br /&gt;
   You are stunned for 2 rounds!&lt;br /&gt;
With a last convulsive shiver, the mana weave settles.&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 113&lt;br /&gt;
|levelm1 = 114&lt;br /&gt;
|level = 115&lt;br /&gt;
|levelp1 = 116&lt;br /&gt;
|levelp2 = 117&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=252294</id>
		<title>Leafiara (prime)/Mechanical Musings/The Autumnwinds&#039; Magical Monk Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=252294"/>
		<updated>2026-01-26T01:16:35Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
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&lt;div&gt;{{player-guide&lt;br /&gt;
|title = The Autumnwinds&#039; Magical Monk Guide&lt;br /&gt;
|topic = Combat, Monks, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-06-19&lt;br /&gt;
|updated = 2026-01-25&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind, in loving memory of &#039;&#039;&#039;[[Saraphenia (prime)/Memorial|Saraphenia]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
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Last updated January 25, 2026.&lt;br /&gt;
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Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
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==Introduction: How to Use This Guide==&lt;br /&gt;
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This guide is for all magical monks from 0 exp to 54,000,000! (What do I mean by a magical monk? One not using [[Kroderine Soul]]. Somebody else will have to write that guide!) I&#039;ll go over monks&#039; strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
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&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, or at least it can be.&lt;br /&gt;
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* If you want an exhaustive guide, read through it in order.&lt;br /&gt;
* If you want the opposite of an exhaustive guide, jump to the &amp;quot;tl;dr Recap: Cookie Cutter&amp;quot; section at the end.&lt;br /&gt;
* If you&#039;re not sure whether you want an exhaustive guide, read the &amp;quot;Why Play a Monk&amp;quot; section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you&#039;re intrigued afterward. The Cookie Cutter section provides an overview of &#039;&#039;what&#039;&#039; to do and gives a small window into what the rest of the guide covers, which is &#039;&#039;why&#039;&#039; to do it.&lt;br /&gt;
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I&#039;ve made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
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Speaking of experience, what&#039;s mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I&#039;m now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.&lt;br /&gt;
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Speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn&#039;t have had the passion or interest--at least on my own. When I say I&#039;ve written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I&#039;ll call it a job well done!&lt;br /&gt;
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No further ado. Let&#039;s get on with it!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Monk or Why Not Play a Monk?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a monk at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Unarmed Combat===&lt;br /&gt;
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Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:&lt;br /&gt;
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# &amp;quot;Tiering up,&amp;quot; AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.&lt;br /&gt;
# Improving your [[multiplier modifier]] primarily through things like forcing a creature&#039;s stance down or inflicting status conditions.&lt;br /&gt;
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Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC&#039;s equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! &lt;br /&gt;
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I&#039;ll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still &#039;&#039;miss&#039;&#039; via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you&#039;ve played other physical characters and can&#039;t stand seeing a creature avoid an attack before it even gets to the roll, try a monk!&lt;br /&gt;
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===Gear Indifference===&lt;br /&gt;
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Monks have extremely low dependence on good gear.&lt;br /&gt;
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While GSIV is technically balanced around vanilla +20 gear, most people would agree there&#039;s a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I&#039;d put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!&lt;br /&gt;
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Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you&#039;re unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game&#039;s most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I&#039;d say monks are &#039;&#039;the best&#039;&#039; at not depending on gear nor even exp! Much more on that in the Ascension section.&lt;br /&gt;
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===Simplicity===&lt;br /&gt;
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Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it&#039;s difficult to get wrong. If you stick to unarmed combat, I&#039;d go so far as &#039;&#039;extremely&#039;&#039; difficult to get wrong.&lt;br /&gt;
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(If you want to do unusual things that don&#039;t involve UC, then read on in Odds and Ends!)&lt;br /&gt;
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===Fun Factor===&lt;br /&gt;
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Once monks hit their stride by level 40--maybe even level 30--they&#039;re great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!&lt;br /&gt;
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Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game&#039;s coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!&lt;br /&gt;
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===Might and Magic===&lt;br /&gt;
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If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!&lt;br /&gt;
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===Downsides or Lack Thereof===&lt;br /&gt;
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Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks &#039;&#039;can&#039;&#039;, if they want, operate like warriors who have more DS (until very far post-cap) but don&#039;t wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don&#039;t have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there&#039;s a very real case that a monk can be a better choice than a warrior.&lt;br /&gt;
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[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo&#039;s Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks&#039; offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.&lt;br /&gt;
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The best I can muster for legitimate monk downsides are that they can&#039;t obliterate an entire swarm of creatures in six seconds or less (that&#039;s the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your monk? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-creation&amp;quot;&amp;gt;&lt;br /&gt;
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If making a monk sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it&#039;s more a question of which ones are slightly better at any given thing. I don&#039;t think you can go wrong, which I don&#039;t say about other professions, so my honest suggestion is to pick whatever sounds interesting.&lt;br /&gt;
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If you&#039;re not sure what&#039;s interesting or are torn between options, my &#039;&#039;next&#039;&#039; suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk &#039;&#039;appear&#039;&#039; like other races, they can&#039;t perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!&lt;br /&gt;
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If verbs don&#039;t sound compelling either, then here&#039;s how I&#039;d rank monk races mechanically if I really had to:&lt;br /&gt;
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# &#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;: What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means faster mstrikes and assault techniques--the most key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they&#039;re slightly below average on encumbrance.&lt;br /&gt;
# &#039;&#039;&#039;[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]&#039;&#039;&#039;: All of these races tie for third place Agidex and second place in my overall rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...&lt;br /&gt;
#* Aelotoi have a [[Logic]] bonus, so they gain exp slightly faster (1 per pulse) and [[Vertigo (1219)|Vertigo]] and [[Mindwipe (1225)|Mindwipe]] are slightly more reliable.&lt;br /&gt;
#* Dark elves&#039; [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.&lt;br /&gt;
#* Half-elves have the best carrying capacity of my top five picks. The dwarves and halflings bullet points have more to say about encumbrance.&lt;br /&gt;
#* Sylvans&#039; Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.&lt;br /&gt;
# &#039;&#039;&#039;[[Dwarf|Dwarves]] and [[Halfling]]s&#039;&#039;&#039;: Unlike the above grouping of races that play roughly identically, dwarves and halflings have substantial differences alongside some similarities. The most eye-catching similarity is excellent defense against elemental warding spells, which monks would normally be weak against; dwarves have +30 TD and halflings have +40 TD. Dwarves and halflings do have -10 and -5 Aura bonuses respectively, which also defends against elemental spells, so the real numbers could be considered more like +20 and +35. (Enemy elemental warding spells &#039;&#039;are&#039;&#039; sort of rare, but you might be glad for the benefit when you do run into them.) Their heights require keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat&#039;s Leap]] to target heads as a finisher if you&#039;re trying to aim, though not all monks do. Dwarves and halflings have Logic bonuses for exp, Vertigo, and Mindwipe purposes. As for the differences...&lt;br /&gt;
#* Dwarves are the only race that&#039;s both short and slow, ranking second to last in Agidex. Still, if you&#039;re okay with slower attacks, then elemental TD remains a rare and valuable selling point. More importantly, dwarves can carry a surprising amount due to huge [[Strength]] and [[Constitution]] bonuses along with identical body weight to dark elves. I rank dwarven monks the best of the slower races. Dwarves also have a slew of amazing verbs!&lt;br /&gt;
#* Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults while being about as close as invulnerable to enemy maneuvers as it gets. This alone (never mind also having the elemental TD bonus) is important enough that older versions of this guide used to rank halflings as the second best monk race. However, 2026 changes to average box sizes and drop rates exacerbate halflings&#039; severe [[encumbrance]] issues. The question is your tolerance level for either A) frequently pulling back from hunts to [[locksmith pool|drop off boxes]] or B) buying encumbrance-reducing items like silvery blue potions and [[Blue_feather-shaped_charm|blue feather-shaped charms]]. If you don&#039;t mind, then halflings remain a very powerful option. If you do mind, you might want to look elsewhere.&lt;br /&gt;
# &#039;&#039;&#039;[[Half-krolvin]]&#039;&#039;&#039;: The fourth best race for Agidex, though there&#039;s as much of a speed gap between third best and fourth best as between best and third best. Like dwarves, half-krolvin have a slew of amazing verbs. In pre-2026 versions of this guide, I didn&#039;t see much purely mechanical reason to choose a half-krolvin over the previous seven races or gnomes, but things have changed. Their second best carrying capacity helps much more than before. On the flip side, their Logic penalty hurts less in a world with new options in silver or Simucoins for vastly accelerated exp. If you want carrying capacity without sacrificing anything, but also not specializing in anything else, half-krolvin monks are a perfectly good place to be.&lt;br /&gt;
# &#039;&#039;&#039;[[Forest Gnome]]s and [[Burghal Gnome]]s&#039;&#039;&#039;: These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are minor enough that I don&#039;t think anyone should sweat it. It just comes down to the same question of whether you can live with the encumbrance issues. If you can, have at it.&lt;br /&gt;
# &#039;&#039;&#039;[[Giantmen]]&#039;&#039;&#039;: Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance &#039;&#039;doesn&#039;t&#039;&#039; slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. However, giants are the worst at mstrikes via natural stats. Agidex-boosting enhancives can fix that, but maintaining charges on numerous enhancives can get even more expensive than the small race path of maintaining encumbrance potions, so I personally wouldn&#039;t take the trade. Still, there&#039;s a reason that some players choose giants near exclusively. If returning to town sounds aggravating or if you want to maximize the amount of time you spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.&lt;br /&gt;
# &#039;&#039;&#039;[[Erithian]]s and [[Human]]s&#039;&#039;&#039;: These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!&lt;br /&gt;
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Races from half-krolvin up are close enough that I wouldn&#039;t quibble about any of them being seriously better than the others. I understand people&#039;s case for giants too, even though they&#039;re not my style (I&#039;m okay with returning to town every two or three boxes!), and gnomes are similar enough to halflings. I find erithians and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can&#039;t go wrong, exactly, but Perfect Self also makes the rich richer.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you&#039;re used to playing a halfling or gnome warrior who wears full plate, don&#039;t expect your encumbrance life to be similar on a halfling or gnome monk in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let&#039;s talk about GS&#039; encumbrance paradox!&lt;br /&gt;
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[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes.&lt;br /&gt;
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Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly &#039;&#039;that&#039;&#039; much of the gap, so be warned!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar 2, 2026 Edition!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I didn&#039;t want to bog down the bullet points above by talking too much about encumbrance, which could have taken over the entire race section. In short, as of mid-January 2026, boxes drop a third as often as they used to, so encumbrance kicks in less often, but boxes also contain roughly three times as much as they used to, so once encumbrance does kick in, it kicks in much harder than it used to. You might jump from unencumbered to moderately encumbered in a single box.&lt;br /&gt;
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It might not be immediately apparent why I consider the loot changes to be impactful enough to move halflings down, half-krolvin up, and gnomes down, but not impactful enough to move giants or humans up. The answer is that the 2026 loot changes are a double-edged sword. While giants and (to a lesser extent) humans can handle the bigger boxes, that doesn&#039;t mean their containers can. For example, if you have a conventional &amp;quot;max deep&amp;quot; backpack (no epic deepening that can cost millions of silver) that holds 140 pounds and you find a 45 pound, 55 pound, and 65 pound box, you can&#039;t fit all of that inside even if your character can hold it no problem.&lt;br /&gt;
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Putting it another way, there&#039;s a point at which a character&#039;s max carrying capacity gets &amp;quot;wasted&amp;quot; because it exceeds the containers&#039; practical limits. I think giants are certainly over that. Humans aren&#039;t, necessarily, but carrying capacity can also be &amp;quot;wasted&amp;quot; in a different sense because the boxes themselves are less common. You have to be exactly on a threshold of weight at which you&#039;re saving encumbrance, which is a narrow margin in a world where encumbrance increases less incrementally before. In other words, the hit to the small races outweighs the gain to the large races as rankings go.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Placing Your Stats===&lt;br /&gt;
&lt;br /&gt;
At level 0, set Strength, Dexterity, and Agility high so you&#039;re at your best in combat and setting Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That&#039;s your cue to check in and decide your &amp;quot;real&amp;quot; stat placement!&lt;br /&gt;
&lt;br /&gt;
Here are my recommendations for each race. If you&#039;ve read Flimbo&#039;s older monk guide, a major difference between us is that he was on the side of tanking Influence while I&#039;m on the side of tanking Discipline or Intuition, which I&#039;ll explain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Level 20 Stat Placement Tables!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Discipline Version &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;(Recommended!)&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||31||82||73||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||43||85||64||62||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||41||82||75||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||31||82||70||70||77||92&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||50||70||73||70||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||20||82||70||69||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||33||82||73||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||23||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||35||82||75||70||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||37||85||79||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||53||82||70||70||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||25||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||43||77||73||70||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Intuition Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||59||82||73||41||82||92&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||70||85||62||37||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||68||82||73||44||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||58||82||70||44||77||91&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||70||70||73||50||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||58||82||71||29||83||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||59||82||73||44||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||62||82||70||32||83||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||68||82||73||39||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||62||85||77||46||83||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||68||82||70||56||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||62||82||70||35||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||70||77||73||43||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline or Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, Influence, or occasionally Logic.&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wondering what relevant things each stat does, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). Increased resistance to enemy warcries. Improves tattooing ability.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[starting mana]] for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #1!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there&#039;s endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don&#039;t require good Agidex like hard-hitting melee weapons.&lt;br /&gt;
&lt;br /&gt;
Once mstrikes and weapon techniques are a regular part of your monk&#039;s arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren&#039;t the majority of commands in combat.&lt;br /&gt;
&lt;br /&gt;
Overall, in my example, there&#039;s a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #2!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s also endless debate across most professions on which stat to tank out of Discipline, Intuition, and Influence. The short answer is Discipline. The long answer requires more detail.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; monks&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition ultimately provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but it&#039;s once again more trivia than useful information. Warcry defense is at least potentially relevant, but many monks will rarely, if ever, interact with it. SSR bonus is a reasonable perk because Voln is the mechanically strongest society (a point that I &#039;&#039;do&#039;&#039; concur with the majority on) and SSR bonus improves the success rate of Symbol of Sleep, arguably Voln&#039;s strongest ability, along with a couple of its others. (More on Voln in the next section!) However, Influence also grants SSR bonus.&lt;br /&gt;
&lt;br /&gt;
The main reason that few players of any profession used to tank Discipline was experience. Instant Mind Clearers from login rewards can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the Wisdom of the Ages perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. Between that, the Ascension system introduced in 2020 (though that&#039;s more aimed at capped characters), and of course Perfect Self, it&#039;s far easier than ever to retain the all-important 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
Still, what if someone doesn&#039;t do bounties and doesn&#039;t stay subscribed all the time? In that case, Discipline reclaims at least slightly more of its old importance and the question goes to whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. As already mentioned, Influence improves Symbol of Sleep and other Voln symbols. It also helps a little bit with Trading bonuses and making extra silver! (More on that in the Monk Merchants section toward the end.) As a monk, admittedly you can max Trading benefit in the end even if you do tank Influence thanks to Glamour, but that&#039;s a post-cap thing and this guide is aimed at everyone.&lt;br /&gt;
&lt;br /&gt;
If main argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it&#039;s much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter).&lt;br /&gt;
&lt;br /&gt;
To put it into perspective, my capped monk Tarine, who tanked Intuition (because Wisdom of the Ages didn&#039;t exist yet), has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive!&lt;br /&gt;
&lt;br /&gt;
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn&#039;t maxed her stats yet, didn&#039;t have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn&#039;t sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn&#039;t appeal to me like improving the success of the absurdly powerful Symbol of Sleep.&lt;br /&gt;
&lt;br /&gt;
Even assuming that you &#039;&#039;do&#039;&#039; want improved defense, remember that having extra silver from higher Influence lets you pay for better gear and items, which are also their &#039;&#039;own&#039;&#039; paths to improved defense--and often simultaneously to improved offense as well. Ultimately, the Intuition benefit is more narrow than the Influence benefit. That said, the Discipline benefit is even more narrow still. That&#039;s my true choice for tank stat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Also, like I said in stats, Voln makes Influence very relevant, so it&#039;s worth considering right away. Which society is right for your monk?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)&lt;br /&gt;
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This society has a bit more mechanical appeal for monks.&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist&#039;s powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.&lt;br /&gt;
&lt;br /&gt;
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.&lt;br /&gt;
&lt;br /&gt;
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most or possibly all professions.&lt;br /&gt;
&lt;br /&gt;
Like all professions, monks get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat. There&#039;s also an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits. Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.&lt;br /&gt;
&lt;br /&gt;
Voln also features two UC-specific abilities in [[Kai&#039;s Strike]] and [[Kai&#039;s Smite]]. Kai&#039;s Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don&#039;t have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.&lt;br /&gt;
&lt;br /&gt;
Kai&#039;s Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn&#039;t. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren&#039;t those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.&lt;br /&gt;
&lt;br /&gt;
The idea of Kai&#039;s Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you&#039;re not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don&#039;t benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I&#039;d say it&#039;s a net loss for anyone with at least two flares.&lt;br /&gt;
&lt;br /&gt;
The inability to turn off Kai&#039;s Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai&#039;s Strike. Sanctify takes off 5% resistance per tier, so you&#039;d get 20% resistance while keeping your flares between blesses. While Kai&#039;s Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it&#039;s not a dealbreaker.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat Primer==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-unarmedcombat&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Still figuring out how unarmed combat works? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-unarmedcombat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s go over the unarmed combat system in more detail! If you&#039;re familiar with more conventional melee combat, put that knowledge aside--a great deal of it won&#039;t apply and might even interfere with understanding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beginner Basics===&lt;br /&gt;
&lt;br /&gt;
JAB, GRAPPLE, KICK, and PUNCH are your tools of the trade. What&#039;s the difference? Have a look at this table from the unarmed combat system page.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Attack Type&lt;br /&gt;
![[Armor|AG]]&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Scale&lt;br /&gt;
!Chain&lt;br /&gt;
!Plate&lt;br /&gt;
!Base [[Roundtime|RT]]&lt;br /&gt;
!Min [[Roundtime|RT]]&lt;br /&gt;
![[Critical table|Damage Type]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Jab]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.100&lt;br /&gt;
|.075&lt;br /&gt;
|.060&lt;br /&gt;
|.050&lt;br /&gt;
|.040&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[Jab critical table (UCS)|Jab]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Punch]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.275&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.170&lt;br /&gt;
|.140&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Punch critical table (UCS)|Punch]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[GRAPPLE (verb)|Grapple]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.160&lt;br /&gt;
|.120&lt;br /&gt;
|.100&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Grapple critical table (UCS)|Grapple]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Kick]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.400&lt;br /&gt;
|.350&lt;br /&gt;
|.300&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Kick critical table (UCS)|Kick]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Weak, but fast.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power, but less of the latter than punches.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Powerful, but slow (at least by UC standards).&lt;br /&gt;
&lt;br /&gt;
The use case for punches and kicks seems clear, but why jab when it&#039;s so weak and why grapple if punches are the same speed with more strength?&lt;br /&gt;
&lt;br /&gt;
One answer that applies to both jabs and grapples is the defining component of unarmed combat: &#039;&#039;&#039;positioning&#039;&#039;&#039;. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk&#039;s position, follow the combat prompts as they appear. Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
 You attempt to jab a mezic!&lt;br /&gt;
 As you strike, a deep golden light surrounds your hands!&lt;br /&gt;
 You have &#039;&#039;&#039;decent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137&lt;br /&gt;
  ... and hit for 4 points of damage!&lt;br /&gt;
  Fast slap only reddens the cheek.&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the cue to grapple:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
As you can see, the followup was significantly more powerful. That&#039;s partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here&#039;s one more example, this time going from good to excellent:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;jab&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You exploit the momentum of your previous strike to make a stronger attack against a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146&lt;br /&gt;
  ... and hit for 15 points of damage!&lt;br /&gt;
  Blow to kidney!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
 &lt;br /&gt;
 [2 seconds later...]&lt;br /&gt;
 &lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;excellent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158&lt;br /&gt;
  ... and hit for 48 points of damage!&lt;br /&gt;
  Powerful tug pulls right hip, and leg, free of the socket!&lt;br /&gt;
   A mezic falls to the ground grasping her mangled right leg!&lt;br /&gt;
 Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
This time the jab started at good positioning because of Rolling Krynch Stance (more on that in the Martial Stances section), but the followup grapple was still far more powerful. Tiering up is crucial!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting highlights can help! Since the text prompt is...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...you can either create four highlights for each individual message or create a highlight for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup&amp;lt;/font&amp;gt;, then four more highlights for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;jab attack!&amp;lt;/font&amp;gt; and the others.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, in unarmed combat&#039;s &#039;&#039;&#039;most basic form&#039;&#039;&#039; at the lowest levels, the use cases for each attack type are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning. &lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Only when needed to tier up.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Deliver a finishing blow during excellent positioning.&lt;br /&gt;
&lt;br /&gt;
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples. We&#039;ll get into that later, but first let&#039;s keep exploring the basics to lay the foundation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UAF, UDF, and MM===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to GemStone&#039;s AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a mezic!&lt;br /&gt;
 You have good positioning against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s look at an even more extreme example that doesn&#039;t go as well:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a spectral shade!&lt;br /&gt;
 You have good positioning against a spectral shade.&lt;br /&gt;
  UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102&lt;br /&gt;
  ... and hit for 1 point of damage!&lt;br /&gt;
  The spectral shade shakes off a weak arm grab.&lt;br /&gt;
&lt;br /&gt;
This is why I say you have to ignore what you know about AS-based combat.&lt;br /&gt;
&lt;br /&gt;
UAF isn&#039;t completely irrelevant, but the more important numbers are UDF and the &#039;&#039;&#039;multiplier modifier&#039;&#039;&#039; (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.&lt;br /&gt;
&lt;br /&gt;
What does that mean in practice? Higher lows and lower highs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rare that a monk outright &#039;&#039;couldn&#039;t possibly&#039;&#039; hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.&lt;br /&gt;
&lt;br /&gt;
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes&#039; stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is the number that drops so low in defensive that it can even become negative! This used to occasionally trip up Saraphenia&#039;s player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it&#039;s often easier to figure out that you&#039;re in the wrong stance because everything&#039;s failing to hit; that was how I&#039;d take notice and Leafi would tell Phenia to fix up her stance.&lt;br /&gt;
&lt;br /&gt;
Also unlike AS-based melee attacks, lying down not only doesn&#039;t reduce your UAF, but also doesn&#039;t even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you&#039;re not paying attention, you could be fighting from your back and not even know it! You&#039;d find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. Those can&#039;t be done from the ground.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release &#039;&#039;enemy creatures&#039;&#039; who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mstrikes===&lt;br /&gt;
&lt;br /&gt;
As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you&#039;ll eventually be able to use mstrikes or weapon techniques. (I&#039;ll refer to these as &amp;quot;techniques&amp;quot; from here on. Despite the name, the brawling &amp;quot;weapon techniques&amp;quot; don&#039;t require weapons--unless you&#039;re thinking of your monk&#039;s hands and feet as weapons!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are your means to fit more attacks into less time.&lt;br /&gt;
&lt;br /&gt;
Covering mstrikes first!&lt;br /&gt;
&lt;br /&gt;
Mstrikes with no target specified, AKA &#039;&#039;&#039;unfocused mstrikes&#039;&#039;&#039;, can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA &#039;&#039;&#039;focused mstrikes&#039;&#039;&#039;, can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.&lt;br /&gt;
&lt;br /&gt;
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you&#039;re at decent positioning against them and attacking them for the first time. Once you&#039;re into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.&lt;br /&gt;
&lt;br /&gt;
Mstrikes &#039;&#039;sort of&#039;&#039; have a cooldown after use, which is 15-20 seconds or so (depending on training). When on &amp;quot;cooldown,&amp;quot; you &#039;&#039;can&#039;&#039; still mstrike, but they&#039;ll consume a good chunk of stamina. (I can&#039;t give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.&lt;br /&gt;
&lt;br /&gt;
Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it&#039;ll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk&#039;s life, especially if you&#039;re a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn&#039;t increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fury and Clash===&lt;br /&gt;
&lt;br /&gt;
The unarmed combat assault technique is &#039;&#039;&#039;[[Fury]]&#039;&#039;&#039;, which you learn with 25 ranks of Brawling (level 11). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There&#039;s no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it&#039;s not a major selling point.&lt;br /&gt;
&lt;br /&gt;
The AoE unarmed combat technique is &#039;&#039;&#039;[[Clash]]&#039;&#039;&#039;, which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn&#039;t include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist &#039;&#039;before&#039;&#039; Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities &#039;&#039;and&#039;&#039; seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.&lt;br /&gt;
&lt;br /&gt;
Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can&#039;t be used while they&#039;re on cooldown. They do have separate cooldown timers, so you can alternate between them.&lt;br /&gt;
&lt;br /&gt;
However, you can&#039;t alternate mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you &#039;&#039;can&#039;&#039; use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it&#039;ll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn&#039;t intend for players to insert mstrikes into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)&lt;br /&gt;
&lt;br /&gt;
RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it&#039;ll execute them as 2 RT, 2 RT, and 1 RT.&lt;br /&gt;
&lt;br /&gt;
Compared to focused mstrikes, Fury&#039;s structure has upsides and downsides. One upside is that you&#039;ll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can &#039;&#039;also&#039;&#039; interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It&#039;s also less likely that your target will be dead as soon your command gets sent to the server since attacks don&#039;t happen all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Twin Hammerfists and Spin Kick===&lt;br /&gt;
&lt;br /&gt;
The other two UC techniques are &#039;&#039;&#039;[[Twin Hammerfists]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Spin Kick]]&#039;&#039;&#039;, respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won&#039;t lock you out of them.&lt;br /&gt;
&lt;br /&gt;
Twin Hammerfists is an [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! At only 2 RT and 7 stamina, it&#039;s a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.&lt;br /&gt;
&lt;br /&gt;
Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it&#039;s an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn&#039;t a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If highlighting tier up opportunities goes well for you, then &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;You could use this opportunity to Spin Kick!&amp;lt;/font&amp;gt; is another message to consider highlighting from level 35-36 on!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beyond Basics: Synchronizing Everything===&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.&lt;br /&gt;
&lt;br /&gt;
However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let&#039;s put everything together into a cohesive whole.&lt;br /&gt;
&lt;br /&gt;
Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot (&amp;quot;flare slot&amp;quot;), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of a Twin Hammerfists firing off three flares:&lt;br /&gt;
&lt;br /&gt;
 Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist&lt;br /&gt;
 [SMR result: 316 (Open d100: 89, Bonus: 107)]&lt;br /&gt;
 Perfectly executed strike to the crimson angargeist&#039;s back!  It staggers!&lt;br /&gt;
 The attack exposes a vulnerability in a roiling crimson angargeist&#039;s defenses!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps emit a searing bolt of lightning! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Hard shot to the crimson angargeist&#039;s back sends it drifting forward!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps spray forth a shower of pure water! **&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Incredible strike to the crimson angargeist&#039;s back smashes through the chest!&lt;br /&gt;
   Too bad it melts back together.&lt;br /&gt;
 Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.&lt;br /&gt;
 &lt;br /&gt;
 ** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **&lt;br /&gt;
 &lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Strong strike splits the belly open, revealing ghostly organs.&lt;br /&gt;
   Haggis anyone?&lt;br /&gt;
&lt;br /&gt;
The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it&#039;s a great illustration because of the particulars.&lt;br /&gt;
&lt;br /&gt;
First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk&#039;s entire life. That&#039;s the least interesting thing to say here, though.&lt;br /&gt;
&lt;br /&gt;
The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water.&lt;br /&gt;
&lt;br /&gt;
Angargeists are non-corporeal undead. Normally Kai&#039;s Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn&#039;t allow for one-shotting it; you have to take out its entire health pool.&lt;br /&gt;
&lt;br /&gt;
2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you&#039;re fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.&lt;br /&gt;
&lt;br /&gt;
Speaking of uncrittable creatures or creatures you&#039;re otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a more nuanced look at the unarmed combat core attack types than before:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can&#039;t hit a foe who&#039;s already downed, so it&#039;s not repeatable.)&lt;br /&gt;
* The fastest means of tiering up with single strikes.&lt;br /&gt;
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.&lt;br /&gt;
* Poor as the specified command of a Fury or mstrike since they have little or (usually) no speed advantage over the other commands in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.&lt;br /&gt;
* The best aimed attack at excellent positioning. I&#039;m not particularly a fan of aimed UC attacks for reasons we&#039;ll delve into later, but it is there.&lt;br /&gt;
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.&lt;br /&gt;
* Poor as the specified command of an unfocused mstrike or Clash since it&#039;s unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but can&#039;t help tier up.)&lt;br /&gt;
* Good against individual threatening creatures that need to be slowed down.&lt;br /&gt;
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.&lt;br /&gt;
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The best finishing blow at excellent positioning per hit.&lt;br /&gt;
* The highest damage output per hit.&lt;br /&gt;
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or exactly as fast as the other commands.)&lt;br /&gt;
* Poor at tiering up with single strikes. (Same as above.)&lt;br /&gt;
&lt;br /&gt;
In short, pick the right tool for the right job. They can all be the right tool at times!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Macros and Aliases===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Grapple&lt;br /&gt;
* Punch&lt;br /&gt;
* Kick&lt;br /&gt;
* Weapon Twinhammer&lt;br /&gt;
* Weapon Fury [Grapple/Punch/Kick (depending on your level, training, specialization, and preference)]&lt;br /&gt;
* Weapon Spinkick&lt;br /&gt;
* Mstrike Grapple&lt;br /&gt;
* Mstrike Punch&lt;br /&gt;
* Mstrike Kick&lt;br /&gt;
* Mstrike Grapple Target&lt;br /&gt;
* Mstrike Punch Target&lt;br /&gt;
* Mstrike Kick Target&lt;br /&gt;
&lt;br /&gt;
For macros, this just means tying each one you care about to a single key press. You can configure them in Options -&amp;gt; Macros if using [[Wrayth]].&lt;br /&gt;
&lt;br /&gt;
For Lich aliases, I&#039;ve set mine as jj for jab, gg for grapple, pp for punch, kk for kick, twin for Twin Hammerfists, utf for Fury Grapple (stands for &amp;quot;unarmed technique Fury&amp;quot;), uts for Spin Kick, mg for mstrike grapple, mp for mstrike punch, and mk for mstrike kick. I could create things like an mkt alias for mstrike kick target if I wanted, but in that case I just type out &amp;quot;mk target&amp;quot; or &amp;quot;mk [target noun].&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your monk&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
&lt;br /&gt;
These are skills you consistently train with little to no deviation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Brawling]]&#039;&#039;&#039;: Max every level.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more stamina early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more DS early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Combat Maneuvers as Core Skills?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I&#039;d say &#039;&#039;roughly&#039;&#039; 1x minimum is mandatory and you&#039;ll almost certainly want far more than that early on. However, philosophically, I don&#039;t consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That&#039;s why it&#039;s in the Breakpoint Skills section below!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Breakpoint Skills===&lt;br /&gt;
&lt;br /&gt;
Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]]&#039;&#039;&#039;: One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn&#039;t that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it&#039;s also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you&#039;re going self-spelled. Up to you!&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and &#039;&#039;possibly&#039;&#039; 90 or 100. The good technique breakpoints are 10, 24, 50, and &#039;&#039;possibly&#039;&#039; 100. If you&#039;re using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Mental]] up to 13 or 16 ranks&#039;&#039;&#039;: The major early benchmarks are [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I&#039;m not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body&#039;s stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.&lt;br /&gt;
* &#039;&#039;&#039;[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore&#039;&#039;&#039;: To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why anyone would train to account for the mstrike MOC thresholds &#039;&#039;and&#039;&#039; the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.&lt;br /&gt;
&lt;br /&gt;
My monk, Sariara, prefers Fury in most hunts, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don&#039;t even get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I&#039;ll discuss in the Offensive Specialization section.&lt;br /&gt;
&lt;br /&gt;
However, Clash is a very weak technique compared to unfocused mstrikes. Mstrikes&#039; bonus jab allows double the number of attacks for the first engagement with the enemy, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she can use focused mstrikes for single targets, even though they&#039;re slightly weaker than Fury because of her Grapple Specialization, while leaving the unfocused mstrike option open for battling hordes.&lt;br /&gt;
 &lt;br /&gt;
Your MOC training plan doesn&#039;t need to assume that mstrikes or techniques are either/or!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Niche Skills===&lt;br /&gt;
&lt;br /&gt;
Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]] and [[Mental Mana Control]]&#039;&#039;&#039;: Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game &#039;&#039;unless&#039;&#039; you&#039;re surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Monks get immense value out of at least the first 20 ranks. See the Trade Secrets section!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s more expensive than First Aid. Slightly reduces duration of stuns, but monks don&#039;t get stunned very often. Like First Aid, I recommend it during the first 19 levels. Afterward, train it only if you want to excel at skinning bounties &#039;&#039;and&#039;&#039; have already trained First Aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk mana sharing breakpoints!&lt;br /&gt;
&lt;br /&gt;
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.&lt;br /&gt;
&lt;br /&gt;
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.&lt;br /&gt;
&lt;br /&gt;
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.&lt;br /&gt;
&lt;br /&gt;
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.&lt;br /&gt;
&lt;br /&gt;
Just remember: 5, 7, 10, 24!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at 24 mana control, consider going to 25! This unlocks [[Multicast|multicasting]], the ability to cast a buff spell twice in one cast. For self-cast spells, that&#039;ll take you to full duration in 3 RT instead of 6, which is nice quality of life!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
&lt;br /&gt;
Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
&lt;br /&gt;
Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midgame and Later Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]] at half your level&#039;&#039;&#039;: After you&#039;re finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you&#039;re still not feeling hardy enough.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Spiritual]] up to 2 or 7 ranks&#039;&#039;&#039;: I&#039;d ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It&#039;s very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you&#039;re a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that&#039;s all the way at 20 ranks.) If you don&#039;t want to rely on the invoker or others, I&#039;d say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.&lt;br /&gt;
* &#039;&#039;&#039;Minor Mental up to 20 or 25 ranks&#039;&#039;&#039;: [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #4: The Spirit Barrier Irony!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! &#039;&#039;Lowering&#039;&#039; your UAF in exchange for increasing your DS via Spirit Barrier isn&#039;t nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren&#039;t like (weapon-using) rangers who would find trading &#039;&#039;AS&#039;&#039; for DS completely untenable. This spell can be worth a second look!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Post-Cap Skills===&lt;br /&gt;
&lt;br /&gt;
Eventually you can train everything if you play long enough, but here are some considerations for what to prioritize if or when you reach post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Edged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that&#039;s not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can&#039;t be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery is another possibility for diversifying. Unlike with katars, AS-based &#039;&#039;ranged&#039;&#039; attacks don&#039;t necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren&#039;t exactly &#039;&#039;poor&#039;&#039; at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Item Use]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Supplementing DS with [[small statue]]s is eventually a good idea for every profession and MIU bolsters their duration. (As a historical note, MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta&#039;Faendryl, the Ruined Temple, or the Sanctum of Scales. However, that&#039;s largely immaterial these days. [[Spell sever]] has supplanted spellburst in newer capped hunting grounds like the Hinterwilds, Moonsedge Castle, and the Hive--and, although these are technically Ascension grounds aimed at far post-cap characters, monks are able to do well in them long before other professions, including even at fresh cap, due to the unique qualities of unarmed combat.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual up to 20 or 40 ranks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It&#039;ll become apparent enough when that&#039;s the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I&#039;m fairly certain that my second monk Sariara will ignore them when the time comes. Voln already offers a fine substitute for fogging, Wall of Force isn&#039;t what it used to be when it had no cooldown, and having fewer spell ranks means more redux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental up to 48 or 50 ranks (or beyond)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they&#039;re more for hunting things like bandits and pirates or just messing around than for casting in &amp;quot;real&amp;quot; hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I&#039;ll elaborate further there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secret Sauce of Lores===&lt;br /&gt;
&lt;br /&gt;
This section contains tables to visualize lore thresholds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Telepathy Ranks&#039;&#039;&#039;||0||6||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039;&amp;lt;/font&amp;gt;||80||150&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mind Over Body Stamina Reduction&#039;&#039;&#039;||20%||25%||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;35%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Green&amp;lt;/font&amp;gt;&#039;&#039;&#039;: The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.&lt;br /&gt;
&lt;br /&gt;
Aside from Mind Over Body, a couple of Telepathy&#039;s more minor claims to fame for monks include:&lt;br /&gt;
&lt;br /&gt;
* 25 ranks allow [[Soothing Word (1201)|Soothing Word]] to remove sheer fear and grant 30 seconds of immunity to it&lt;br /&gt;
* 15, 45, and 90 ranks improve the spawn rate of [[Provoke (1235)|Provoke]]&lt;br /&gt;
&lt;br /&gt;
You can work around sheer fear in other ways by being in Voln or getting your robes sanctified, but the Soothing Word option exists.&lt;br /&gt;
&lt;br /&gt;
Provoke is an interesting niche, but not a major selling point in my eyes. Training 35 Minor Mental ranks asks a ton pre-cap and Provoke becomes less effective the more people are hunting in an area. Most capped hunting grounds are either very crowded, so Provoke does little, or they&#039;re not crowded because they&#039;re extremely dangerous, which makes Provoke a bad idea.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 2&#039;&#039;&#039;||&#039;&#039;&#039;Level 5&#039;&#039;&#039;||&#039;&#039;&#039;Level 15&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Full leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforced leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Double leather||Leather breastplate||Cuirbouilli leather||Studded leather&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||||Double leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Leather breastplate&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Cuirbouilli leather||Studded leather||Brigandine&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||||||Cuirbouilli leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Studded leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Brigandine&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||||||||Brigandine||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Double chain&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||||||||Double chain||Augmented chain&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||||||||Chain hauberk&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;105 Transformation&amp;lt;/font&amp;gt;|||||||||||||Metal breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;140 Transformation&amp;lt;/font&amp;gt;|||||||||||||Augmented breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;180 Transformation&amp;lt;/font&amp;gt;|||||||||||||Half plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You&#039;ll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it &#039;&#039;is&#039;&#039; amazing and I recommend it highly for a magical monk--I&#039;d consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won&#039;t be the majority of my readers.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Pink&#039;&#039;&#039;&amp;lt;/font&amp;gt;: My recommendations for which levels to meet which Iron Skin thresholds if you&#039;re undecided. You have more leeway at level 50 on to push lores higher, so I&#039;ve highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.&lt;br /&gt;
&lt;br /&gt;
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell&#039;s effect has improved over the previous breakpoint.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||&#039;&#039;&#039;Dragonclaw UAF Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Brace Disarm Rate&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0||10||25%&lt;br /&gt;
|-&lt;br /&gt;
||1||11||&lt;br /&gt;
|-&lt;br /&gt;
||3||12||27%&lt;br /&gt;
|-&lt;br /&gt;
||6||13||&lt;br /&gt;
|-&lt;br /&gt;
||7||||29%&lt;br /&gt;
|-&lt;br /&gt;
||10||14||&lt;br /&gt;
|-&lt;br /&gt;
||12||||31%&lt;br /&gt;
|-&lt;br /&gt;
||15||15||&lt;br /&gt;
|-&lt;br /&gt;
||18||||33%&lt;br /&gt;
|-&lt;br /&gt;
||21||16||&lt;br /&gt;
|-&lt;br /&gt;
||25||||35%&lt;br /&gt;
|-&lt;br /&gt;
||28||17||&lt;br /&gt;
|-&lt;br /&gt;
||33||||37%&lt;br /&gt;
|-&lt;br /&gt;
||36||18||&lt;br /&gt;
|-&lt;br /&gt;
||42||||39%&lt;br /&gt;
|-&lt;br /&gt;
||45||19||&lt;br /&gt;
|-&lt;br /&gt;
||52||||41%&lt;br /&gt;
|-&lt;br /&gt;
||55||20||&lt;br /&gt;
|-&lt;br /&gt;
||63||||43%&lt;br /&gt;
|-&lt;br /&gt;
||66||21||&lt;br /&gt;
|-&lt;br /&gt;
||75||||45%&lt;br /&gt;
|-&lt;br /&gt;
||78||22||&lt;br /&gt;
|-&lt;br /&gt;
||88||||47%&lt;br /&gt;
|-&lt;br /&gt;
||91||23||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn&#039;t make a huge difference. Brace, on the other hand, can be impactful &#039;&#039;if&#039;&#039; you&#039;re getting hit by physical attacks. I wouldn&#039;t go out of my way to push Transformation for Brace alone, but if you&#039;re already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we&#039;ll look at in the Meditation Resistance section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Training Snapshots===&lt;br /&gt;
&lt;br /&gt;
For illustration and discussion purposes, here&#039;s what my most recent monk Sariara has looked like at various level thresholds--or, in the case of level 30, what she &#039;&#039;should&#039;&#039; have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Level 20&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 40&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 60&#039;&#039;&#039;||&#039;&#039;&#039;Level 70&#039;&#039;&#039;||&#039;&#039;&#039;Level 80&#039;&#039;&#039;||&#039;&#039;&#039;Level 90&#039;&#039;&#039;||&#039;&#039;&#039;Level 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||0||0||0||0||0||0||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||24||48||74||100||114||134||134||144||144&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||44||65||85||105||125||149||165||187||207&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||24||35||55||55||55||55||55||60||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||44||64||84||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||44||64||125||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||10||10||10||10||20||20||38||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||5||5||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||15||15||15||15||15||15||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||20||30||40||50||60||72||82||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||10||10||10||20||20||40||40||60||60&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||10||10||10||10||10||10||40||0||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||20||30||20||25||30||35||40||42||42&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||40||43||42||48||60||72||83||95||167&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039;||0||0||0||0||3||3||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Mental&#039;&#039;&#039;||12||13||14||16||20||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;(spare TPs)&#039;&#039;&#039;||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s break down some of the more unusual things you might notice!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I could have done the one rank of Two Weapon Combat much sooner, but didn&#039;t particularly feel the need for the quick DS.&lt;br /&gt;
&lt;br /&gt;
Combat Maneuvers are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.&lt;br /&gt;
&lt;br /&gt;
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she&#039;d maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM &#039;&#039;is&#039;&#039; her second post-cap goal, finally; it&#039;s currently at 190 as she approaches 8.6m experience.)&lt;br /&gt;
&lt;br /&gt;
Max Brawling, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.&lt;br /&gt;
&lt;br /&gt;
Physical Fitness and Dodging are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks&#039; training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
I took a little bit of early Harness Power, then slacked off for a while, then finally only began pushing it in the late game as an efficient way to wear more spells in &#039;&#039;spellburst&#039;&#039; hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90).&lt;br /&gt;
&lt;br /&gt;
I started First Aid relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She eventually picked it back up post-cap, but the table only shows up to fresh 100.&lt;br /&gt;
&lt;br /&gt;
Swimming and Climbing are skills that you might not need at fresh cap if you intend to stick to a specific hunting ground for a long time. I dropped Swimming since the Sanctum doesn&#039;t have any water and the only swimming in the Hinterwilds can be bypassed with Water Walking or Symbol of Return (among other options), but hunters of the Atoll, Ruined Temple, or Sailor&#039;s Grief would want it. Conversely, I kept Climbing because the Sanctum has a pretty tough check, but various other hunting grounds don&#039;t. For where Saria&#039;s currently at long after the initial publication of this guide, she could actually skip both Swimming and Climbing.&lt;br /&gt;
&lt;br /&gt;
Saria heavily pushed Trading early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated.) Similar story for Minor Mental, which came out of the gate fast, then inched to 20 at level 60 and stayed there.&lt;br /&gt;
&lt;br /&gt;
Level 30 and 100 spare TPs are there because I was hoarding for the next MOC thresholds while level 70 spare TPs are there because I was hoarding for the 20 Minor Spiritual threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn&#039;t care about any of the in-between spells, so might as well preserve higher redux until then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Exclusive Choices==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meditation Resistance===&lt;br /&gt;
&lt;br /&gt;
One neat monk perk I haven&#039;t mentioned yet is that their [[Verb:MEDITATE#Damage_Resistance|MEDITATE verb]] allows them to gain resistance to one selected damage type! It offers 10% resistance to start, then improves at these thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||0||1||3||6||10||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;15&amp;lt;/font&amp;gt;&#039;&#039;&#039;||21||28||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;36&amp;lt;/font&amp;gt;&#039;&#039;&#039;||45||55||66||78||91&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||10%||12%||14%||16%||18%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;20%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||22%||24%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;26%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||28%||30%||32%||34%||36%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And if you decide to go ham post-cap with Ascension and enhancives:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||38%||40%||42%||44%||46%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted 15 and 36 Transformation because 20% and 26% (translation: &amp;quot;25% or more&amp;quot;) are extremely notable benchmarks. I &#039;&#039;could&#039;&#039; fully elaborate, but people who aren&#039;t Whirlin and me would probably get bored to tears by the rows and charts I&#039;d need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV&#039;s crit system, and how it relates to order of operations with redux and crit padding.&lt;br /&gt;
&lt;br /&gt;
Suffice it to say this:&lt;br /&gt;
&lt;br /&gt;
Because of rounding and the nature of GSIV crits, it wouldn&#039;t be merely &#039;&#039;underestimating&#039;&#039; 20% and 25% resistance to say that they&#039;re twice as effective or two and a half times as effective as 10% resistance, but &#039;&#039;completely off base&#039;&#039; by orders of magnitude. The upgrade is huge.&lt;br /&gt;
&lt;br /&gt;
That said, which damage type should you resist? You can change your type any time, but these jump out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold&#039;&#039;&#039;: Useful for Icemule-based hunting at various levels.&lt;br /&gt;
* &#039;&#039;&#039;Crush&#039;&#039;&#039;: A very common damage type, like all physical damage types. Particularly helpful for gigantic creatures that fall on you as they die.&lt;br /&gt;
* &#039;&#039;&#039;Electrical&#039;&#039;&#039;: The most lethal damage type, albeit somewhat rare. If you&#039;re hunting creatures that use it, though, protect yourself!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;: Useful for Teras Isle, among other specific areas.&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Great against various rock-themed creatures or shield-using creatures, among some others.&lt;br /&gt;
* &#039;&#039;&#039;Puncture&#039;&#039;&#039;: Another common physical damage type. Very deadly if it hits the eyes even on a fairly tame enemy attack, so 20% or 25% resistance will help immensely.&lt;br /&gt;
* &#039;&#039;&#039;Slash&#039;&#039;&#039;: The last of the common physical damage types. Probably the least impressive in a vacuum, but it &#039;&#039;is&#039;&#039; very common.&lt;br /&gt;
&lt;br /&gt;
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!&lt;br /&gt;
&lt;br /&gt;
The only damage types I&#039;d generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn&#039;t stop that aspect. Still, if you&#039;re in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything&#039;s worth considering in the right context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Grapple Specialization]], [[Kick Specialization]], and [[Punch Specialization]], which each improve their respective attacks, but which is right for you? I&#039;ll write about each one as if it&#039;s maxed, but during the earliest levels, these ramp up by gaining 20% of their max effectiveness per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. &amp;quot;Before&amp;quot; is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists.&lt;br /&gt;
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone.&lt;br /&gt;
* If you love Fury or hate setups, this could be the specialization for you!&lt;br /&gt;
* In a vacuum, grapples aren&#039;t ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.&lt;br /&gt;
* Grapple Specialization has little to offer if you exclusively use mstrikes. &amp;quot;Exclusively&amp;quot; is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Turns your [[Spin Kick]] into two Spin Kicks!&lt;br /&gt;
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It&#039;s great fun and can save you in situations where the other two specializations couldn&#039;t.&lt;br /&gt;
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it&#039;s flat out the best mstrike option.&lt;br /&gt;
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven&#039;t become as fast as they&#039;ll eventually be and Spin Kick might not even be an option yet (pre-level 35-36).&lt;br /&gt;
* While Spin Kick performs exceptionally well against like-level foes, it&#039;s not nearly as good against overleveled ones for two reasons: it&#039;s less likely to succeed and you&#039;re much more incentivized to disable those foes immediately. If they don&#039;t attack, you don&#039;t evade, so you don&#039;t Spin Kick.&lt;br /&gt;
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Punch Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.&lt;br /&gt;
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn&#039;t a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.&lt;br /&gt;
* Despite the above, the buff to Clash being minor doesn&#039;t matter if the monk isn&#039;t using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can&#039;t bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specialization Sidebar: Mstrikes with Specified Attack Types!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In case it isn&#039;t clear or in case going into math would be helpful...&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mstrike kick&#039;&#039;&#039; becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike punch&#039;&#039;&#039; can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they&#039;re slower because your Agidex isn&#039;t up to par, punches can still win overall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike grapple&#039;&#039;&#039; is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.&lt;br /&gt;
&lt;br /&gt;
In short...&lt;br /&gt;
&lt;br /&gt;
Use mstrike kick if you&#039;re a high Agidex race who&#039;s at or close to the peak of your Agidex growth.&lt;br /&gt;
&lt;br /&gt;
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you&#039;re a moderate Agidex race or a high Agidex race not yet near your peak, you&#039;re against foes in armor lighter than chain, and you trained Grapple Specialization, but you&#039;re in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)&lt;br /&gt;
&lt;br /&gt;
Use mstrike punch if neither of the above applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I&#039;ve been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).&lt;br /&gt;
&lt;br /&gt;
As for Punch Specialization, I wouldn&#039;t honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn&#039;t necessarily wrong either.&lt;br /&gt;
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===Defensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one&#039;s a lot easier than the last!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Block Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they&#039;re expensive to train, monks can&#039;t learn shield skills, and shields significantly decrease their MM.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Parry Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to parry melee or ranged attacks--assuming you have [[Brace (1214)|Brace]] active. After parrying, it gives a 25% chance of gaining the [[Counter]] effect, which means your next attack has 1 less RT and costs 25% less stamina (if applicable). This might sound neat until it&#039;s compared to...&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say &amp;quot;Brawling&amp;quot; because I&#039;m not even limiting this to unarmed combat. Even if you&#039;re using brawling &#039;&#039;weapons&#039;&#039; like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)&lt;br /&gt;
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===Martial Stances===&lt;br /&gt;
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Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let&#039;s review them.&lt;br /&gt;
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&#039;&#039;&#039;[[Duck and Weave]]&#039;&#039;&#039;:&lt;br /&gt;
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The most flavorful martial stance.&lt;br /&gt;
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Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.&lt;br /&gt;
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This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker&#039;s AS and weapon type have to be good enough compared to the defending creature&#039;s DS and armor type to do meaningful damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Delightful, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Flurry of Blows]]&#039;&#039;&#039;:&lt;br /&gt;
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The screen scrolliest martial stance.&lt;br /&gt;
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Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.&lt;br /&gt;
&lt;br /&gt;
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren&#039;t good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn&#039;t say it comes close to being worthwhile.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Again, great fun, but bad. Not recommended.&lt;br /&gt;
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&#039;&#039;&#039;[[Inner Harmony]]&#039;&#039;&#039;:&lt;br /&gt;
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The most wasted potential of martial stances.&lt;br /&gt;
&lt;br /&gt;
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you&#039;d most want to remove are exactly the ones you can&#039;t because you can&#039;t use Inner Harmony while bound or RT-locked. [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]] this definitely isn&#039;t!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I appreciate the idea behind this stance, but it has little to no appeal in practice.&lt;br /&gt;
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&#039;&#039;&#039;[[Rolling Krynch Stance]]&#039;&#039;&#039;:&lt;br /&gt;
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Almost surely the best martial stance for UC monks.&lt;br /&gt;
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This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won&#039;t kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least &#039;&#039;might&#039;&#039; kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap.&lt;br /&gt;
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When I wrote that monks rarely one-shot creatures, that&#039;s true in a vacuum, but Rolling Krynch can at least open that door for them.&lt;br /&gt;
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Bottom line: the less time you spend in decent positioning, the better off you are, and that&#039;s what Rolling Krynch offers.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.&lt;br /&gt;
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&#039;&#039;&#039;[[Slippery Mind]]&#039;&#039;&#039;:&lt;br /&gt;
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The most defensive martial stance.&lt;br /&gt;
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When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you&#039;re in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don&#039;t avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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This stance is simple, but really good, offering two lines of defense against a monk&#039;s biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I&#039;d say it&#039;s the very best for a weapon-wielding monk in robes!&lt;br /&gt;
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&#039;&#039;&#039;[[Stance of the Mongoose]]&#039;&#039;&#039;:&lt;br /&gt;
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The most &amp;quot;almost got there&amp;quot; martial stance.&lt;br /&gt;
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This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you&#039;re running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you&#039;re doing that, thank you for making it this far into the guide for reasons I don&#039;t understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.&lt;br /&gt;
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If you&#039;re a more typical unarmed combat monk, the good news is that Stance of the Mongoose&#039;s retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it&#039;s always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it&#039;ll pick the tier up type.&lt;br /&gt;
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That last bit might sound good--and, truthfully, it &#039;&#039;is&#039;&#039; good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it&#039;s not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That&#039;s not necessarily saying much; I&#039;d put it distantly behind Rolling Krynch Stance and Slippery Mind. If you&#039;re running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I&#039;m not knocking wildly niche monks. Many of my characters who &#039;&#039;aren&#039;t&#039;&#039; monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I&#039;m torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and &#039;&#039;can&#039;&#039; have immense defensive gain!)&lt;br /&gt;
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This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you&#039;re doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the &#039;&#039;creatures&#039;&#039; do--things you&#039;re actively trying to prevent them from doing, no less!--and, for that matter, only &#039;&#039;some&#039;&#039; of them do it and only &#039;&#039;some&#039;&#039; of the time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Striking Asp Stance]]&#039;&#039;&#039;:&lt;br /&gt;
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The best... uh... PvP martial stance?&lt;br /&gt;
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[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.&lt;br /&gt;
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Whoever this stance might be good for--if anyone, because I&#039;m not convinced it&#039;s worthwhile in any context other than PvP duels--it&#039;s not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp&#039;s own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs&#039; worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp&#039;s reduced stamina cost.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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No.&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Acrobat&#039;s Leap]]&#039;&#039;&#039;:&lt;br /&gt;
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Useful for short races to make up the height gap.&lt;br /&gt;
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&#039;&#039;&#039;[[Bearhug]]&#039;&#039;&#039;:&lt;br /&gt;
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Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that &#039;&#039;are&#039;&#039; so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don&#039;t necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. It&#039;s also a bit worse for small races, but, since it&#039;s an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first.&lt;br /&gt;
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Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you&#039;re already using them!&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a need of controlling the enemy hordes so you can systematically pick them off.&lt;br /&gt;
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&#039;&#039;&#039;[[Burst of Swiftness]]&#039;&#039;&#039;:&lt;br /&gt;
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You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
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If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don&#039;t recommend using it until you have at least four ranks since the cooldown is very long before then.&lt;br /&gt;
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If your monk is a fast race, there&#039;s still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar &#039;&#039;mstrikes&#039;&#039;&#039; don&#039;t get faster than 5 seconds regardless of Agidex.) &lt;br /&gt;
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&#039;&#039;&#039;[[Cheapshots]]&#039;&#039;&#039;:&lt;br /&gt;
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I love this suite of disabling skills on rogues and bards, but I don&#039;t think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can&#039;t, Cheapshots won&#039;t either since they&#039;re all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I&#039;d rather get Bearhug or Coup de Grace.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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I like two or three ranks to slightly shore up TD weaknesses if you can spare the points, but it&#039;s not mandatory by any means.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Mobility]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points &#039;&#039;are&#039;&#039; a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.&lt;br /&gt;
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&#039;&#039;&#039;[[Coup de Grace]]&#039;&#039;&#039;:&lt;br /&gt;
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A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF buff isn&#039;t what matters (at least for solo UC-oriented monks; it&#039;s amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can&#039;t be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup&#039;s insta-kill, so it&#039;s another helpful option in your toolbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Even though UAF attacks &#039;&#039;can&#039;&#039; power through turtled creatures, turning that &amp;quot;can&amp;quot; into &amp;quot;most likely&amp;quot; is ideal. Feint is the premier combat maneuver for lowering enemies&#039; stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hamstring]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I mention this for the katar builds. Hamstring can only be used with an edged weapon, but it&#039;s a devastatingly powerful setup-and-damage maneuver all in one. Two Weapon Combat characters will find it even more exceptional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ki Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver&#039;s wiki page recommends it if you aren&#039;t using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.&lt;br /&gt;
&lt;br /&gt;
That said, the stamina cost to use it too often &#039;&#039;is&#039;&#039; real, even with Mind Over Body, so you&#039;ll need heavy Physical Fitness training. It&#039;s more of a midgame or late game skill to me.&lt;br /&gt;
&lt;br /&gt;
Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don&#039;t cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
I&#039;d consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge&#039;s cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you&#039;re willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Character Progression==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats, meditating, or upgrading your monk&#039;s gear later? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
Monks gain new abilities called Feats at various levels, which are as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 0 Monk Feat - [[Kroderine Soul]]====&lt;br /&gt;
&lt;br /&gt;
Kroderine Soul is an opt-in feat that I won&#039;t cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.&lt;br /&gt;
&lt;br /&gt;
In exchange, before level 30, you can&#039;t learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I&#039;ll explain in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 0 Monk Feat - [[Martial Mastery]]====&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two &#039;&#039;additional&#039;&#039; weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I&#039;ll explain that too in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
While Martial Mastery is technically learned automatically from level 0, most monks won&#039;t make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I&#039;ll speak more about that in the Odds and Ends section discussing builds off the beaten path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 20 Monk Feat - [[Mystic Tattoo]]====&lt;br /&gt;
&lt;br /&gt;
Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from &#039;&#039;[[Stock_tattoo|nearly 1000 different options]]&#039;&#039; from a stock tattoo list! These are called mundane tattoos.&lt;br /&gt;
&lt;br /&gt;
From level 20 on, monks can upgrade a character&#039;s existing tattoo--including one for which the monk wasn&#039;t the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!&lt;br /&gt;
&lt;br /&gt;
For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer&#039;s choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)&lt;br /&gt;
&lt;br /&gt;
As profession services go--so I&#039;m comparing Mystic Tattoos to Battle Standards, enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this &#039;&#039;can&#039;&#039; be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It  can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.&lt;br /&gt;
&lt;br /&gt;
However, Mystic Tattoos are definitely on the lower end of profession service value overall, so don&#039;t create a monk expecting to start rolling in silver. (...at least not via tattooing, but more on the silver-making secrets of monks later!) GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point, but that it&#039;ll have to wait until empaths and rogues even have services at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 25 Monk Feat - [[Mystic Strike]]====&lt;br /&gt;
&lt;br /&gt;
A weird one, to say the least. FEAT MYSTICSTRIKE allows a monk to use a small amount of stamina to infuse their next physical UC or melee attack with an effect that debuffs a foe&#039;s defense against warding spells after it lands. While monks do have a few warding spells like Thought Lash, Vertigo, and Mindwipe, those spells are normally better off as setups--if they&#039;re even used at all--than something to set up &#039;&#039;toward&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]====&lt;br /&gt;
&lt;br /&gt;
At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; is a straightforward buff that improves monks&#039; Iron Skin spell.&lt;br /&gt;
&lt;br /&gt;
Reviewing the basics of Iron Skin first, it improves a monk&#039;s robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA &#039;&#039;without&#039;&#039; Dragonscale Skin.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Dragonscale Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||Double chain||Augmented chain (23 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||Chain hauberk (24 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||105 Transformation|||||||Metal breastplate (33 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||140 Transformation|||||||Augmented breastplate (34 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||180 Transformation|||||||Half plate (35 benefit)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For illustration&#039;s sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she&#039;ll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.&lt;br /&gt;
&lt;br /&gt;
To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.&lt;br /&gt;
&lt;br /&gt;
The alternative to Dragonscale Skin, &#039;&#039;&#039;Mental Acuity&#039;&#039;&#039;, is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk&#039;s first 20 learned Minor Mental spells don&#039;t count. However, instead of a monk&#039;s first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won&#039;t necessarily be exactly twice.)&lt;br /&gt;
&lt;br /&gt;
The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it&#039;s not a route I&#039;m interested in.&lt;br /&gt;
&lt;br /&gt;
In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There &#039;&#039;are&#039;&#039; still reasons to do it. Saving 20 spell ranks&#039; worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks&#039; worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.&lt;br /&gt;
&lt;br /&gt;
Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I&#039;ll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can&#039;t cast Iron Skin &#039;&#039;unless&#039;&#039; they have Mental Acuity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 40 Monk Feat - [[Martial Arts Mastery]]====&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).&lt;br /&gt;
&lt;br /&gt;
If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.&lt;br /&gt;
&lt;br /&gt;
Level 40 draws a line in the sand, though, to establish that unarmed combat &#039;&#039;is&#039;&#039; the monk&#039;s wheelhouse because Martial Arts Mastery &#039;&#039;is&#039;&#039; the monk&#039;s premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you&#039;ll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like &#039;&#039;double-maxing&#039;&#039; it.&lt;br /&gt;
&lt;br /&gt;
Unleash the power and never look back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 50 Monk Feat - [[Perfect Self]]====&lt;br /&gt;
&lt;br /&gt;
Perfect Self raises all your stats by +10 (or +5 bonus). That&#039;s it! Your monk hits level 50 and great power drops on their head.&lt;br /&gt;
&lt;br /&gt;
Like I&#039;ve said, there&#039;s pretty much no bad monk stat split from level 50 on because of this feat. It&#039;s also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you&#039;re using mstrikes and weapon techniques at all, you&#039;ll notice the improvement!&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Gear Upgrades: Armor===&lt;br /&gt;
&lt;br /&gt;
Even though fancy gear is more a luxury than a necessity for monks, you might as well upgrade your monk&#039;s gear eventually if you enjoy them! But how and in what way?&lt;br /&gt;
&lt;br /&gt;
For armor, I think the answer is to keep it really simple. Most of the expensive armor you can pick up doesn&#039;t do all that much for monks. (...at least not magical non-Kroderine Soul monks, the subject of this guide. I assume expensive armor does way more for KS monks who are tanking more hits.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Rusalkan: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts UAF and CS for 10 seconds if it does knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, but the expenses  are enormous. Some contact-based combat maneuvers like Bull Rush can also trigger rusalkan flares.&lt;br /&gt;
* Zelnorn: Uses half of what would be the DS from its enchant as AS (or in monks&#039; case UAF) instead, but doesn&#039;t allow flares or a TD boost to go in the ability slot (AKA category B). Players hit creatures more than creatures hit players, so zelnorn can be fantastic for AS-based professions--but most monks aren&#039;t AS-based. Improving UAF is fairly irrelevant, not justifying the base cost of 50k bloodscrip in the case of monks. Either flares or increased TD would more greatly benefit monks, making use of the ability slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you&#039;re a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.&lt;br /&gt;
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn&#039;t screaming for more DS and a flare chance for crit padding.&lt;br /&gt;
* [[Forest Armor]]? Monks don&#039;t need a tiny boost to UAF and CS.&lt;br /&gt;
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.&lt;br /&gt;
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk&#039;s seeking.&lt;br /&gt;
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip. Pass.&lt;br /&gt;
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!&lt;br /&gt;
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.&lt;br /&gt;
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You&#039;d have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So my actual answer to the armor question is:&lt;br /&gt;
&lt;br /&gt;
* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I&#039;ll come back and update the guide at that point!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gear Upgrades: Weapons===&lt;br /&gt;
&lt;br /&gt;
I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I&#039;ll go over the few that I think are worth looking into depending on your budget--plus flourishes and flares!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No script or flourish, just basic elemental flares (especially lightning)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is where I think you should begin if you&#039;re uncertain or just dipping your toe in the water.&lt;br /&gt;
&lt;br /&gt;
You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares &#039;&#039;on top&#039;&#039; of it, but that means even heavier investment.&lt;br /&gt;
&lt;br /&gt;
Nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; (price range: 30k to 210k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.&lt;br /&gt;
&lt;br /&gt;
You might hear dispel flares commonly cited as better than lightning flares in a weapon&#039;s ability slot and the best in class (unless you&#039;re using Flare Affinity for 400k bloodscrip, in which case lightning flares come roaring back). I generally agree with this and would say it&#039;s even more true that dispel is great for UC than for other weapon types due to three factors:&lt;br /&gt;
&lt;br /&gt;
# High volume of attacks&lt;br /&gt;
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount&lt;br /&gt;
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature&lt;br /&gt;
&lt;br /&gt;
There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don&#039;t affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong.&lt;br /&gt;
&lt;br /&gt;
All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. These aren&#039;t starter gear, but for committed and reasonably wealthy monks, and should only go onto UC gear that started with a script like Animalistic Spirit, Knockout, or Phytomorphic Weapons. (GEF can&#039;t use dispel flares.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn&#039;t the best since it&#039;s mainly good for knockdowns and monks are very adept at that on their own. My higher exp monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that&#039;s an extra expense.&lt;br /&gt;
&lt;br /&gt;
The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (As a caveat, though, I highly recommend against the Savage Power unlock, which isn&#039;t particularly good for any build of any profession, and the Wild Backlash unlock, which is excellent for some professions but not all that useful for monks. Animalistic Fury upgrades can be worth it &#039;&#039;if&#039;&#039; you first change the damage type.)&lt;br /&gt;
&lt;br /&gt;
Overall, this script has been monks&#039; top pick for years for very good reason on the strength of Revenge Flares, messaging, and being one of the only games in town. However, it&#039;s been five years since Animalistic Spirit and the creator of Animalistic Spirit, GM Avaluka, has debuted a new script called Phytomorphic Weapons that I think is even better for monks! More on that further below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
For unarmed combat, Energy Weapons are only available in the form of &#039;&#039;held&#039;&#039; weapons like a [[cestus]], not handwear and footwear. That&#039;s immediately anathema to some people. I&#039;d agree with them when talking about a -10 or -15 MM weapon, but I&#039;m actually not down on the -5 MM held UC weapons like others.&lt;br /&gt;
&lt;br /&gt;
Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.&lt;br /&gt;
&lt;br /&gt;
That &#039;&#039;is&#039;&#039; an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don&#039;t use it. Easy enough.&lt;br /&gt;
&lt;br /&gt;
The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren&#039;t very useful to monks, so I called mine a one and done.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Obscure Trivia Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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When you&#039;re wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon&#039;s flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?&lt;br /&gt;
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Well, let&#039;s say my Animalistic Spirit gloves still had their default grapple flares, which I don&#039;t value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.&lt;br /&gt;
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This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren&#039;t as favorable or you&#039;re spending currency to upgrade gloves &#039;&#039;and&#039;&#039; a cestus. Still, I stand behind it as at least an &#039;&#039;option&#039;&#039; if your stopping point is a flare and a script flare.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Greater elemental flare|Greater Elemental Flares]] script&#039;&#039;&#039; (price: 40k bloodscrip):&lt;br /&gt;
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These are a gold standard of midrange weapon scripts, at least if you&#039;d consider 40k bloodscrip per item &amp;quot;midrange.&amp;quot; Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.&lt;br /&gt;
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GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I&#039;ve used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the &amp;quot;You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!&amp;quot; messaging.&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than other options such as Animalistic Spirit or Phytomorphic Weapons. Some people pick Knockout for for their handwear or footwear and a different script for the others.&lt;br /&gt;
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As for Skullcrusher, see everything I just said about Knockout, because Skullcrusher costs the same and is mechanically identical except that it goes into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; Animalistic Spirit or Phytomorphic if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic Weapon Shield|Phytomorphic Weapon]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit of a script in the vein of Animalistic Spirit and from the same creator! This one is plant-themed instead of animal-themed and you can customize it yourself via foraging plants. Arboreal Agony is the big selling point of unlockable features here, which makes creatures Disoriented so they&#039;ll have difficulty casting spells--which are one of a monk&#039;s weak points. The default damage type is disintegrate, which is also broadly useful and can have killing power.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (Like with Animalistic Spirit&#039;s Wild Backlash, I&#039;ll give the caveat that Phytomorphic&#039;s Deciduous Decay is far more useful for AS-based professions than UAF-based professions like most monks. Phytomorphic Putrescence upgrades, on the other hand, don&#039;t need you to change the damage type first to get full value, which makes them either better or cheaper than Animalistic Spirit&#039;s Animalistic Fury counterpart depending on how you look at it.)&lt;br /&gt;
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RP-wise, I think there&#039;s a very real chance that people will continue to favor Animalistic Spirit going forward. Mechanically, though, I&#039;d say that Arboreal Agony not allowing enemy casters to cast is even better than Animalistic Spirit&#039;s Revenge Flares firing off when dodging physical attacks--and not needing to change the base damage type is also a big win.&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Telepathy or Transformation&#039;&#039;&#039; (price: 400k bloodcsrip):&lt;br /&gt;
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At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training &#039;&#039;and&#039;&#039; great enhancives, but hey, I did say this guide was for 0 exp to 54,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that&#039;s mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.&lt;br /&gt;
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You probably aren&#039;t even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can&#039;t stack on a single creature, so it&#039;s more valuable to have a stronger initial hit since you&#039;d be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that&#039;s a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, &#039;&#039;focused&#039;&#039; mstrikes still favor Transformation due to DoTs not stacking.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. Buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later, for example. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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If there&#039;s only one service I&#039;d recommend for a monk, it&#039;s Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)&lt;br /&gt;
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As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you&#039;re only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won&#039;t, but even a lighter hit might stun a creature--and stunning increases UC&#039;s most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Battle Standards have a few other perks, but these are the main ones making them so good for monks.&lt;br /&gt;
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Battle Standards have charges and periodically need recharging, which will cost you. I don&#039;t believe we have hard confirmation on how the charges drain, but &#039;&#039;if&#039;&#039; (if!) it&#039;s identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith (1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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The temporary healing is difficult to advise on because its value heavily depends on how much risk you take in hunting. That benefit is about knowing yourself well enough to know if you&#039;ll like it or not. Same goes for more max health; I see the value for small races roughly doubling their health, but otherwise don&#039;t consider it particularly valuable. However, opinions vary widely. As for max stamina, monks already have Mind Over Body--but, even if they didn&#039;t, you can shore up stamina far more cheaply with conventional regen enhancives than with Bloodstone Jewelry.&lt;br /&gt;
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As for everything else, the value for a monk--at least a magical monk--is like a mishmash of weaker Battle Standards and weaker Ensorcell. Bloodstone Jewelry and Ensorcell both offer stamina regeneration, which is a great in a vacuum, but Ensorcell&#039;s version of stamina regeneration is a flare chance (which is effective with frequent UC attacks) instead of a per minute effect and never requires paying again for recharging. There is something to be said for having both Bloodstone Jewelry and Ensorcell since Ensorcell usually won&#039;t restore stamina unless your health is full and Bloodstone Jewelry helps keep your health full--but, then again, just having herbs or using society abilities could also keep your health full.&lt;br /&gt;
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Extra health damage, on the other hand, is a reasonable selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it does affect every attack instead of 20% of attacks--and 1-5 damage might not sound like a lot, but when it&#039;s every attack, it does matter. On average, you&#039;ll get the Major Bleed effect after every 16.67 attacks, which is decently powerful in its own right. All that said, Bloodstone Jewelry doesn&#039;t add extra damage until its fifth and final tier, so you&#039;d probably be paying a premium to get it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Either go all the way with this service or pass on it unless someone&#039;s offering a steal. I wouldn&#039;t call this a particularly monk-oriented service unless you&#039;re a Kroderine Soul build or a small race.&lt;br /&gt;
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(Since this is alphabetically the first service I&#039;m recommending against, I&#039;ll clarify that that doesn&#039;t mean it&#039;s a bad service; even Enchant isn&#039;t particularly great for monks, as we&#039;ll see later, and that&#039;s a classic service. I&#039;m simply saying that, when you&#039;re reading a monk guide because you&#039;re making a monk, don&#039;t view this service through the lens of playing your warrior, your semi, or your Sunfist pure, who would all make better use of more of the Bloodstone Jewelry perks.)&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like most other non-gear-based profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they&#039;re already amazing at. (By contrast, casters see good benefit from things like FOF defense and the myriad bonuses to maneuver defense unless already far post-cap.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat by preventing kicks.&lt;br /&gt;
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Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. The biggest is that, unlike with Battle Standards, jabs don&#039;t flare with Poisoncraft. Poisons don&#039;t affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren&#039;t lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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It&#039;s worth learning at least Poisoncraft even though the other Covert Arts don&#039;t do much for monks. Recharging Poisoncraft isn&#039;t much cheaper--if any cheaper--than learning more Arts and learning them &#039;&#039;also&#039;&#039; recharges, so once you&#039;re in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves UAF (or AS if you&#039;re using a weapon) while enchanting armor improves DS.&lt;br /&gt;
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UAF offers minimal help for all the reasons described in the Unarmed Combat Primer. DS is more compelling, especially once you&#039;re hunting areas with the [[spell sever]] mechanic. Monks have the game&#039;s cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they &#039;&#039;are&#039;&#039; regularly in offensive stance. I don&#039;t go hard on improving monk DS, but it can&#039;t hurt either.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but improving it doesn&#039;t matter much otherwise.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling armor improves CvA and enemy spells are a weak point, so I&#039;d say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling adds much more gear difficulty than sanctifying. (For much more on the intricacies of gear difficulty and order of operations for upgrading gear, see [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|my service guide]]! For our purposes here, though, basically just know that tiers 2-5 of Ensorcell should usually be done after finishing the enchanting and sanctifying you want. The order of enchanting and sanctifying doesn&#039;t matter much, though.)&lt;br /&gt;
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For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.&lt;br /&gt;
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I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy. You already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul, but only after finished with enchanting and sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible for almost everybody. They improve virtually every offensive and defensive aspect of combat, which is like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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...but monks aren&#039;t most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.&lt;br /&gt;
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Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you&#039;re probably firing off a lot of those. On the bright side, since Lucky Items&#039; charges drain depending on the amount of time spent in combat, that aspect does pair well with monks&#039; high volume of attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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If this were any other profession, I&#039;d be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they&#039;re tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you&#039;re a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I&#039;d recommend your silvers go elsewhere first--but only &amp;quot;first.&amp;quot; Luck is powerful and you should get it eventually, just not as a high priority. I&#039;d take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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Despite Mystic Tattooing being a monk&#039;s own ability, it&#039;s not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won&#039;t consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include:&lt;br /&gt;
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* Strength to decrease encumbrance, especially for small races&lt;br /&gt;
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to slightly improve defense against spiritual magic&lt;br /&gt;
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Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can&#039;t go further than &amp;quot;arguably&amp;quot; since the others will have more impact when they &#039;&#039;do&#039;&#039; have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would.&lt;br /&gt;
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Mystic Tattoos are slated for a future upgrade. The current proposal includes adding a skill bonus up to +10, flares to double the stat and skill bonuses for a short duration, an activated ability with a cooldown to double the stat and skill bonuses for a short duration, and ignoring enhancive limits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Until the future update, I&#039;d only tattoo yourself in your spare time when you can&#039;t find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins&#039; Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there&#039;s &#039;&#039;some&#039;&#039; merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you&#039;d have to know you&#039;ll be running into that damage type consistently for a while.&lt;br /&gt;
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On an obscure note, nature resistance is unique to ranger trinkets. Monks can&#039;t meditate against it and even the Ascension system can&#039;t train to defend against it. However, an extremely small number of creatures use nature damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
&lt;br /&gt;
Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.&lt;br /&gt;
&lt;br /&gt;
The first five tiers of Sanctify have dubious value for UC gear (unless you&#039;re buying the first tier specifically because of the Kai&#039;s Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you&#039;re willing to pay for the first five tiers&#039; minimal value just to get to holy fire.&lt;br /&gt;
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Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it&#039;ll only trigger for certain combat maneuvers or when the undead hit you.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get the first five tiers on your robes unless you&#039;re absolutely certain you&#039;ll never have interest in hunting high-level undead. Holy fire isn&#039;t a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don&#039;t bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify).&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
&lt;br /&gt;
Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It&#039;s still marginally useful for good positioning (very specifically good positioning). Crit padding is more broadly useful. Either way, neither is useful enough to justify paying warriors unless they&#039;re charging less than the automated WPS smithy that comes around every couple of months. (They probably aren&#039;t!) Use that instead to bring your robes up to speed.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn&#039;t terribly desirable for most players, monks or otherwise.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I&#039;d say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Battle Standard up to P3 as soon as possible&lt;br /&gt;
* Enchant armor up to +30 relatively quickly&lt;br /&gt;
* Ensorcell UC gear to T1 relatively quickly&lt;br /&gt;
* Battle Standard up to P5 relatively quickly&lt;br /&gt;
* Either Sanctify UC gear all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Sanctify armor unless very rarely hunting undead&lt;br /&gt;
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Slowly enchant UC gear over time&lt;br /&gt;
* Padding to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Slowly Ensorcell armor over time&lt;br /&gt;
* Weighting to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge&lt;br /&gt;
* Bloodstone Jewelry if you want it&lt;br /&gt;
* Slowly enchant armor past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell UC gear past T1 over time, if ever&lt;br /&gt;
* Mystic Tattoo only if you can&#039;t sell yours, but selling it is preferable to fund all of the above&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Super Post-Cap Advancement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Congratulations, you&#039;ve got a cap and a half worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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Since it&#039;s not relevant to the large majority of players, I&#039;ve only vaguely talked about monks&#039; advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they&#039;re &amp;quot;done enough&amp;quot; with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements.&lt;br /&gt;
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Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.&lt;br /&gt;
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I did say this guide was for magical monks from 0 to 54,000,000 experience, so what should you do with Ascension Training Points (ATPs)?&lt;br /&gt;
&lt;br /&gt;
The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race.&lt;br /&gt;
* &#039;&#039;&#039;Brawling&#039;&#039;&#039;: +2 UAF per rank. I&#039;m not going to knock UAF this time because, once we&#039;re talking Ascension, we&#039;re talking marginal gains almost no matter what you do. Get it if you like numbers going up!&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Increased maneuver defense every two ranks, but half as much increase as Agility. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race. For the weapon route, specifically, Dexterity also adds crit weighting.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: +0.75 DS (in offensive) per rank and a tiny extra chance of outright evading for more Spin Kicks.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction by 2 pounds per rank. &#039;&#039;Now&#039;&#039; I&#039;ll knock UAF again! If we&#039;re in the realm of diminishing returns from exp anyway, then Porter is a reasonable low-hanging fruit option for races with lower carrying capacity.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: If you&#039;re firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body and Ensorcell no longer enough. If that&#039;s you, you&#039;ll know when to train this--or just buy stamina regen enhancives and Bloodstone Jewelry.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks.&lt;br /&gt;
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During earlier versions of this guide, I was also open to Aura, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let&#039;s finally delve into the Elite skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is Monks&#039; Everything&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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There&#039;s a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones potentially relevant to (magical) monks in green:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Automatic Success of Certain Spells&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;UC - Tier Up Probability&amp;lt;/font&amp;gt;&lt;br /&gt;
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As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I&#039;d argue that usually it&#039;s at or near the top end of value &#039;&#039;in&#039;&#039; that application:&lt;br /&gt;
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* Improving UC tier ups is, naturally, at its best for the profession most built around UC.&lt;br /&gt;
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy&#039;s EBP means improving MM, which is a UC monk&#039;s most important offensive combat number.&lt;br /&gt;
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don&#039;t use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here.&lt;br /&gt;
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn&#039;t go so far to say it&#039;s at its best here, which I think goes to pures who become capable of warding off spells from (some) &#039;&#039;pure&#039;&#039;-style Ascension creatures, but it&#039;s a pretty narrow win.&lt;br /&gt;
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln.&lt;br /&gt;
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks.&lt;br /&gt;
* Improving ambush defense is a benefit I place almost no value on for any profession and build &#039;&#039;except&#039;&#039; magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don&#039;t have 105 or more Transformation lore, so defense is valuable.&lt;br /&gt;
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(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do &#039;&#039;have&#039;&#039; the occasional spots of value. The auto-success spell benefits don&#039;t do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.)&lt;br /&gt;
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Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can!&lt;br /&gt;
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Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I&#039;d also argue that there&#039;s less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds.&lt;br /&gt;
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As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they&#039;re both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn&#039;t have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more &#039;&#039;total&#039;&#039; Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she&#039;s only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn&#039;t need to work for at all because monks have Perfect Self and Burst of Swiftness.&lt;br /&gt;
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Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They&#039;re simply the most exp-efficient profession in the game.&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
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* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
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The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and you want them to hit more reliably.&lt;br /&gt;
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&#039;&#039;&#039;Bold Brawler&#039;&#039;&#039;&lt;br /&gt;
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 Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
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A self-explanatory staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy!&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
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Pretty good reactive damage that comes at full power out of the gate. Needing an SMR check does slightly hinder its efficiency against overleveled creatures, but that&#039;s offset by the fact that it can go after multiple targets to hit at least one of them. Importantly, note that &amp;quot;a rank 2+ critical strike&amp;quot; refers to a rank 2 critical &#039;&#039;based on a crit table,&#039;&#039; not a rank 2 wound. Usually a rank 2 critical only creates a rank 1 wound; for example, rank 2 [[Slash_critical_table|slash crits]] are always rank 1 wounds unless they hit an eye. In other words, even very light hits can get this going, but just not the absolute lightest hits.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
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 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
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Reasonable if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to monks&#039; combination of inexpensive Harness Power costs, not much to spend that mana on, not being in full plate like warriors (and so valuing the DS more), and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don&#039;t know any of those other than my own).&lt;br /&gt;
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&#039;&#039;&#039;Ether Flux&#039;&#039;&#039;&lt;br /&gt;
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 When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
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(For clarity, it can occur once &#039;&#039;per creature&#039;&#039; per minute. You can basically consider it once per creature, period. For even more clarity, Ether Flux itself isn&#039;t a flare &#039;&#039;chance&#039;&#039;; it&#039;s described as a flare because it deals a random amount of disruption damage, but it always triggers once you meet the condition.)&lt;br /&gt;
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Ether Flux has no tiers and comes at full power immediately, which is definitely nice and it&#039;s a very good perk &#039;&#039;if&#039;&#039; you can get it going! ...but can you? Even though monks don&#039;t innately deal elemental damage, it still might be easier than you think.&lt;br /&gt;
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Some options for elemental flares include conventional ability slot flares, Battle Standards of applicable Arkati or spirits, certain Gemstone properties like Blood Boil or Infusion or Thorns, holy fire or holy water when hunting undead, or script flares of elemental types. That&#039;s already up to seven sources of elemental flares and I&#039;m not describing anything too wildly out of the way or anything that&#039;s very expensive by post-cap standards. The most expensive of those would be buying flare type changes for Animalistic Spirit or Phytomorphic Weapons.&lt;br /&gt;
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Whether you&#039;re mstriking or using Fury, monks fire off a lot of attacks, so with a decent base of varied flare types, the odds can stack up to force a lot of Ether Flux triggers through! However, if you don&#039;t have that decent base, I wouldn&#039;t go out of my way working up to it just because you find an Ether Flux. This is a very solid B or maybe B+ common, but it&#039;s no Bold Brawler, Flare Resonance, Stamina Prism, or Storm of Rage.&lt;br /&gt;
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&#039;&#039;&#039;Flare Resonance&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
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Assuming you have flares on your handwear and your footwear (and if you don&#039;t, then you should!), this is another staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries.&lt;br /&gt;
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[[Flare Affinity]] basically supercharges your flares to hit substantially harder--and, for that matter, more often! Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. (If you &#039;&#039;are&#039;&#039; someone who already has the Flare Affinity flourish, you wouldn&#039;t want this property since they don&#039;t stack.) The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk&#039;s handwear &#039;&#039;and&#039;&#039; footwear would cost 800k bloodscrip.&lt;br /&gt;
&lt;br /&gt;
In short, get more flares and make them spend less time poking and more time killing. &lt;br /&gt;
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&#039;&#039;&#039;Force of Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
&lt;br /&gt;
This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! Alternatively, if you find it on a Gemstone with at least one other property that&#039;s good for somebody else but isn&#039;t good for you, you can try to sell it for a good chunk of silver since solo hunters of almost every profession like Force of Will for general purposes. (The exceptions are bards, who can already get rid of almost all of these conditions with their own [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]], and maybe clerics, who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die.)&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
The UAF boost is fairly immaterial for all the reasons you know by now about UAF, but the maneuver boost makes for an acceptable placeholder for most monks to use while looking for better Gemstones in the long run. That said, I wouldn&#039;t recommend upgrading it except possibly on a monk who makes very heavy use of extremely endroll-dependent attacks like Spin Kick or Bearhug.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
&lt;br /&gt;
Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
&lt;br /&gt;
This might be the highest ceiling Gemstone property of all for monks. It&#039;s easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don&#039;t run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they&#039;re off cooldown and Ki Focus when the mstrikes &#039;&#039;are&#039;&#039; on cooldown, thus basically only using stamina for the latter. However, if you started stacking on enhancives, Ascension, and Stamina Prism to start recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and &#039;&#039;still&#039;&#039; not run out of stamina.&lt;br /&gt;
&lt;br /&gt;
In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits, but you can be even more of a whirlwind in battle if you build for it!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ll battle just about any creature in your preferred hunting ground and it&#039;s a fairly swarmy place, this is an extraordinary property since you&#039;ll have the boost going constantly. UC monks or weapon monks will both love this property! Even if you&#039;re picky about which creatures you battle or if you hunt a slower area, it&#039;s still excellent. The only other thing is to consider is that it&#039;s a top tier common for virtually every build of virtually every profession--any weapon user, any UC build, any magical bolter--and so people are likely to pay very well for it if you&#039;d rather have the silvers!&lt;br /&gt;
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&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Mini Storm of Rage, except you always have the boost even if you&#039;re in the slowest of areas or if you&#039;re selectively hunting a single creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you&#039;ll almost definitely have at least one of those.&lt;br /&gt;
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&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn&#039;t.&lt;br /&gt;
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&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
&lt;br /&gt;
Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death. Don&#039;t use this if you go the Kroderine Soul route.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
&lt;br /&gt;
A high quality Gemstone property for almost every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky; they can&#039;t outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened. A possibly bigger obstacle is that Blood Boil, of course, only works on creatures with blood! That won&#039;t be an obstacle in most hunting grounds, but if you try to exclusively hunt undead who have no blood (most undead by far don&#039;t; a few do), this wouldn&#039;t be the property for you.&lt;br /&gt;
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&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
&lt;br /&gt;
Despite having some anti-synergy with Spin Kick, it&#039;s very hard to ignore the value of a universal 5% chance to avoid and (to an extent) counter AS attacks. All else being equal, it &#039;&#039;is&#039;&#039; better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
&lt;br /&gt;
Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you&#039;re one of the rare monks who uses CS spells in combat.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
&lt;br /&gt;
Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that&#039;s exactly what I&#039;d recommend, but they&#039;re mutually exclusive.)&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
Journeyman Tactician, but twice as good. Like its common counterpart, the UAF boost isn&#039;t noteworthy for a UC monk (it is good for a weapon monk, though!), but if you make heavy use of SMR attacks, I think it can be a reasonable long-term property for you. If not, I&#039;d either sell it to someone willing to pay top silvers or reroll until you get a better rare property.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That&#039;s an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you&#039;re looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I&#039;ll cover shortly, you might consider working your entire build around it...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
A reasonable option for lighter races. It&#039;s not necessarily going to help with the newer and bigger boxes of 2026 on, but can help with the lower end loot like solid moonstone cubes or wands that add up when you&#039;re tiny. Definitely not a flashy property, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS, and this is a solution to at least part of that!&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
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&#039;&#039;&#039;Thirst for Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Twice as strong as its already very powerful common counterpart, Taste of Brutality... or is it? The common version&#039;s 5% penalty when taking hits is negligible, but a 10% penalty isn&#039;t as easily dismissed. Still,  the increased DF is fantastic, so I&#039;d say you should consider your options with this one. If you have high redux &#039;&#039;and&#039;&#039; high Transformation lore, get it, love it, and upgrade it all the way. If you only have one of those, then you could simply treat it like Taste of Brutality by leaving it un-upgraded. 6% on both ends with no upgrades is comparable to the fully upgraded Taste of Brutality&#039;s 5%, after all, and nothing says you have to upgrade it at any point, never mind right away.&lt;br /&gt;
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&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It&#039;s actually difficult to even sell you on this because it&#039;s so straightforward that I shouldn&#039;t have to. It&#039;s a 10% double attack chance on every attack!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that&#039;s also solid for monks and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystic Impulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
&lt;br /&gt;
Hear me out. This is a very, very specific niche, but it&#039;s incredible within that niche, which is that you&#039;re a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise.&lt;br /&gt;
&lt;br /&gt;
If all of that&#039;s true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you&#039;ll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you &#039;&#039;aren&#039;t&#039;&#039; running the Serendipitous Hex build, then I&#039;d honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.&lt;br /&gt;
&lt;br /&gt;
Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power&#039;s effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that&#039;s with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Great general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF boost is, as always, borderline immaterial unless you&#039;re a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy that works well with the free jabs in your mstrikes! Unlike traditional dispel flares, these are post-resolution, so they&#039;re slightly less reliable. However, UC monks tend to have no trouble making their attacks land.&lt;br /&gt;
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====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here are some hypothetical ideal layouts!&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Traditional Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# &#039;&#039;(Blood Boil)&#039;&#039; (rare 2 of 3)&lt;br /&gt;
# &#039;&#039;(Thirst for Brutality)&#039;&#039; (rare 3 of 3)&lt;br /&gt;
# Force of Will (common 5 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 6 of 7)&lt;br /&gt;
# Journeyman Tactician if using Thirst for Brutality, otherwise Taste of Brutality (common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
Blood Boil and Thirst of Brutality are parenthetical and italicized because they&#039;re slightly conditional picks. For general purposes, that&#039;s what I&#039;d go with, but specific hunting ground choices or even gear can change everything. Blood Boil might be useless if you primarily hunt undead without blood. Tethered Strike, not listed, might be superior to either Blood Boil or Thirst of Brutality if you regularly hunt evasive creatures. Anointed Defender, also not listed, could be the way to go if you&#039;ve managed your gear and training in such a way that the TD boost can push you just out of range of dangerous CS attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Very Magic-Heavy Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# &#039;&#039;(Serendipitous Hex)&#039;&#039; (rare 1 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Greater Arcane Intensity (rare 3 of 3)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# Arcane Intensity (common 5 of 7)&lt;br /&gt;
# Taste of Brutality (common 6 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
This has enough overlap that you might think they&#039;re the same picture, but the subtle differences add up to large ones. This Gemstone setup assumes a high CS monk, then Greater Arcane Intensity and Arcane Intensity push CS even higher. That means that Vertigo and Mindwipe land more consistently, which means that creatures are disabled more often, which means Force of Will shouldn&#039;t be as necessary. It also means that your MM will be higher, which means I wouldn&#039;t even think about Journeyman Tactician. Conversely, Taste of Brutality claims a solid place because its rare counterpart has been traded off to secure Greater Arcane Intensity and maybe Serendipitous Hex.&lt;br /&gt;
&lt;br /&gt;
Speaking of Serendipitous Hex, even though I ranked it highly, it gets the parenthetical italics treatment because I only recommend it if you&#039;re regularly casting Web! It doesn&#039;t trigger with Vertigo or Mindwipe, so if those are your go-tos, then bring in some other top end rare like Blood Boil, Tethered Strike, or Thirst for Brutality. (Unlike the traditional monk, the magic-heavy monk doesn&#039;t risk as much from the double DF hit of using Taste and Thirst simultaneously because their more consistent disablers will keep enemies contained. Still, just in case of the worst, &#039;&#039;definitely&#039;&#039; use Ephemera&#039;s Extension over Ether Flux if you go the double Brutality route!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we draw close to the end, I&#039;ll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Magic After Dark===&lt;br /&gt;
&lt;br /&gt;
...wait, I can&#039;t write about that on the wiki! Moving on.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Trade Secrets of the Sneaky Monk Merchants===&lt;br /&gt;
&lt;br /&gt;
I&#039;m one of the bigger advocates of training [[Trading]] in the GS community, but even more so for monks than others!&lt;br /&gt;
&lt;br /&gt;
Monks have easier and more universal means to make more silvers per item sold than any other profession--and they can do it almost anywhere in Elanthia.&lt;br /&gt;
&lt;br /&gt;
Except for [[Mist Harbor]] and [[Kraken&#039;s Fall]], every town&#039;s NPC shops will pay +5% extra silver to at least one race when players sell. ([[Trading#Trading_chart|See the chart of favored races here!]])&lt;br /&gt;
&lt;br /&gt;
Monks have a &#039;&#039;&#039;secret weapon&#039;&#039;&#039; in the profit war: &#039;&#039;&#039;[[Shroud of Deception (1212)|Shroud of Deception]]&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Even monks who live in a geographic region where their race can&#039;t get a bonus can configure their Shroud profile to appear as another race and get the bonus anyway! It&#039;s that easy!&lt;br /&gt;
&lt;br /&gt;
But wait, it gets better! Monks also have &#039;&#039;[[Glamour (1205)|Glamour]]&#039;&#039;&#039;, which gives an enhancive boost of 20 Trading ranks or 50 Trading skill, whichever is lower. (50 Trading skill will be lower before you have 20 Trading ranks on your own.)&lt;br /&gt;
&lt;br /&gt;
What does Trading do, though?&lt;br /&gt;
&lt;br /&gt;
You get an extra 1% silver for every combined 12 bonus between Influence and Trading bonus. That&#039;s &#039;&#039;bonus&#039;&#039;, not ranks! So, for example, if you had 44 Trading ranks, which is 144 Trading bonus, you&#039;d make 12% more silver for selling items than if you had 0 Trading ranks. Shroud of Deception takes that 12% to 17%, then Glamour takes that 17% to 18%--and, actually, 8/12ths of the way to 19%. If you took my advice and set Influence high from the start, Influence will also get you to 19% if not 20%!&lt;br /&gt;
&lt;br /&gt;
This is a big part of how Sariara made 2,509,473 million silver within a week of existing. By now she&#039;s existed for four weeks and a day and is up to 23,108,060 silver, only 1,500,000 of which came from selling a Mystic Tattoo.&lt;br /&gt;
&lt;br /&gt;
Some general tips on early silvers:&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t hunt overcrowded Landing areas, but find the rich lower level creatures. There are plenty of them because characters don&#039;t stay low level for long, so hunting pressure is low. (For more on hunting pressure, see the [[treasure system]] page and [[Treasure_system/saved_posts|saved posts subpage]].)&lt;br /&gt;
* Take advantage of Glamour and Shroud of Deception to get a percentage boost to these rich creatures&#039; already valuable loot. Reap the reward of being a monk!&lt;br /&gt;
* Between level 0 and 19, when skills migrate near instantly, max out Trading every time you&#039;re about to sell things.&lt;br /&gt;
* Between level 0 and 19, push First Aid and Survival up when you&#039;re out hunting so you can get value from skinning. Unlearn them afterward so you can...&lt;br /&gt;
* Between level 5 and 19, learn Glamour and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* Between level 12 and 19, learn Shroud of Deception and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* For your final level 19.9 build, as you&#039;re forced to commit to your skills, have at least 20 ranks of Trading and know at least your first 12 Minor Mental spells.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I did. I got to see delightful lines in my SKILL command like:&lt;br /&gt;
&lt;br /&gt;
 You started this migration period on Saturday, 5/25/2024 at 01:55:18 EDT.  You have 4 days, 20 hours, 8 minutes remaining in your current 30 day migration period.&lt;br /&gt;
 &lt;br /&gt;
 You&#039;re currently migrating at a rate of .001 skill points per pulse, and &#039;&#039;&#039;have converted 25580.00 training points this migration period.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t go to this extreme, though, monks are the game&#039;s best at selling to NPC merchants. At the low end, monks skyrocket toward high sales value. At the high end in the post-cap world, monks reach the maximum sale bonus in almost every town.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maximum sale bonus&amp;quot; is 28% from Trading and Influence plus another 5% from race bonus. To be clear, the max bonus is 33%, but only sort of; the two bonuses are treated separately. For example, if you&#039;re an elf monk selling in Solhaven (no bonus), you can&#039;t just pump your Trading and Influence so high that you&#039;d make 33% from that alone; it&#039;s capped at 28% and the other 5% &#039;&#039;has to&#039;&#039; come from Shroud of Deception.&lt;br /&gt;
&lt;br /&gt;
My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===When Robes Aren&#039;t Robes: Alterations===&lt;br /&gt;
&lt;br /&gt;
For simplicity, I&#039;ve been talking about &amp;quot;robes&amp;quot; throughout this guide because that&#039;s the conventional name for that [[armor]] type.&lt;br /&gt;
&lt;br /&gt;
However, robes don&#039;t have to remain robes at all; they have the same leeway for alterations as other chest-worn clothing! Here are examples of post-alteration &amp;quot;robes&amp;quot; that my various characters (monks or otherwise) have worn or that I plan to create:&lt;br /&gt;
&lt;br /&gt;
* An airy white starsilk sundress sporting an asymmetrical knee-length skirt&lt;br /&gt;
* A sleeveless lily white tunic with a jet black silk sash&lt;br /&gt;
* A knee-length midnight blue silk dress aglisten with a constellation of stars&lt;br /&gt;
* A sleeveless white tunic splashed with an autumn-hued music motif&lt;br /&gt;
* A sleeveless white starsilk tunic spangled with sunset orange musical notes&lt;br /&gt;
* A midnight black silk tunic marked with a silver eight-pointed star&lt;br /&gt;
* A sleeveless sunlight gold tunic accented by bright white edges&lt;br /&gt;
* A royal purple starsilk tunic featuring an embroidered silver rose&lt;br /&gt;
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits)&lt;br /&gt;
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola)&lt;br /&gt;
* A thigh-slit scarlet starsilk dress accented by ivory edges&lt;br /&gt;
* A sleeveless white kimono featuring golden star embroidery&lt;br /&gt;
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves&lt;br /&gt;
* A sleeveless gold feather-patterned tunic tied at the waist&lt;br /&gt;
&lt;br /&gt;
Mine are mostly feminine designs, but even for a masculine character, you can turn your robes into shirts, vests, jackets, and more. Get your creativity on!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Likewise, unarmed combat footwear isn&#039;t limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hunting Partner Tactics and Synergy===&lt;br /&gt;
&lt;br /&gt;
Who do monks team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer that&#039;s enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies&#039; UDF. In turn, warriors love monks&#039; Mind Over Body stamina cost reduction, the best group buff they can get other than bards&#039; [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day).&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don&#039;t necessarily mind being targeted more often since it offers more Spin Kick opportunities.&lt;br /&gt;
* &#039;&#039;&#039;A monk duo&#039;&#039;&#039; can keep up both Mind Over Body and Focus Barrier, but otherwise doesn&#039;t have any particular synergy.&lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don&#039;t have as much redux as warriors and rogues nor as much DS as them, so a boost can really help.&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don&#039;t offer much to rangers otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; can make a monk&#039;s attacks even faster, at least for now, since Song of Tonis is the game&#039;s best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they&#039;re already pretty durable as casters go. Monks simply being present as an additional target to split up enemies&#039; attacks is helpful to wizards and all casters.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks&#039; Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath&#039;s [[Mass Interference (217)|Mass Interference]] setting up a monk&#039;s Vertigo isn&#039;t the worst idea I&#039;ve ever had, but it&#039;s not an amazing one either. &lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it&#039;s still there when needed. Having a hunting partner&#039;s extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn&#039;t help monks as most other professions&#039; disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward.&lt;br /&gt;
&lt;br /&gt;
Nearly regardless of team composition, your monk training &#039;&#039;&#039;Coup de Grace&#039;&#039;&#039; and &#039;&#039;&#039;Side by Side&#039;&#039;&#039; (which also requires two ranks of &#039;&#039;&#039;Combat Movement&#039;&#039;&#039;) can be helpful to groups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Weapon-Wielding Melee Monk===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk more about Martial Mastery, the level 0 feat. Although monks have access, it was primarily invented for warriors and rogues as an alternative to learning [[Elemental Targeting (425)|Elemental Targeting]], a Minor Elemental spell that increases AS.&lt;br /&gt;
&lt;br /&gt;
Far enough post-cap, magical warriors or magical rogues have the same AS ceiling as their non-magical counterparts. (Their non-magical counterparts do get there millions of experience points sooner while the magical ones have more DS and TD, but that&#039;s outside the scope of this guide...) Monks, on the other hand, don&#039;t have Elemental Targeting, so a monk maximizing Martial Mastery can have up to 50 more AS and UAF than a monk &#039;&#039;not&#039;&#039; maximizing it! Of course, UAF doesn&#039;t matter nearly as much as AS and the entire monk profession is built around unarmed combat. So I ask:&lt;br /&gt;
&lt;br /&gt;
Is there merit to a weapon-wielding, AS-based monk?&lt;br /&gt;
&lt;br /&gt;
Before I explore it, I&#039;ll repeat that I think people should make whatever kind of character they find fun and that I personally like wacky builds. However, I&#039;m not convinced that a melee monk even &#039;&#039;is&#039;&#039; a wacky build. When people consider making a melee-only character who isn&#039;t stealth-based, a warrior is probably their first thought, but let&#039;s seriously compare these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Training Cost Factor&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I&#039;ll use my (first) monk and warrior for the sake of illustration since they&#039;re both elves. At level 50, my warrior had a total pool of 2568 PTPs and 2242 MTPs while my monk had a total pool of 2319 PTPs and 2259 MTPs. You might think the warrior is hugely ahead, but no, not at all. I could show you paragraphs upon paragraphs of math I wrote, but let&#039;s just cut to the chase.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say my monk and warrior had both done dual katar builds that shared nearly identical core training. 2x Brawling, 2x Edged Weapons, 1x Thrown Weapons (to buff up Martial Mastery), 2x Two Weapon Combat, 2x Combat Maneuvers, 2x Physical Fitness, 50 Multi-Opponent Combat, and 1x Perception were all in common.&lt;br /&gt;
&lt;br /&gt;
From there, my warrior took 70 Armor Use to get metal breastplate, then trained as many Dodging ranks as possible with her remaining points. My monk learned Iron Skin, took 30 Transformation to buff up Iron Skin, and took 10 Harness Power, then trained as many Dodging ranks as possible with her remaining points. Their skills would be identical in most ways, but here&#039;s where they&#039;d differ:&lt;br /&gt;
&lt;br /&gt;
* Monk in robes that act like chain mail: 153 ranks of Dodging and 102 MTPs spare&lt;br /&gt;
* Warrior in metal breastplate: 109 ranks of Dodging and 21 MTPs spare&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to claim that my monk would basically just be better; there are too many factors to say that. Warriors have their guild skills. Monks have Perfect Self. Warriors have a higher parry chance because of [[Combat Mastery|their level 40 feat]]. Monks have a higher evade chance because of &#039;&#039;their&#039;&#039; level 40 feat. Warriors have [[Whirling Dervish]]. Monks have more DS, at least at this stage of the game. Warriors have [[Weapon Specialization]]. Monks have Burst of Swiftness. Warriors have [[Weapon Bonding]].&lt;br /&gt;
&lt;br /&gt;
My point is that a melee monk is even &#039;&#039;comparable&#039;&#039;--better in some ways and worse in others--to a warrior with the exact same build despite ignoring so much of what the monk skillset is tailored toward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Mental Acuity Possibility&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
What if you learned Mental Acuity even without Kroderine Soul? My above training cost example illustrated my monk stopping at two Minor Mental spells for Iron Skin, but another alternative (though this would be during later levels) would be taking Mental Acuity to retain access to the first 20 Minor Mental spells and still even allowing room for Spirit Warding I and Spirit Defense. (If you were okay with Martial Mastery capping out at +45 AS instead of 50, you could even learn Spirit Warding II!)&lt;br /&gt;
&lt;br /&gt;
The hypothetical Martial Mastery and Mental Acuity monk has almost the same AS as a Martial Mastery warrior, but her spells would pull her far ahead in DS while keeping all the silver selling benefits of Glamour and Shroud of Deception, plus saving tons of stamina via Mind Over Body. The tradeoff is making spelling up more of a hassle, but that might be worth the payoff of having a light armored warrior-like character whose combat maneuvers and weapon techniques have 35% stamina cost reduction!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Doubly Perfect Self&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
As great as Perfect Self is for unarmed combat, it&#039;s arguably even better for a melee monk. For UC purposes, it&#039;s mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you&#039;re getting AS--more useful than UAF--and RT reduction for &#039;&#039;two&#039;&#039; types of assault techniques: Brawling&#039;s Fury and Edged Weapons&#039; Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don&#039;t sweat it as much due to Mind Over Body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specializations and Katars&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
The Grapple, Kick, and Punch Specialization bonuses for their respective techniques &#039;&#039;do&#039;&#039; still apply even if you&#039;re using a brawling weapon instead of unarmed combat!&lt;br /&gt;
&lt;br /&gt;
Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.&lt;br /&gt;
&lt;br /&gt;
Ironically, if there&#039;s anywhere that I even sort of like Punch Specialization-powered Clash, it&#039;s on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash &#039;&#039;with&#039;&#039; Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you&#039;re regularly hunting things like bandits, pirates, warcamps, or areas that swarm.&lt;br /&gt;
&lt;br /&gt;
Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I&#039;d make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It&#039;s also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk&#039;s stamina cost reduction from Mind Over Body.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it&#039;s a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I&#039;d bring it up.&lt;br /&gt;
&lt;br /&gt;
Instead, after considering all the math and angles I did while writing this, it&#039;s made such a strong case for a bizarrely appealing build that I&#039;ve talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind&#039;s swirling and it seems clear that the melee monk is a very, very real idea that&#039;s gone unexplored because it&#039;s not an intuitive or obvious idea from a glance over the monk skillset.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infrequently Asked (or Imagined) Questions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-faq&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-faq&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This final section covers any random topics that people have asked me or that I can &#039;&#039;imagine&#039;&#039; them asking me if I feel that they&#039;re worth answering in this guide, but not worth a full tip or sidebar of their own.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things actually asked are red.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Things I imagine people should ask are pink.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things that are both red and pink come from comments I got that&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;weren&#039;t originally questions, but I&#039;ve reframed them into questions because they&#039;re worth discussing.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Does enchanting UC handwear and footwear help with DS?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Why do you rank half-krolvin monks so low?&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Flimbo&#039;s Guide and the [[Comprehensive Monk Guide]] really like them!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s guide likes half-krolvin monks because Perfect Self normalizes their Logic penalty and they have &amp;quot;solid physical stats with which to punch things quite well.&amp;quot; I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even kind of agree that if you&#039;re set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I&#039;d rather have a race without a Logic penalty to begin with!&lt;br /&gt;
&lt;br /&gt;
I also agree with Flimbo that half-krolvin have solid physical stats with which to &#039;&#039;punch&#039;&#039; things quite well. I&#039;d just rather have a faster Agidex race who has solid physical stats with which to also &#039;&#039;kick&#039;&#039; things quite well, meaning minimum RT for mstrike kick!&lt;br /&gt;
&lt;br /&gt;
The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn&#039;t matter! (Okay, fine, &#039;&#039;technically&#039;&#039; the math says UAF matters... fractionally.)&lt;br /&gt;
&lt;br /&gt;
Cold damage protection has some appeal if you&#039;re specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that?&lt;br /&gt;
&lt;br /&gt;
The Hinterwilds &#039;&#039;are&#039;&#039; a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you&#039;ve exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you&#039;ll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk.&lt;br /&gt;
&lt;br /&gt;
Like I said, any race can do well as a monk. I&#039;m not down on half-krolvin, exactly, but I&#039;d rather truly excel at &#039;&#039;something&#039;&#039; than be a generalist. Play a half-krolvin if you like their excellent verbs, though!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Should I train Ambush?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The short answer is no. Now for the long, fun answer!&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but back then, players had no visibility into the aiming formula. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you &#039;&#039;did,&#039;&#039; it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.&lt;br /&gt;
&lt;br /&gt;
In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:&lt;br /&gt;
&lt;br /&gt;
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)&lt;br /&gt;
* Knocking creatures down helps (I don&#039;t remember if we&#039;d known this or not)&lt;br /&gt;
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but we underestimated how much)&lt;br /&gt;
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Intuition Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you&#039;ve tanked Intuition instead of Discipline, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even &#039;&#039;standing&#039;&#039; foes. Of course, they need Acrobat&#039;s Leap for that.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let&#039;s use that in an example.&lt;br /&gt;
&lt;br /&gt;
With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you&#039;d have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let&#039;s say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.&lt;br /&gt;
&lt;br /&gt;
Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let&#039;s say everything had reached 91%, 86%, and 83%. Even that&#039;s not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you&#039;d need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that&#039;s +17 DS in offensive stance) at 3x costs!&lt;br /&gt;
&lt;br /&gt;
What if you eased back to the old 24 Ambush mark? Then you&#039;d need 148 Combat Maneuvers. Perfect Self has kicked in, so let&#039;s call it 144 Combat Maneuvers needed. Even that&#039;s already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)&lt;br /&gt;
&lt;br /&gt;
In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you &#039;&#039;can&#039;&#039; reach max or near-max success rates with some Ambush, but not &#039;&#039;so&#039;&#039; high that you reach max or near-max success rates even without Ambush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But even then,&#039;&#039; we&#039;re only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your &#039;&#039;unaimed&#039;&#039; attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head!&lt;br /&gt;
&lt;br /&gt;
Like PSM3&#039;s wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I&#039;ve made my choice: forget Ambush and play to my strengths.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The TL;DR Recap: Making Cookie Cutter Monks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-cookiecutter&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Low on time or thought processing power and just want a cookie cutter build you don&#039;t need to put much thought into? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-cookiecutter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(...by my wacky definition of &amp;quot;cookie cutter.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leafi, I love you and all, but I expanded every section, noticed my scroll bar is tiny, noticed your guide is crazy long, and ain&#039;t nobody got time for that. Please tl;dr this nonsense?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Okay, okay, I hear you.&lt;br /&gt;
&lt;br /&gt;
Some of you never wanted the Leafiara treatment where we seek to become real life monks with advanced spiritual and mental understanding by thoroughly exploring the unfathomable mysteries of reality and transcendent metareality (like math and logic).&lt;br /&gt;
&lt;br /&gt;
Some of you instead wanted the Saraphenia treatment where I tell you how to have a functional build that lets you have mechanical fun in an online text-based multiplayer video game and then you embark on your journey.&lt;br /&gt;
&lt;br /&gt;
So I included this section for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Race&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aelotoi, burghal gnomes, dark elves, elves, forest gnomes, half-elves, halflings, and sylvankind are all basically the same power for monks. Faster is better, but more encumbrance is worse, so find your balance. Giantmen have a niche.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Stats&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See the table in the Placing Your Stats section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Society&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voln.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;How do I fight?&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Twinhammer&#039;&#039;&#039; as your opener once you learn it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jab&#039;&#039;&#039; at decent position, &#039;&#039;&#039;punch&#039;&#039;&#039; at good position if you&#039;re not Grapple Specialization and &#039;&#039;&#039;grapple&#039;&#039;&#039; at good position if you are, &#039;&#039;&#039;kick&#039;&#039;&#039; at excellent position. Regardless of those general rules, &#039;&#039;&#039;follow prompts&#039;&#039;&#039; and do what it tells you when it tells you.&lt;br /&gt;
&lt;br /&gt;
Against single targets, &#039;&#039;&#039;Weapon Fury&#039;&#039;&#039; until whenever you have enough Agidex for a 5-6 second &#039;&#039;&#039;mstrike kick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Against multiple targets, &#039;&#039;&#039;mstrike grapple&#039;&#039;&#039; if you&#039;re Grapple Specialization or &#039;&#039;&#039;mstrike kick&#039;&#039;&#039; if you&#039;re Kick Specialization. In either case, not until they&#039;re 7 seconds or less. If mstrike grapple is 7 seconds or less, but you&#039;re Kick Specialization and mstrike kick is 8 seconds or more, &#039;&#039;&#039;mstrike punch&#039;&#039;&#039; for now until mstrike kick doesn&#039;t take so long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Core skills to train every level&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2x &#039;&#039;&#039;Brawling&#039;&#039;&#039;, 2x &#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; (eventually 3x), 2x &#039;&#039;&#039;Dodging&#039;&#039;&#039; (eventually 3x), 1x &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Skills with breakpoints&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; in bursts for various breakpoints to pick up specific maneuvers. (For which ones and when, see the &amp;quot;combat maneuvers and feats&amp;quot; section below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; in bursts to 5, 10, 24, 30, 35, 50, 55, 60, 90, and 100 ranks.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Harness Power&#039;&#039;&#039; early, 20-30 mid-game, then push near cap if you want QoL for spelling up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental&#039;&#039;&#039; to 16 so you have both focus spells (1213 and 1216) as options, then slack off with spells until the midgame. Grab 1220 if you feel the DS need, especially if using 1213 instead of 1216.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathy&#039;&#039;&#039; lore in bursts to 6, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transformation lore&#039;&#039;&#039; in bursts to 5, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Climbing and Swimming&#039;&#039;&#039; until the midgame or as needs arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Tertiary skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiritual/Mental Mana Control&#039;&#039;&#039; only if sharing mana with friends and alts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid and Survival&#039;&#039;&#039; only if you want skinning.&lt;br /&gt;
&lt;br /&gt;
20 &#039;&#039;&#039;Trading&#039;&#039;&#039; by level 20 because monks make silver via Glamour (1205) and Shroud of Deception (1212). Get to 40 or the nearest multiple of 12 Trading+Influence bonus over time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Midgame skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; to 2, 3, or 7 ranks, but only after 3x Dodging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Combat maneuvers and feats&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; for your level 30 feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1 of Combat Maneuvers, making the super early game not painful:&lt;br /&gt;
&lt;br /&gt;
Get 3 CM ranks ASAP for your first rank of &#039;&#039;&#039;Rolling Krynch Stance&#039;&#039;&#039;, then another 6 CM ranks (so 9 total) for your second rank ASAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2 of Combat Maneuvers, improving the early game:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up the last rank of Krynch and first three ranks of &#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039; or &#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it&#039;s not necessarily an early game priority since you don&#039;t get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3 of Combat Maneuvers, fleshing out skills and diversifying your abilities through the midgame:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up three or more ranks of &#039;&#039;&#039;Bearhug&#039;&#039;&#039;, two or more ranks of &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;, all three ranks of &#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;, three or more ranks of &#039;&#039;&#039;Feint&#039;&#039;&#039;, and the remaining ranks of Grapple or Kick Specialization. If you went Kick Specialization, add &#039;&#039;&#039;Combat Mobility&#039;&#039;&#039; to the list sooner than later. If you picked a halfling or gnome, add Acrobat&#039;s Leap, but otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 of Combat Maneuvers, putting the last pieces in place:&lt;br /&gt;
&lt;br /&gt;
Pick up Combat Mobility (if you didn&#039;t already have it) and all three ranks of &#039;&#039;&#039;Ki Focus&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5 of Combat Maneuvers, player&#039;s choice:&lt;br /&gt;
&lt;br /&gt;
Whatever you want. Finish Bearhug, Bull Rush, and Feint or don&#039;t, depending how you like them. You can veer off in different directions with more niche maneuver options or not. Up to you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Armor upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy TD-boosting armor of +7 or more from a playershop. It&#039;ll cost 1-5 million silver and serve you fantastically. Add services of Enchant, Sanctify, and Ensorcell over time in roughly that order while adding padding via the WPS wagons. (Enchant and Sanctify can switch places easily enough, but Ensorcell is definitely last.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spending almost nothing (~1 million silver): Buy basic lightning flaring handwear and footwear.&lt;br /&gt;
* Spending moderately (~35k pay event currency (equivalent of 35 million silver)): Buy off-the-shelf Animalistic Spirit from Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.&lt;br /&gt;
* Spending a ton (~150k pay event currency): Buy Phytomorphic handwear from Duskruin. Add Phytomorphic upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Phytomorphic upgrades and unlocks.&lt;br /&gt;
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Phytomorphic upgrades and unlocks for your footwear.&lt;br /&gt;
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.&lt;br /&gt;
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.&lt;br /&gt;
&lt;br /&gt;
And if you&#039;re the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you&#039;re probably not reading this guide. &#039;&#039;But just in case&#039;&#039;, for fun, and to entertain the other 99.5%...&lt;br /&gt;
&lt;br /&gt;
* Whaling out beyond most people&#039;s imagination just because you can (~4.24 million pay event currency):  Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Phytomorphic script at Duskruin. Add a slew of Phytomorphic upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
&lt;br /&gt;
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They&#039;ve never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it&#039;s still around. I&#039;m guessing they learned the hard way that top end flares are so astonishingly powerful with UC&#039;s low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Other upgrades when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can&#039;t afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks are easy! Go have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Denouement: An Unexpected Journey==&lt;br /&gt;
&lt;br /&gt;
First, thank you for reading The Autumnwinds&#039; Magical Monk Guide.&lt;br /&gt;
&lt;br /&gt;
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I&#039;m thankful for every reader.&lt;br /&gt;
&lt;br /&gt;
Sometimes I write a &amp;quot;guide&amp;quot; partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I&#039;d take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally &#039;&#039;was&#039;&#039; a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters&#039; skills when they want a template of where to take their post-cap training.&lt;br /&gt;
&lt;br /&gt;
This one was for you guys, though. I hope it&#039;s been helpful, I hope it&#039;s gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.&lt;br /&gt;
&lt;br /&gt;
That said, if you were here only for mechanical informational purposes, I&#039;m pretty much done with those. There&#039;s one more at the very end for people with multiple character slots (not multiple accounts, but &#039;&#039;character slots&#039;&#039;), but otherwise, you can head out! I wish you a good day or good night and hopefully I&#039;ll see you around the lands.&lt;br /&gt;
&lt;br /&gt;
Thank you again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-denouement&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious on the backstory of why this guide exists and why now? Click here and we&#039;ll close out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-denouement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the rest of you, if you&#039;ll indulge my rambling a bit longer...&lt;br /&gt;
&lt;br /&gt;
The Magical Monk Guide existing is an emergent happy accident.&lt;br /&gt;
&lt;br /&gt;
The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK&#039;s strongest.&lt;br /&gt;
&lt;br /&gt;
I thought, but didn&#039;t have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don&#039;t have the history, nostalgia, momentum, or player population of other professions.&lt;br /&gt;
&lt;br /&gt;
To be honest, even if I had said it was impossible, that wouldn&#039;t have stopped Phenia. Even as I type this, I can picture how I&#039;d try to temper her expectations and she&#039;d come back with &amp;quot;Well, I&#039;m going to try anyway!&amp;quot; Phenia aimed high, never mind the odds.&lt;br /&gt;
&lt;br /&gt;
When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia&#039;s name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia.&lt;br /&gt;
&lt;br /&gt;
I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a &amp;quot;Monk tip!&amp;quot;--plus a &amp;quot;Bonus tip!&amp;quot; about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide!&lt;br /&gt;
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By coincidence, I&#039;d also been answering a few people&#039;s questions in the main GS Discord server&#039;s monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia&#039;s spot as the monk division lead, I agreed. I don&#039;t think I &#039;&#039;could&#039;&#039; have declined. Over that string of seven weeks, I was basically doing what she needed already.&lt;br /&gt;
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That morning, I decided I should write a new guide to replace Flimbo&#039;s old one.&lt;br /&gt;
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I don&#039;t know what I expected would come out of it, but it wasn&#039;t this. With a motive like honoring my departed friend, I &#039;&#039;knew&#039;&#039; I&#039;d put my all into it--but I didn&#039;t expect to write this much or this in-depth, I didn&#039;t expect to cover the topics I did, and, most of all, I didn&#039;t expect that I&#039;d be learning myself, not just passing along what I knew beforehand.&lt;br /&gt;
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I&#039;d never thought about a non-Kroderine Soul monk without Mental Acuity. I&#039;d barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I&#039;d barely thought about synergy between monks and other professions. I&#039;d never investigated how one rank of Sanctify interacted with Kai&#039;s Strike. I&#039;d never investigated how or if Stance of the Mongoose worked with unarmed combat. I&#039;d never even investigated how or if Clash worked with a specified UC attack type.&lt;br /&gt;
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But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you&#039;ve learned too.&lt;br /&gt;
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When Phenia said she wanted the monk division to be RYSK&#039;s strongest, I assumed she was talking about numbers. Maybe she was; I don&#039;t know either way. I &#039;&#039;do&#039;&#039; know that we want you monk players to be &#039;&#039;your&#039;&#039; strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you&#039;ll be your strongest. Any part I might have played in helping you get there is an honor.&lt;br /&gt;
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Now, for fun and because I can, here&#039;s one last obscure mechanical interaction for the road.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I have a couple character slots where, even though I don&#039;t play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they&#039;d have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.)&lt;br /&gt;
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What&#039;s probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one&#039;s login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character &#039;&#039;had&#039;&#039; gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn&#039;t even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains.&lt;br /&gt;
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Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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Farewell, have fun, and be good to one another!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=252293</id>
		<title>Leafiara (prime)/Mechanical Musings/The Autumnwinds&#039; Magical Monk Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=252293"/>
		<updated>2026-01-26T01:06:15Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: Various encumbrance-related commentary in this and the previous update following 2026 loot changes.&lt;/p&gt;
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&lt;div&gt;{{player-guide&lt;br /&gt;
|title = The Autumnwinds&#039; Magical Monk Guide&lt;br /&gt;
|topic = Combat, Monks, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-06-19&lt;br /&gt;
|updated = 2026-01-25&lt;br /&gt;
}}&lt;br /&gt;
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By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind, in loving memory of &#039;&#039;&#039;[[Saraphenia (prime)/Memorial|Saraphenia]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
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Last updated January 25, 2026.&lt;br /&gt;
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Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
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==Introduction: How to Use This Guide==&lt;br /&gt;
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This guide is for all magical monks from 0 exp to 54,000,000! (What do I mean by a magical monk? One not using [[Kroderine Soul]]. Somebody else will have to write that guide!) I&#039;ll go over monks&#039; strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
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&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, or at least it can be.&lt;br /&gt;
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* If you want an exhaustive guide, read through it in order.&lt;br /&gt;
* If you want the opposite of an exhaustive guide, jump to the &amp;quot;tl;dr Recap: Cookie Cutter&amp;quot; section at the end.&lt;br /&gt;
* If you&#039;re not sure whether you want an exhaustive guide, read the &amp;quot;Why Play a Monk&amp;quot; section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you&#039;re intrigued afterward. The Cookie Cutter section provides an overview of &#039;&#039;what&#039;&#039; to do and gives a small window into what the rest of the guide covers, which is &#039;&#039;why&#039;&#039; to do it.&lt;br /&gt;
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I&#039;ve made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
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Speaking of experience, what&#039;s mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I&#039;m now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.&lt;br /&gt;
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Speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn&#039;t have had the passion or interest--at least on my own. When I say I&#039;ve written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I&#039;ll call it a job well done!&lt;br /&gt;
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No further ado. Let&#039;s get on with it!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Monk or Why Not Play a Monk?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a monk at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Unarmed Combat===&lt;br /&gt;
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Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:&lt;br /&gt;
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# &amp;quot;Tiering up,&amp;quot; AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.&lt;br /&gt;
# Improving your [[multiplier modifier]] primarily through things like forcing a creature&#039;s stance down or inflicting status conditions.&lt;br /&gt;
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Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC&#039;s equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! &lt;br /&gt;
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I&#039;ll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still &#039;&#039;miss&#039;&#039; via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you&#039;ve played other physical characters and can&#039;t stand seeing a creature avoid an attack before it even gets to the roll, try a monk!&lt;br /&gt;
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===Gear Indifference===&lt;br /&gt;
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Monks have extremely low dependence on good gear.&lt;br /&gt;
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While GSIV is technically balanced around vanilla +20 gear, most people would agree there&#039;s a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I&#039;d put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!&lt;br /&gt;
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Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you&#039;re unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game&#039;s most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I&#039;d say monks are &#039;&#039;the best&#039;&#039; at not depending on gear nor even exp! Much more on that in the Ascension section.&lt;br /&gt;
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===Simplicity===&lt;br /&gt;
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Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it&#039;s difficult to get wrong. If you stick to unarmed combat, I&#039;d go so far as &#039;&#039;extremely&#039;&#039; difficult to get wrong.&lt;br /&gt;
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(If you want to do unusual things that don&#039;t involve UC, then read on in Odds and Ends!)&lt;br /&gt;
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===Fun Factor===&lt;br /&gt;
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Once monks hit their stride by level 40--maybe even level 30--they&#039;re great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!&lt;br /&gt;
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Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game&#039;s coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!&lt;br /&gt;
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===Might and Magic===&lt;br /&gt;
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If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!&lt;br /&gt;
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===Downsides or Lack Thereof===&lt;br /&gt;
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Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks &#039;&#039;can&#039;&#039;, if they want, operate like warriors who have more DS (until very far post-cap) but don&#039;t wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don&#039;t have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there&#039;s a very real case that a monk can be a better choice than a warrior.&lt;br /&gt;
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[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo&#039;s Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks&#039; offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.&lt;br /&gt;
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The best I can muster for legitimate monk downsides are that they can&#039;t obliterate an entire swarm of creatures in six seconds or less (that&#039;s the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your monk? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-creation&amp;quot;&amp;gt;&lt;br /&gt;
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If making a monk sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it&#039;s more a question of which ones are slightly better at any given thing. I don&#039;t think you can go wrong, which I don&#039;t say about other professions, so my honest suggestion is to pick whatever sounds interesting.&lt;br /&gt;
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If you&#039;re not sure what&#039;s interesting or are torn between options, my &#039;&#039;next&#039;&#039; suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk &#039;&#039;appear&#039;&#039; like other races, they can&#039;t perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!&lt;br /&gt;
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If verbs don&#039;t sound compelling either, then here&#039;s how I&#039;d rank monk races mechanically if I really had to:&lt;br /&gt;
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# &#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;: What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means faster mstrikes and assault techniques--the most key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they&#039;re slightly below average on encumbrance.&lt;br /&gt;
# &#039;&#039;&#039;[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]&#039;&#039;&#039;: All of these races tie for third place Agidex and second place in my overall rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...&lt;br /&gt;
#* Aelotoi have a [[Logic]] bonus, so they gain exp slightly faster (1 per pulse) and [[Vertigo (1219)|Vertigo]] and [[Mindwipe (1225)|Mindwipe]] are slightly more reliable.&lt;br /&gt;
#* Dark elves&#039; [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.&lt;br /&gt;
#* Half-elves have the best carrying capacity of my top five picks. The dwarves and halflings bullet points have more to say about encumbrance.&lt;br /&gt;
#* Sylvans&#039; Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.&lt;br /&gt;
# &#039;&#039;&#039;[[Dwarf|Dwarves]] and [[Halfling]]s&#039;&#039;&#039;: Unlike the above grouping of races that play roughly identically, dwarves and halflings have substantial differences alongside some similarities. The most eye-catching similarity is excellent defense against elemental warding spells, which monks would normally be weak against; dwarves have +30 TD and halflings have +40 TD. Dwarves and halflings do have -10 and -5 Aura bonuses respectively, which also defends against elemental spells, so the real numbers could be considered more like +20 and +35. (Enemy elemental warding spells &#039;&#039;are&#039;&#039; sort of rare, but you might be glad for the benefit when you do run into them.) Their heights require keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat&#039;s Leap]] to target heads as a finisher if you&#039;re trying to aim, though not all monks do. Dwarves and halflings have Logic bonuses for exp, Vertigo, and Mindwipe purposes. As for the differences...&lt;br /&gt;
#* Dwarves are the only race that&#039;s both short and slow, ranking second to last in Agidex. Still, if you&#039;re okay with slower attacks, then elemental TD remains a rare and valuable selling point. More importantly, dwarves can carry a surprising amount due to huge [[Strength]] and [[Constitution]] bonuses along with identical body weight to dark elves. I rank dwarven monks the best of the slower races. Dwarves also have a slew of amazing verbs!&lt;br /&gt;
#* Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults while being about as close to invulnerable as enemy maneuvers as it gets. This alone (never mind also having the elemental TD bonus) is important enough that older versions of this guide used to rank halflings as the second best monk race. However, 2026 changes to average box sizes and drop rates exacerbate halflings&#039; severe [[encumbrance]] issues. The question is your tolerance level for either A) frequently pulling back from hunts to [[locksmith pool|drop off boxes]] or B) buying encumbrance-reducing items like silvery blue potions and [[Blue_feather-shaped_charm|blue feather-shaped charms]]. If you have low tolerance for both, you might want to look elsewhere.&lt;br /&gt;
# &#039;&#039;&#039;[[Half-krolvin]]&#039;&#039;&#039;: The fourth best race for Agidex, though there&#039;s as much of a speed gap between third best and fourth best as between best and third best. Like dwarves, half-krolvin have a slew of amazing verbs. In pre-2026 versions of this guide, I didn&#039;t see much purely mechanical reason to choose a half-krolvin over the previous seven races or gnomes, but things have changed. Their second best carrying capacity helps much more than before. On the flip side, their Logic penalty hurts less in a world with new options in silver or Simucoins for vastly accelerated exp. If you want carrying capacity without sacrificing anything, but also not specializing in anything else, half-krolvin monks are a perfectly good place to be.&lt;br /&gt;
# &#039;&#039;&#039;[[Forest Gnome]]s and [[Burghal Gnome]]s&#039;&#039;&#039;: These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are minor enough that I don&#039;t think anyone should sweat it. It just comes down to the same question of whether you can live with the encumbrance issues.&lt;br /&gt;
# &#039;&#039;&#039;[[Giantmen]]&#039;&#039;&#039;: Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance &#039;&#039;doesn&#039;t&#039;&#039; slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. However, giants are the worst at mstrikes via natural stats. Agidex-boosting enhancives can fix that, but maintaining charges on numerous enhancives can get even more expensive than the small race path of maintaining encumbrance potions, so I personally wouldn&#039;t take the trade. Still, there&#039;s a reason that some players choose giants near exclusively. If returning to town sounds aggravating or if you want to maximize the amount of time you spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.&lt;br /&gt;
# &#039;&#039;&#039;[[Erithian]]s and [[Human]]s&#039;&#039;&#039;: These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!&lt;br /&gt;
&lt;br /&gt;
Races from half-krolvin up are close enough that I wouldn&#039;t quibble about any of them being seriously better than the others. I understand people&#039;s case for giants too, even though they&#039;re not my style. (I&#039;m okay with returning to town every two or three boxes!) I find erithians and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can&#039;t go wrong, exactly, but Perfect Self also makes the rich richer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to playing a halfling or gnome warrior who wears full plate, don&#039;t expect your encumbrance life to be similar on a halfling or gnome monk in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let&#039;s talk about GS&#039; encumbrance paradox!&lt;br /&gt;
&lt;br /&gt;
[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes.&lt;br /&gt;
&lt;br /&gt;
Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly &#039;&#039;that&#039;&#039; much of the gap, so be warned!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar 2, 2026 Edition!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t want to bog down the bullet points above by talking too much about encumbrance, which could have taken over the entire race section. In short, as of mid-January 2026, boxes drop a third as often as they used to, so encumbrance kicks in less often, but boxes also contain roughly three times as much as they used to, so once encumbrance does kick in, it kicks in much harder than it used to. You might jump from unencumbered to moderately encumbered in a single box.&lt;br /&gt;
&lt;br /&gt;
It might not be immediately apparent why I consider the loot changes to be impactful enough to move halflings down, half-krolvin up, and gnomes down, but not impactful enough to move giants or humans up. The answer is that the 2026 loot changes are a double-edged sword. While giants and (to a lesser extent) humans can handle the bigger boxes, that doesn&#039;t mean their containers can. For example, if you have a conventional &amp;quot;max deep&amp;quot; backpack (no epic deepening that can cost millions of silver) that holds 140 pounds and you find a 45 pound, 55 pound, and 65 pound box, you can&#039;t fit all of that inside even if your character can hold it no problem.&lt;br /&gt;
&lt;br /&gt;
Putting it another way, there&#039;s a point at which a character&#039;s max carrying capacity gets &amp;quot;wasted&amp;quot; because it exceeds the containers&#039; practical limits. I think giants are certainly over that. Humans aren&#039;t, necessarily, but carrying capacity can also be &amp;quot;wasted&amp;quot; in a different sense because the boxes themselves are less common. You have to be exactly on a threshold of weight at which you&#039;re saving encumbrance, which is a narrow margin in a world where encumbrance increases less incrementally before. In other words, the hit to the small races outweighs the gain to the large races as rankings go.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placing Your Stats===&lt;br /&gt;
&lt;br /&gt;
At level 0, set Strength, Dexterity, and Agility high so you&#039;re at your best in combat and setting Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That&#039;s your cue to check in and decide your &amp;quot;real&amp;quot; stat placement!&lt;br /&gt;
&lt;br /&gt;
Here are my recommendations for each race. If you&#039;ve read Flimbo&#039;s older monk guide, a major difference between us is that he was on the side of tanking Influence while I&#039;m on the side of tanking Discipline or Intuition, which I&#039;ll explain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Level 20 Stat Placement Tables!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Discipline Version &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;(Recommended!)&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||31||82||73||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||43||85||64||62||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||41||82||75||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||31||82||70||70||77||92&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||50||70||73||70||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||20||82||70||69||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||33||82||73||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||23||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||35||82||75||70||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||37||85||79||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||53||82||70||70||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||25||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||43||77||73||70||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Intuition Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||59||82||73||41||82||92&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||70||85||62||37||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||68||82||73||44||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||58||82||70||44||77||91&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||70||70||73||50||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||58||82||71||29||83||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||59||82||73||44||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||62||82||70||32||83||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||68||82||73||39||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||62||85||77||46||83||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||68||82||70||56||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||62||82||70||35||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||70||77||73||43||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline or Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, Influence, or occasionally Logic.&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wondering what relevant things each stat does, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). Increased resistance to enemy warcries. Improves tattooing ability.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[starting mana]] for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #1!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there&#039;s endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don&#039;t require good Agidex like hard-hitting melee weapons.&lt;br /&gt;
&lt;br /&gt;
Once mstrikes and weapon techniques are a regular part of your monk&#039;s arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren&#039;t the majority of commands in combat.&lt;br /&gt;
&lt;br /&gt;
Overall, in my example, there&#039;s a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #2!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s also endless debate across most professions on which stat to tank out of Discipline, Intuition, and Influence. The short answer is Discipline. The long answer requires more detail.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; monks&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition ultimately provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but it&#039;s once again more trivia than useful information. Warcry defense is at least potentially relevant, but many monks will rarely, if ever, interact with it. SSR bonus is a reasonable perk because Voln is the mechanically strongest society (a point that I &#039;&#039;do&#039;&#039; concur with the majority on) and SSR bonus improves the success rate of Symbol of Sleep, arguably Voln&#039;s strongest ability, along with a couple of its others. (More on Voln in the next section!) However, Influence also grants SSR bonus.&lt;br /&gt;
&lt;br /&gt;
The main reason that few players of any profession used to tank Discipline was experience. Instant Mind Clearers from login rewards can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the Wisdom of the Ages perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. Between that, the Ascension system introduced in 2020 (though that&#039;s more aimed at capped characters), and of course Perfect Self, it&#039;s far easier than ever to retain the all-important 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
Still, what if someone doesn&#039;t do bounties and doesn&#039;t stay subscribed all the time? In that case, Discipline reclaims at least slightly more of its old importance and the question goes to whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. As already mentioned, Influence improves Symbol of Sleep and other Voln symbols. It also helps a little bit with Trading bonuses and making extra silver! (More on that in the Monk Merchants section toward the end.) As a monk, admittedly you can max Trading benefit in the end even if you do tank Influence thanks to Glamour, but that&#039;s a post-cap thing and this guide is aimed at everyone.&lt;br /&gt;
&lt;br /&gt;
If main argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it&#039;s much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter).&lt;br /&gt;
&lt;br /&gt;
To put it into perspective, my capped monk Tarine, who tanked Intuition (because Wisdom of the Ages didn&#039;t exist yet), has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive!&lt;br /&gt;
&lt;br /&gt;
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn&#039;t maxed her stats yet, didn&#039;t have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn&#039;t sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn&#039;t appeal to me like improving the success of the absurdly powerful Symbol of Sleep.&lt;br /&gt;
&lt;br /&gt;
Even assuming that you &#039;&#039;do&#039;&#039; want improved defense, remember that having extra silver from higher Influence lets you pay for better gear and items, which are also their &#039;&#039;own&#039;&#039; paths to improved defense--and often simultaneously to improved offense as well. Ultimately, the Intuition benefit is more narrow than the Influence benefit. That said, the Discipline benefit is even more narrow still. That&#039;s my true choice for tank stat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Also, like I said in stats, Voln makes Influence very relevant, so it&#039;s worth considering right away. Which society is right for your monk?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)&lt;br /&gt;
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This society has a bit more mechanical appeal for monks.&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist&#039;s powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.&lt;br /&gt;
&lt;br /&gt;
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.&lt;br /&gt;
&lt;br /&gt;
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most or possibly all professions.&lt;br /&gt;
&lt;br /&gt;
Like all professions, monks get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat. There&#039;s also an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits. Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.&lt;br /&gt;
&lt;br /&gt;
Voln also features two UC-specific abilities in [[Kai&#039;s Strike]] and [[Kai&#039;s Smite]]. Kai&#039;s Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don&#039;t have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.&lt;br /&gt;
&lt;br /&gt;
Kai&#039;s Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn&#039;t. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren&#039;t those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.&lt;br /&gt;
&lt;br /&gt;
The idea of Kai&#039;s Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you&#039;re not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don&#039;t benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I&#039;d say it&#039;s a net loss for anyone with at least two flares.&lt;br /&gt;
&lt;br /&gt;
The inability to turn off Kai&#039;s Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai&#039;s Strike. Sanctify takes off 5% resistance per tier, so you&#039;d get 20% resistance while keeping your flares between blesses. While Kai&#039;s Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it&#039;s not a dealbreaker.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat Primer==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-unarmedcombat&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Still figuring out how unarmed combat works? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-unarmedcombat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s go over the unarmed combat system in more detail! If you&#039;re familiar with more conventional melee combat, put that knowledge aside--a great deal of it won&#039;t apply and might even interfere with understanding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beginner Basics===&lt;br /&gt;
&lt;br /&gt;
JAB, GRAPPLE, KICK, and PUNCH are your tools of the trade. What&#039;s the difference? Have a look at this table from the unarmed combat system page.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Attack Type&lt;br /&gt;
![[Armor|AG]]&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Scale&lt;br /&gt;
!Chain&lt;br /&gt;
!Plate&lt;br /&gt;
!Base [[Roundtime|RT]]&lt;br /&gt;
!Min [[Roundtime|RT]]&lt;br /&gt;
![[Critical table|Damage Type]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Jab]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.100&lt;br /&gt;
|.075&lt;br /&gt;
|.060&lt;br /&gt;
|.050&lt;br /&gt;
|.040&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[Jab critical table (UCS)|Jab]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Punch]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.275&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.170&lt;br /&gt;
|.140&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Punch critical table (UCS)|Punch]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[GRAPPLE (verb)|Grapple]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.160&lt;br /&gt;
|.120&lt;br /&gt;
|.100&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Grapple critical table (UCS)|Grapple]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Kick]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.400&lt;br /&gt;
|.350&lt;br /&gt;
|.300&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Kick critical table (UCS)|Kick]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Weak, but fast.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power, but less of the latter than punches.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Powerful, but slow (at least by UC standards).&lt;br /&gt;
&lt;br /&gt;
The use case for punches and kicks seems clear, but why jab when it&#039;s so weak and why grapple if punches are the same speed with more strength?&lt;br /&gt;
&lt;br /&gt;
One answer that applies to both jabs and grapples is the defining component of unarmed combat: &#039;&#039;&#039;positioning&#039;&#039;&#039;. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk&#039;s position, follow the combat prompts as they appear. Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
 You attempt to jab a mezic!&lt;br /&gt;
 As you strike, a deep golden light surrounds your hands!&lt;br /&gt;
 You have &#039;&#039;&#039;decent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137&lt;br /&gt;
  ... and hit for 4 points of damage!&lt;br /&gt;
  Fast slap only reddens the cheek.&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the cue to grapple:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
As you can see, the followup was significantly more powerful. That&#039;s partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here&#039;s one more example, this time going from good to excellent:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;jab&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You exploit the momentum of your previous strike to make a stronger attack against a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146&lt;br /&gt;
  ... and hit for 15 points of damage!&lt;br /&gt;
  Blow to kidney!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
 &lt;br /&gt;
 [2 seconds later...]&lt;br /&gt;
 &lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;excellent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158&lt;br /&gt;
  ... and hit for 48 points of damage!&lt;br /&gt;
  Powerful tug pulls right hip, and leg, free of the socket!&lt;br /&gt;
   A mezic falls to the ground grasping her mangled right leg!&lt;br /&gt;
 Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
This time the jab started at good positioning because of Rolling Krynch Stance (more on that in the Martial Stances section), but the followup grapple was still far more powerful. Tiering up is crucial!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting highlights can help! Since the text prompt is...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...you can either create four highlights for each individual message or create a highlight for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup&amp;lt;/font&amp;gt;, then four more highlights for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;jab attack!&amp;lt;/font&amp;gt; and the others.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, in unarmed combat&#039;s &#039;&#039;&#039;most basic form&#039;&#039;&#039; at the lowest levels, the use cases for each attack type are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning. &lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Only when needed to tier up.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Deliver a finishing blow during excellent positioning.&lt;br /&gt;
&lt;br /&gt;
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples. We&#039;ll get into that later, but first let&#039;s keep exploring the basics to lay the foundation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UAF, UDF, and MM===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to GemStone&#039;s AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a mezic!&lt;br /&gt;
 You have good positioning against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s look at an even more extreme example that doesn&#039;t go as well:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a spectral shade!&lt;br /&gt;
 You have good positioning against a spectral shade.&lt;br /&gt;
  UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102&lt;br /&gt;
  ... and hit for 1 point of damage!&lt;br /&gt;
  The spectral shade shakes off a weak arm grab.&lt;br /&gt;
&lt;br /&gt;
This is why I say you have to ignore what you know about AS-based combat.&lt;br /&gt;
&lt;br /&gt;
UAF isn&#039;t completely irrelevant, but the more important numbers are UDF and the &#039;&#039;&#039;multiplier modifier&#039;&#039;&#039; (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.&lt;br /&gt;
&lt;br /&gt;
What does that mean in practice? Higher lows and lower highs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rare that a monk outright &#039;&#039;couldn&#039;t possibly&#039;&#039; hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.&lt;br /&gt;
&lt;br /&gt;
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes&#039; stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is the number that drops so low in defensive that it can even become negative! This used to occasionally trip up Saraphenia&#039;s player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it&#039;s often easier to figure out that you&#039;re in the wrong stance because everything&#039;s failing to hit; that was how I&#039;d take notice and Leafi would tell Phenia to fix up her stance.&lt;br /&gt;
&lt;br /&gt;
Also unlike AS-based melee attacks, lying down not only doesn&#039;t reduce your UAF, but also doesn&#039;t even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you&#039;re not paying attention, you could be fighting from your back and not even know it! You&#039;d find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. Those can&#039;t be done from the ground.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release &#039;&#039;enemy creatures&#039;&#039; who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mstrikes===&lt;br /&gt;
&lt;br /&gt;
As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you&#039;ll eventually be able to use mstrikes or weapon techniques. (I&#039;ll refer to these as &amp;quot;techniques&amp;quot; from here on. Despite the name, the brawling &amp;quot;weapon techniques&amp;quot; don&#039;t require weapons--unless you&#039;re thinking of your monk&#039;s hands and feet as weapons!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are your means to fit more attacks into less time.&lt;br /&gt;
&lt;br /&gt;
Covering mstrikes first!&lt;br /&gt;
&lt;br /&gt;
Mstrikes with no target specified, AKA &#039;&#039;&#039;unfocused mstrikes&#039;&#039;&#039;, can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA &#039;&#039;&#039;focused mstrikes&#039;&#039;&#039;, can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.&lt;br /&gt;
&lt;br /&gt;
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you&#039;re at decent positioning against them and attacking them for the first time. Once you&#039;re into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.&lt;br /&gt;
&lt;br /&gt;
Mstrikes &#039;&#039;sort of&#039;&#039; have a cooldown after use, which is 15-20 seconds or so (depending on training). When on &amp;quot;cooldown,&amp;quot; you &#039;&#039;can&#039;&#039; still mstrike, but they&#039;ll consume a good chunk of stamina. (I can&#039;t give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.&lt;br /&gt;
&lt;br /&gt;
Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it&#039;ll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk&#039;s life, especially if you&#039;re a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn&#039;t increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fury and Clash===&lt;br /&gt;
&lt;br /&gt;
The unarmed combat assault technique is &#039;&#039;&#039;[[Fury]]&#039;&#039;&#039;, which you learn with 25 ranks of Brawling (level 11). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There&#039;s no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it&#039;s not a major selling point.&lt;br /&gt;
&lt;br /&gt;
The AoE unarmed combat technique is &#039;&#039;&#039;[[Clash]]&#039;&#039;&#039;, which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn&#039;t include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist &#039;&#039;before&#039;&#039; Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities &#039;&#039;and&#039;&#039; seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.&lt;br /&gt;
&lt;br /&gt;
Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can&#039;t be used while they&#039;re on cooldown. They do have separate cooldown timers, so you can alternate between them.&lt;br /&gt;
&lt;br /&gt;
However, you can&#039;t alternate mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you &#039;&#039;can&#039;&#039; use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it&#039;ll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn&#039;t intend for players to insert mstrikes into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)&lt;br /&gt;
&lt;br /&gt;
RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it&#039;ll execute them as 2 RT, 2 RT, and 1 RT.&lt;br /&gt;
&lt;br /&gt;
Compared to focused mstrikes, Fury&#039;s structure has upsides and downsides. One upside is that you&#039;ll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can &#039;&#039;also&#039;&#039; interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It&#039;s also less likely that your target will be dead as soon your command gets sent to the server since attacks don&#039;t happen all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Twin Hammerfists and Spin Kick===&lt;br /&gt;
&lt;br /&gt;
The other two UC techniques are &#039;&#039;&#039;[[Twin Hammerfists]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Spin Kick]]&#039;&#039;&#039;, respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won&#039;t lock you out of them.&lt;br /&gt;
&lt;br /&gt;
Twin Hammerfists is an [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! At only 2 RT and 7 stamina, it&#039;s a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.&lt;br /&gt;
&lt;br /&gt;
Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it&#039;s an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn&#039;t a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If highlighting tier up opportunities goes well for you, then &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;You could use this opportunity to Spin Kick!&amp;lt;/font&amp;gt; is another message to consider highlighting from level 35-36 on!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beyond Basics: Synchronizing Everything===&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.&lt;br /&gt;
&lt;br /&gt;
However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let&#039;s put everything together into a cohesive whole.&lt;br /&gt;
&lt;br /&gt;
Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot (&amp;quot;flare slot&amp;quot;), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of a Twin Hammerfists firing off three flares:&lt;br /&gt;
&lt;br /&gt;
 Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist&lt;br /&gt;
 [SMR result: 316 (Open d100: 89, Bonus: 107)]&lt;br /&gt;
 Perfectly executed strike to the crimson angargeist&#039;s back!  It staggers!&lt;br /&gt;
 The attack exposes a vulnerability in a roiling crimson angargeist&#039;s defenses!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps emit a searing bolt of lightning! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Hard shot to the crimson angargeist&#039;s back sends it drifting forward!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps spray forth a shower of pure water! **&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Incredible strike to the crimson angargeist&#039;s back smashes through the chest!&lt;br /&gt;
   Too bad it melts back together.&lt;br /&gt;
 Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.&lt;br /&gt;
 &lt;br /&gt;
 ** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **&lt;br /&gt;
 &lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Strong strike splits the belly open, revealing ghostly organs.&lt;br /&gt;
   Haggis anyone?&lt;br /&gt;
&lt;br /&gt;
The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it&#039;s a great illustration because of the particulars.&lt;br /&gt;
&lt;br /&gt;
First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk&#039;s entire life. That&#039;s the least interesting thing to say here, though.&lt;br /&gt;
&lt;br /&gt;
The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water.&lt;br /&gt;
&lt;br /&gt;
Angargeists are non-corporeal undead. Normally Kai&#039;s Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn&#039;t allow for one-shotting it; you have to take out its entire health pool.&lt;br /&gt;
&lt;br /&gt;
2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you&#039;re fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.&lt;br /&gt;
&lt;br /&gt;
Speaking of uncrittable creatures or creatures you&#039;re otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a more nuanced look at the unarmed combat core attack types than before:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can&#039;t hit a foe who&#039;s already downed, so it&#039;s not repeatable.)&lt;br /&gt;
* The fastest means of tiering up with single strikes.&lt;br /&gt;
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.&lt;br /&gt;
* Poor as the specified command of a Fury or mstrike since they have little or (usually) no speed advantage over the other commands in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.&lt;br /&gt;
* The best aimed attack at excellent positioning. I&#039;m not particularly a fan of aimed UC attacks for reasons we&#039;ll delve into later, but it is there.&lt;br /&gt;
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.&lt;br /&gt;
* Poor as the specified command of an unfocused mstrike or Clash since it&#039;s unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but can&#039;t help tier up.)&lt;br /&gt;
* Good against individual threatening creatures that need to be slowed down.&lt;br /&gt;
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.&lt;br /&gt;
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The best finishing blow at excellent positioning per hit.&lt;br /&gt;
* The highest damage output per hit.&lt;br /&gt;
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or exactly as fast as the other commands.)&lt;br /&gt;
* Poor at tiering up with single strikes. (Same as above.)&lt;br /&gt;
&lt;br /&gt;
In short, pick the right tool for the right job. They can all be the right tool at times!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Macros and Aliases===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Grapple&lt;br /&gt;
* Punch&lt;br /&gt;
* Kick&lt;br /&gt;
* Weapon Twinhammer&lt;br /&gt;
* Weapon Fury [Grapple/Punch/Kick (depending on your level, training, specialization, and preference)]&lt;br /&gt;
* Weapon Spinkick&lt;br /&gt;
* Mstrike Grapple&lt;br /&gt;
* Mstrike Punch&lt;br /&gt;
* Mstrike Kick&lt;br /&gt;
* Mstrike Grapple Target&lt;br /&gt;
* Mstrike Punch Target&lt;br /&gt;
* Mstrike Kick Target&lt;br /&gt;
&lt;br /&gt;
For macros, this just means tying each one you care about to a single key press. You can configure them in Options -&amp;gt; Macros if using [[Wrayth]].&lt;br /&gt;
&lt;br /&gt;
For Lich aliases, I&#039;ve set mine as jj for jab, gg for grapple, pp for punch, kk for kick, twin for Twin Hammerfists, utf for Fury Grapple (stands for &amp;quot;unarmed technique Fury&amp;quot;), uts for Spin Kick, mg for mstrike grapple, mp for mstrike punch, and mk for mstrike kick. I could create things like an mkt alias for mstrike kick target if I wanted, but in that case I just type out &amp;quot;mk target&amp;quot; or &amp;quot;mk [target noun].&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your monk&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
&lt;br /&gt;
These are skills you consistently train with little to no deviation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Brawling]]&#039;&#039;&#039;: Max every level.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more stamina early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more DS early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Combat Maneuvers as Core Skills?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I&#039;d say &#039;&#039;roughly&#039;&#039; 1x minimum is mandatory and you&#039;ll almost certainly want far more than that early on. However, philosophically, I don&#039;t consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That&#039;s why it&#039;s in the Breakpoint Skills section below!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Breakpoint Skills===&lt;br /&gt;
&lt;br /&gt;
Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]]&#039;&#039;&#039;: One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn&#039;t that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it&#039;s also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you&#039;re going self-spelled. Up to you!&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and &#039;&#039;possibly&#039;&#039; 90 or 100. The good technique breakpoints are 10, 24, 50, and &#039;&#039;possibly&#039;&#039; 100. If you&#039;re using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Mental]] up to 13 or 16 ranks&#039;&#039;&#039;: The major early benchmarks are [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I&#039;m not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body&#039;s stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.&lt;br /&gt;
* &#039;&#039;&#039;[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore&#039;&#039;&#039;: To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why anyone would train to account for the mstrike MOC thresholds &#039;&#039;and&#039;&#039; the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.&lt;br /&gt;
&lt;br /&gt;
My monk, Sariara, prefers Fury in most hunts, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don&#039;t even get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I&#039;ll discuss in the Offensive Specialization section.&lt;br /&gt;
&lt;br /&gt;
However, Clash is a very weak technique compared to unfocused mstrikes. Mstrikes&#039; bonus jab allows double the number of attacks for the first engagement with the enemy, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she can use focused mstrikes for single targets, even though they&#039;re slightly weaker than Fury because of her Grapple Specialization, while leaving the unfocused mstrike option open for battling hordes.&lt;br /&gt;
 &lt;br /&gt;
Your MOC training plan doesn&#039;t need to assume that mstrikes or techniques are either/or!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Niche Skills===&lt;br /&gt;
&lt;br /&gt;
Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]] and [[Mental Mana Control]]&#039;&#039;&#039;: Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game &#039;&#039;unless&#039;&#039; you&#039;re surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Monks get immense value out of at least the first 20 ranks. See the Trade Secrets section!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s more expensive than First Aid. Slightly reduces duration of stuns, but monks don&#039;t get stunned very often. Like First Aid, I recommend it during the first 19 levels. Afterward, train it only if you want to excel at skinning bounties &#039;&#039;and&#039;&#039; have already trained First Aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk mana sharing breakpoints!&lt;br /&gt;
&lt;br /&gt;
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.&lt;br /&gt;
&lt;br /&gt;
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.&lt;br /&gt;
&lt;br /&gt;
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.&lt;br /&gt;
&lt;br /&gt;
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.&lt;br /&gt;
&lt;br /&gt;
Just remember: 5, 7, 10, 24!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at 24 mana control, consider going to 25! This unlocks [[Multicast|multicasting]], the ability to cast a buff spell twice in one cast. For self-cast spells, that&#039;ll take you to full duration in 3 RT instead of 6, which is nice quality of life!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
&lt;br /&gt;
Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
&lt;br /&gt;
Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midgame and Later Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]] at half your level&#039;&#039;&#039;: After you&#039;re finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you&#039;re still not feeling hardy enough.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Spiritual]] up to 2 or 7 ranks&#039;&#039;&#039;: I&#039;d ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It&#039;s very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you&#039;re a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that&#039;s all the way at 20 ranks.) If you don&#039;t want to rely on the invoker or others, I&#039;d say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.&lt;br /&gt;
* &#039;&#039;&#039;Minor Mental up to 20 or 25 ranks&#039;&#039;&#039;: [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #4: The Spirit Barrier Irony!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! &#039;&#039;Lowering&#039;&#039; your UAF in exchange for increasing your DS via Spirit Barrier isn&#039;t nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren&#039;t like (weapon-using) rangers who would find trading &#039;&#039;AS&#039;&#039; for DS completely untenable. This spell can be worth a second look!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Post-Cap Skills===&lt;br /&gt;
&lt;br /&gt;
Eventually you can train everything if you play long enough, but here are some considerations for what to prioritize if or when you reach post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Edged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that&#039;s not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can&#039;t be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery is another possibility for diversifying. Unlike with katars, AS-based &#039;&#039;ranged&#039;&#039; attacks don&#039;t necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren&#039;t exactly &#039;&#039;poor&#039;&#039; at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Item Use]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Supplementing DS with [[small statue]]s is eventually a good idea for every profession and MIU bolsters their duration. (As a historical note, MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta&#039;Faendryl, the Ruined Temple, or the Sanctum of Scales. However, that&#039;s largely immaterial these days. [[Spell sever]] has supplanted spellburst in newer capped hunting grounds like the Hinterwilds, Moonsedge Castle, and the Hive--and, although these are technically Ascension grounds aimed at far post-cap characters, monks are able to do well in them long before other professions, including even at fresh cap, due to the unique qualities of unarmed combat.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual up to 20 or 40 ranks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It&#039;ll become apparent enough when that&#039;s the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I&#039;m fairly certain that my second monk Sariara will ignore them when the time comes. Voln already offers a fine substitute for fogging, Wall of Force isn&#039;t what it used to be when it had no cooldown, and having fewer spell ranks means more redux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental up to 48 or 50 ranks (or beyond)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they&#039;re more for hunting things like bandits and pirates or just messing around than for casting in &amp;quot;real&amp;quot; hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I&#039;ll elaborate further there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secret Sauce of Lores===&lt;br /&gt;
&lt;br /&gt;
This section contains tables to visualize lore thresholds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Telepathy Ranks&#039;&#039;&#039;||0||6||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039;&amp;lt;/font&amp;gt;||80||150&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mind Over Body Stamina Reduction&#039;&#039;&#039;||20%||25%||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;35%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Green&amp;lt;/font&amp;gt;&#039;&#039;&#039;: The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.&lt;br /&gt;
&lt;br /&gt;
Aside from Mind Over Body, a couple of Telepathy&#039;s more minor claims to fame for monks include:&lt;br /&gt;
&lt;br /&gt;
* 25 ranks allow [[Soothing Word (1201)|Soothing Word]] to remove sheer fear and grant 30 seconds of immunity to it&lt;br /&gt;
* 15, 45, and 90 ranks improve the spawn rate of [[Provoke (1235)|Provoke]]&lt;br /&gt;
&lt;br /&gt;
You can work around sheer fear in other ways by being in Voln or getting your robes sanctified, but the Soothing Word option exists.&lt;br /&gt;
&lt;br /&gt;
Provoke is an interesting niche, but not a major selling point in my eyes. Training 35 Minor Mental ranks asks a ton pre-cap and Provoke becomes less effective the more people are hunting in an area. Most capped hunting grounds are either very crowded, so Provoke does little, or they&#039;re not crowded because they&#039;re extremely dangerous, which makes Provoke a bad idea.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 2&#039;&#039;&#039;||&#039;&#039;&#039;Level 5&#039;&#039;&#039;||&#039;&#039;&#039;Level 15&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Full leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforced leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Double leather||Leather breastplate||Cuirbouilli leather||Studded leather&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||||Double leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Leather breastplate&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Cuirbouilli leather||Studded leather||Brigandine&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||||||Cuirbouilli leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Studded leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Brigandine&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||||||||Brigandine||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Double chain&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||||||||Double chain||Augmented chain&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||||||||Chain hauberk&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;105 Transformation&amp;lt;/font&amp;gt;|||||||||||||Metal breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;140 Transformation&amp;lt;/font&amp;gt;|||||||||||||Augmented breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;180 Transformation&amp;lt;/font&amp;gt;|||||||||||||Half plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You&#039;ll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it &#039;&#039;is&#039;&#039; amazing and I recommend it highly for a magical monk--I&#039;d consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won&#039;t be the majority of my readers.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Pink&#039;&#039;&#039;&amp;lt;/font&amp;gt;: My recommendations for which levels to meet which Iron Skin thresholds if you&#039;re undecided. You have more leeway at level 50 on to push lores higher, so I&#039;ve highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.&lt;br /&gt;
&lt;br /&gt;
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell&#039;s effect has improved over the previous breakpoint.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||&#039;&#039;&#039;Dragonclaw UAF Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Brace Disarm Rate&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0||10||25%&lt;br /&gt;
|-&lt;br /&gt;
||1||11||&lt;br /&gt;
|-&lt;br /&gt;
||3||12||27%&lt;br /&gt;
|-&lt;br /&gt;
||6||13||&lt;br /&gt;
|-&lt;br /&gt;
||7||||29%&lt;br /&gt;
|-&lt;br /&gt;
||10||14||&lt;br /&gt;
|-&lt;br /&gt;
||12||||31%&lt;br /&gt;
|-&lt;br /&gt;
||15||15||&lt;br /&gt;
|-&lt;br /&gt;
||18||||33%&lt;br /&gt;
|-&lt;br /&gt;
||21||16||&lt;br /&gt;
|-&lt;br /&gt;
||25||||35%&lt;br /&gt;
|-&lt;br /&gt;
||28||17||&lt;br /&gt;
|-&lt;br /&gt;
||33||||37%&lt;br /&gt;
|-&lt;br /&gt;
||36||18||&lt;br /&gt;
|-&lt;br /&gt;
||42||||39%&lt;br /&gt;
|-&lt;br /&gt;
||45||19||&lt;br /&gt;
|-&lt;br /&gt;
||52||||41%&lt;br /&gt;
|-&lt;br /&gt;
||55||20||&lt;br /&gt;
|-&lt;br /&gt;
||63||||43%&lt;br /&gt;
|-&lt;br /&gt;
||66||21||&lt;br /&gt;
|-&lt;br /&gt;
||75||||45%&lt;br /&gt;
|-&lt;br /&gt;
||78||22||&lt;br /&gt;
|-&lt;br /&gt;
||88||||47%&lt;br /&gt;
|-&lt;br /&gt;
||91||23||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn&#039;t make a huge difference. Brace, on the other hand, can be impactful &#039;&#039;if&#039;&#039; you&#039;re getting hit by physical attacks. I wouldn&#039;t go out of my way to push Transformation for Brace alone, but if you&#039;re already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we&#039;ll look at in the Meditation Resistance section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Training Snapshots===&lt;br /&gt;
&lt;br /&gt;
For illustration and discussion purposes, here&#039;s what my most recent monk Sariara has looked like at various level thresholds--or, in the case of level 30, what she &#039;&#039;should&#039;&#039; have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Level 20&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 40&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 60&#039;&#039;&#039;||&#039;&#039;&#039;Level 70&#039;&#039;&#039;||&#039;&#039;&#039;Level 80&#039;&#039;&#039;||&#039;&#039;&#039;Level 90&#039;&#039;&#039;||&#039;&#039;&#039;Level 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||0||0||0||0||0||0||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||24||48||74||100||114||134||134||144||144&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||44||65||85||105||125||149||165||187||207&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||24||35||55||55||55||55||55||60||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||44||64||84||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||44||64||125||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||10||10||10||10||20||20||38||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||5||5||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||15||15||15||15||15||15||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||20||30||40||50||60||72||82||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||10||10||10||20||20||40||40||60||60&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||10||10||10||10||10||10||40||0||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||20||30||20||25||30||35||40||42||42&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||40||43||42||48||60||72||83||95||167&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039;||0||0||0||0||3||3||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Mental&#039;&#039;&#039;||12||13||14||16||20||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;(spare TPs)&#039;&#039;&#039;||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s break down some of the more unusual things you might notice!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I could have done the one rank of Two Weapon Combat much sooner, but didn&#039;t particularly feel the need for the quick DS.&lt;br /&gt;
&lt;br /&gt;
Combat Maneuvers are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.&lt;br /&gt;
&lt;br /&gt;
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she&#039;d maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM &#039;&#039;is&#039;&#039; her second post-cap goal, finally; it&#039;s currently at 190 as she approaches 8.6m experience.)&lt;br /&gt;
&lt;br /&gt;
Max Brawling, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.&lt;br /&gt;
&lt;br /&gt;
Physical Fitness and Dodging are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks&#039; training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
I took a little bit of early Harness Power, then slacked off for a while, then finally only began pushing it in the late game as an efficient way to wear more spells in &#039;&#039;spellburst&#039;&#039; hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90).&lt;br /&gt;
&lt;br /&gt;
I started First Aid relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She eventually picked it back up post-cap, but the table only shows up to fresh 100.&lt;br /&gt;
&lt;br /&gt;
Swimming and Climbing are skills that you might not need at fresh cap if you intend to stick to a specific hunting ground for a long time. I dropped Swimming since the Sanctum doesn&#039;t have any water and the only swimming in the Hinterwilds can be bypassed with Water Walking or Symbol of Return (among other options), but hunters of the Atoll, Ruined Temple, or Sailor&#039;s Grief would want it. Conversely, I kept Climbing because the Sanctum has a pretty tough check, but various other hunting grounds don&#039;t. For where Saria&#039;s currently at long after the initial publication of this guide, she could actually skip both Swimming and Climbing.&lt;br /&gt;
&lt;br /&gt;
Saria heavily pushed Trading early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated.) Similar story for Minor Mental, which came out of the gate fast, then inched to 20 at level 60 and stayed there.&lt;br /&gt;
&lt;br /&gt;
Level 30 and 100 spare TPs are there because I was hoarding for the next MOC thresholds while level 70 spare TPs are there because I was hoarding for the 20 Minor Spiritual threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn&#039;t care about any of the in-between spells, so might as well preserve higher redux until then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Exclusive Choices==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meditation Resistance===&lt;br /&gt;
&lt;br /&gt;
One neat monk perk I haven&#039;t mentioned yet is that their [[Verb:MEDITATE#Damage_Resistance|MEDITATE verb]] allows them to gain resistance to one selected damage type! It offers 10% resistance to start, then improves at these thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||0||1||3||6||10||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;15&amp;lt;/font&amp;gt;&#039;&#039;&#039;||21||28||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;36&amp;lt;/font&amp;gt;&#039;&#039;&#039;||45||55||66||78||91&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||10%||12%||14%||16%||18%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;20%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||22%||24%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;26%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||28%||30%||32%||34%||36%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And if you decide to go ham post-cap with Ascension and enhancives:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||38%||40%||42%||44%||46%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted 15 and 36 Transformation because 20% and 26% (translation: &amp;quot;25% or more&amp;quot;) are extremely notable benchmarks. I &#039;&#039;could&#039;&#039; fully elaborate, but people who aren&#039;t Whirlin and me would probably get bored to tears by the rows and charts I&#039;d need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV&#039;s crit system, and how it relates to order of operations with redux and crit padding.&lt;br /&gt;
&lt;br /&gt;
Suffice it to say this:&lt;br /&gt;
&lt;br /&gt;
Because of rounding and the nature of GSIV crits, it wouldn&#039;t be merely &#039;&#039;underestimating&#039;&#039; 20% and 25% resistance to say that they&#039;re twice as effective or two and a half times as effective as 10% resistance, but &#039;&#039;completely off base&#039;&#039; by orders of magnitude. The upgrade is huge.&lt;br /&gt;
&lt;br /&gt;
That said, which damage type should you resist? You can change your type any time, but these jump out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold&#039;&#039;&#039;: Useful for Icemule-based hunting at various levels.&lt;br /&gt;
* &#039;&#039;&#039;Crush&#039;&#039;&#039;: A very common damage type, like all physical damage types. Particularly helpful for gigantic creatures that fall on you as they die.&lt;br /&gt;
* &#039;&#039;&#039;Electrical&#039;&#039;&#039;: The most lethal damage type, albeit somewhat rare. If you&#039;re hunting creatures that use it, though, protect yourself!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;: Useful for Teras Isle, among other specific areas.&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Great against various rock-themed creatures or shield-using creatures, among some others.&lt;br /&gt;
* &#039;&#039;&#039;Puncture&#039;&#039;&#039;: Another common physical damage type. Very deadly if it hits the eyes even on a fairly tame enemy attack, so 20% or 25% resistance will help immensely.&lt;br /&gt;
* &#039;&#039;&#039;Slash&#039;&#039;&#039;: The last of the common physical damage types. Probably the least impressive in a vacuum, but it &#039;&#039;is&#039;&#039; very common.&lt;br /&gt;
&lt;br /&gt;
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!&lt;br /&gt;
&lt;br /&gt;
The only damage types I&#039;d generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn&#039;t stop that aspect. Still, if you&#039;re in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything&#039;s worth considering in the right context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Grapple Specialization]], [[Kick Specialization]], and [[Punch Specialization]], which each improve their respective attacks, but which is right for you? I&#039;ll write about each one as if it&#039;s maxed, but during the earliest levels, these ramp up by gaining 20% of their max effectiveness per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. &amp;quot;Before&amp;quot; is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists.&lt;br /&gt;
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone.&lt;br /&gt;
* If you love Fury or hate setups, this could be the specialization for you!&lt;br /&gt;
* In a vacuum, grapples aren&#039;t ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.&lt;br /&gt;
* Grapple Specialization has little to offer if you exclusively use mstrikes. &amp;quot;Exclusively&amp;quot; is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Turns your [[Spin Kick]] into two Spin Kicks!&lt;br /&gt;
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It&#039;s great fun and can save you in situations where the other two specializations couldn&#039;t.&lt;br /&gt;
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it&#039;s flat out the best mstrike option.&lt;br /&gt;
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven&#039;t become as fast as they&#039;ll eventually be and Spin Kick might not even be an option yet (pre-level 35-36).&lt;br /&gt;
* While Spin Kick performs exceptionally well against like-level foes, it&#039;s not nearly as good against overleveled ones for two reasons: it&#039;s less likely to succeed and you&#039;re much more incentivized to disable those foes immediately. If they don&#039;t attack, you don&#039;t evade, so you don&#039;t Spin Kick.&lt;br /&gt;
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Punch Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.&lt;br /&gt;
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn&#039;t a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.&lt;br /&gt;
* Despite the above, the buff to Clash being minor doesn&#039;t matter if the monk isn&#039;t using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can&#039;t bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specialization Sidebar: Mstrikes with Specified Attack Types!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In case it isn&#039;t clear or in case going into math would be helpful...&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mstrike kick&#039;&#039;&#039; becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike punch&#039;&#039;&#039; can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they&#039;re slower because your Agidex isn&#039;t up to par, punches can still win overall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike grapple&#039;&#039;&#039; is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.&lt;br /&gt;
&lt;br /&gt;
In short...&lt;br /&gt;
&lt;br /&gt;
Use mstrike kick if you&#039;re a high Agidex race who&#039;s at or close to the peak of your Agidex growth.&lt;br /&gt;
&lt;br /&gt;
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you&#039;re a moderate Agidex race or a high Agidex race not yet near your peak, you&#039;re against foes in armor lighter than chain, and you trained Grapple Specialization, but you&#039;re in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)&lt;br /&gt;
&lt;br /&gt;
Use mstrike punch if neither of the above applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I&#039;ve been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).&lt;br /&gt;
&lt;br /&gt;
As for Punch Specialization, I wouldn&#039;t honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn&#039;t necessarily wrong either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Defensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one&#039;s a lot easier than the last!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Block Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they&#039;re expensive to train, monks can&#039;t learn shield skills, and shields significantly decrease their MM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Parry Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to parry melee or ranged attacks--assuming you have [[Brace (1214)|Brace]] active. After parrying, it gives a 25% chance of gaining the [[Counter]] effect, which means your next attack has 1 less RT and costs 25% less stamina (if applicable). This might sound neat until it&#039;s compared to...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say &amp;quot;Brawling&amp;quot; because I&#039;m not even limiting this to unarmed combat. Even if you&#039;re using brawling &#039;&#039;weapons&#039;&#039; like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Martial Stances===&lt;br /&gt;
&lt;br /&gt;
Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let&#039;s review them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Duck and Weave]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most flavorful martial stance.&lt;br /&gt;
&lt;br /&gt;
Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.&lt;br /&gt;
&lt;br /&gt;
This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker&#039;s AS and weapon type have to be good enough compared to the defending creature&#039;s DS and armor type to do meaningful damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Delightful, but bad. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Flurry of Blows]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The screen scrolliest martial stance.&lt;br /&gt;
&lt;br /&gt;
Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.&lt;br /&gt;
&lt;br /&gt;
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren&#039;t good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn&#039;t say it comes close to being worthwhile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Again, great fun, but bad. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Inner Harmony]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most wasted potential of martial stances.&lt;br /&gt;
&lt;br /&gt;
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you&#039;d most want to remove are exactly the ones you can&#039;t because you can&#039;t use Inner Harmony while bound or RT-locked. [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]] this definitely isn&#039;t!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I appreciate the idea behind this stance, but it has little to no appeal in practice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Rolling Krynch Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Almost surely the best martial stance for UC monks.&lt;br /&gt;
&lt;br /&gt;
This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won&#039;t kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least &#039;&#039;might&#039;&#039; kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap.&lt;br /&gt;
&lt;br /&gt;
When I wrote that monks rarely one-shot creatures, that&#039;s true in a vacuum, but Rolling Krynch can at least open that door for them.&lt;br /&gt;
&lt;br /&gt;
Bottom line: the less time you spend in decent positioning, the better off you are, and that&#039;s what Rolling Krynch offers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Slippery Mind]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most defensive martial stance.&lt;br /&gt;
&lt;br /&gt;
When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you&#039;re in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don&#039;t avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
This stance is simple, but really good, offering two lines of defense against a monk&#039;s biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I&#039;d say it&#039;s the very best for a weapon-wielding monk in robes!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Stance of the Mongoose]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most &amp;quot;almost got there&amp;quot; martial stance.&lt;br /&gt;
&lt;br /&gt;
This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you&#039;re running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you&#039;re doing that, thank you for making it this far into the guide for reasons I don&#039;t understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a more typical unarmed combat monk, the good news is that Stance of the Mongoose&#039;s retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it&#039;s always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it&#039;ll pick the tier up type.&lt;br /&gt;
&lt;br /&gt;
That last bit might sound good--and, truthfully, it &#039;&#039;is&#039;&#039; good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it&#039;s not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That&#039;s not necessarily saying much; I&#039;d put it distantly behind Rolling Krynch Stance and Slippery Mind. If you&#039;re running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m not knocking wildly niche monks. Many of my characters who &#039;&#039;aren&#039;t&#039;&#039; monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I&#039;m torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and &#039;&#039;can&#039;&#039; have immense defensive gain!)&lt;br /&gt;
&lt;br /&gt;
This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you&#039;re doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the &#039;&#039;creatures&#039;&#039; do--things you&#039;re actively trying to prevent them from doing, no less!--and, for that matter, only &#039;&#039;some&#039;&#039; of them do it and only &#039;&#039;some&#039;&#039; of the time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Striking Asp Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The best... uh... PvP martial stance?&lt;br /&gt;
&lt;br /&gt;
[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.&lt;br /&gt;
&lt;br /&gt;
Whoever this stance might be good for--if anyone, because I&#039;m not convinced it&#039;s worthwhile in any context other than PvP duels--it&#039;s not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp&#039;s own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs&#039; worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp&#039;s reduced stamina cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Maneuvers===&lt;br /&gt;
&lt;br /&gt;
I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Acrobat&#039;s Leap]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Useful for short races to make up the height gap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Bearhug]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that &#039;&#039;are&#039;&#039; so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don&#039;t necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. It&#039;s also a bit worse for small races, but, since it&#039;s an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first.&lt;br /&gt;
&lt;br /&gt;
Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you&#039;re already using them!&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a need of controlling the enemy hordes so you can systematically pick them off.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Burst of Swiftness]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don&#039;t recommend using it until you have at least four ranks since the cooldown is very long before then.&lt;br /&gt;
&lt;br /&gt;
If your monk is a fast race, there&#039;s still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar &#039;&#039;mstrikes&#039;&#039;&#039; don&#039;t get faster than 5 seconds regardless of Agidex.) &lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Cheapshots]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I love this suite of disabling skills on rogues and bards, but I don&#039;t think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can&#039;t, Cheapshots won&#039;t either since they&#039;re all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I&#039;d rather get Bearhug or Coup de Grace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I like two or three ranks to slightly shore up TD weaknesses if you can spare the points, but it&#039;s not mandatory by any means.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Combat Mobility]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points &#039;&#039;are&#039;&#039; a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Coup de Grace]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF buff isn&#039;t what matters (at least for solo UC-oriented monks; it&#039;s amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can&#039;t be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup&#039;s insta-kill, so it&#039;s another helpful option in your toolbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Even though UAF attacks &#039;&#039;can&#039;&#039; power through turtled creatures, turning that &amp;quot;can&amp;quot; into &amp;quot;most likely&amp;quot; is ideal. Feint is the premier combat maneuver for lowering enemies&#039; stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Hamstring]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I mention this for the katar builds. Hamstring can only be used with an edged weapon, but it&#039;s a devastatingly powerful setup-and-damage maneuver all in one. Two Weapon Combat characters will find it even more exceptional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ki Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver&#039;s wiki page recommends it if you aren&#039;t using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.&lt;br /&gt;
&lt;br /&gt;
That said, the stamina cost to use it too often &#039;&#039;is&#039;&#039; real, even with Mind Over Body, so you&#039;ll need heavy Physical Fitness training. It&#039;s more of a midgame or late game skill to me.&lt;br /&gt;
&lt;br /&gt;
Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don&#039;t cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
I&#039;d consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge&#039;s cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you&#039;re willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Character Progression==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats, meditating, or upgrading your monk&#039;s gear later? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
Monks gain new abilities called Feats at various levels, which are as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 0 Monk Feat - [[Kroderine Soul]]====&lt;br /&gt;
&lt;br /&gt;
Kroderine Soul is an opt-in feat that I won&#039;t cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.&lt;br /&gt;
&lt;br /&gt;
In exchange, before level 30, you can&#039;t learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I&#039;ll explain in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
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====Level 0 Monk Feat - [[Martial Mastery]]====&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two &#039;&#039;additional&#039;&#039; weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I&#039;ll explain that too in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
While Martial Mastery is technically learned automatically from level 0, most monks won&#039;t make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I&#039;ll speak more about that in the Odds and Ends section discussing builds off the beaten path.&lt;br /&gt;
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====Level 20 Monk Feat - [[Mystic Tattoo]]====&lt;br /&gt;
&lt;br /&gt;
Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from &#039;&#039;[[Stock_tattoo|nearly 1000 different options]]&#039;&#039; from a stock tattoo list! These are called mundane tattoos.&lt;br /&gt;
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From level 20 on, monks can upgrade a character&#039;s existing tattoo--including one for which the monk wasn&#039;t the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!&lt;br /&gt;
&lt;br /&gt;
For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer&#039;s choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)&lt;br /&gt;
&lt;br /&gt;
As profession services go--so I&#039;m comparing Mystic Tattoos to Battle Standards, enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this &#039;&#039;can&#039;&#039; be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It  can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.&lt;br /&gt;
&lt;br /&gt;
However, Mystic Tattoos are definitely on the lower end of profession service value overall, so don&#039;t create a monk expecting to start rolling in silver. (...at least not via tattooing, but more on the silver-making secrets of monks later!) GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point, but that it&#039;ll have to wait until empaths and rogues even have services at all.&lt;br /&gt;
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&lt;br /&gt;
====Level 25 Monk Feat - [[Mystic Strike]]====&lt;br /&gt;
&lt;br /&gt;
A weird one, to say the least. FEAT MYSTICSTRIKE allows a monk to use a small amount of stamina to infuse their next physical UC or melee attack with an effect that debuffs a foe&#039;s defense against warding spells after it lands. While monks do have a few warding spells like Thought Lash, Vertigo, and Mindwipe, those spells are normally better off as setups--if they&#039;re even used at all--than something to set up &#039;&#039;toward&#039;&#039;.&lt;br /&gt;
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====Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]====&lt;br /&gt;
&lt;br /&gt;
At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; is a straightforward buff that improves monks&#039; Iron Skin spell.&lt;br /&gt;
&lt;br /&gt;
Reviewing the basics of Iron Skin first, it improves a monk&#039;s robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA &#039;&#039;without&#039;&#039; Dragonscale Skin.&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Dragonscale Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||Double chain||Augmented chain (23 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||Chain hauberk (24 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||105 Transformation|||||||Metal breastplate (33 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||140 Transformation|||||||Augmented breastplate (34 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||180 Transformation|||||||Half plate (35 benefit)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For illustration&#039;s sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she&#039;ll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.&lt;br /&gt;
&lt;br /&gt;
To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.&lt;br /&gt;
&lt;br /&gt;
The alternative to Dragonscale Skin, &#039;&#039;&#039;Mental Acuity&#039;&#039;&#039;, is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk&#039;s first 20 learned Minor Mental spells don&#039;t count. However, instead of a monk&#039;s first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won&#039;t necessarily be exactly twice.)&lt;br /&gt;
&lt;br /&gt;
The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it&#039;s not a route I&#039;m interested in.&lt;br /&gt;
&lt;br /&gt;
In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There &#039;&#039;are&#039;&#039; still reasons to do it. Saving 20 spell ranks&#039; worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks&#039; worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.&lt;br /&gt;
&lt;br /&gt;
Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I&#039;ll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can&#039;t cast Iron Skin &#039;&#039;unless&#039;&#039; they have Mental Acuity.&lt;br /&gt;
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&lt;br /&gt;
====Level 40 Monk Feat - [[Martial Arts Mastery]]====&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).&lt;br /&gt;
&lt;br /&gt;
If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.&lt;br /&gt;
&lt;br /&gt;
Level 40 draws a line in the sand, though, to establish that unarmed combat &#039;&#039;is&#039;&#039; the monk&#039;s wheelhouse because Martial Arts Mastery &#039;&#039;is&#039;&#039; the monk&#039;s premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you&#039;ll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like &#039;&#039;double-maxing&#039;&#039; it.&lt;br /&gt;
&lt;br /&gt;
Unleash the power and never look back.&lt;br /&gt;
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&lt;br /&gt;
====Level 50 Monk Feat - [[Perfect Self]]====&lt;br /&gt;
&lt;br /&gt;
Perfect Self raises all your stats by +10 (or +5 bonus). That&#039;s it! Your monk hits level 50 and great power drops on their head.&lt;br /&gt;
&lt;br /&gt;
Like I&#039;ve said, there&#039;s pretty much no bad monk stat split from level 50 on because of this feat. It&#039;s also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you&#039;re using mstrikes and weapon techniques at all, you&#039;ll notice the improvement!&lt;br /&gt;
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===Gear Upgrades: Armor===&lt;br /&gt;
&lt;br /&gt;
Even though fancy gear is more a luxury than a necessity for monks, you might as well upgrade your monk&#039;s gear eventually if you enjoy them! But how and in what way?&lt;br /&gt;
&lt;br /&gt;
For armor, I think the answer is to keep it really simple. Most of the expensive armor you can pick up doesn&#039;t do all that much for monks. (...at least not magical non-Kroderine Soul monks, the subject of this guide. I assume expensive armor does way more for KS monks who are tanking more hits.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Rusalkan: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts UAF and CS for 10 seconds if it does knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, but the expenses  are enormous. Some contact-based combat maneuvers like Bull Rush can also trigger rusalkan flares.&lt;br /&gt;
* Zelnorn: Uses half of what would be the DS from its enchant as AS (or in monks&#039; case UAF) instead, but doesn&#039;t allow flares or a TD boost to go in the ability slot (AKA category B). Players hit creatures more than creatures hit players, so zelnorn can be fantastic for AS-based professions--but most monks aren&#039;t AS-based. Improving UAF is fairly irrelevant, not justifying the base cost of 50k bloodscrip in the case of monks. Either flares or increased TD would more greatly benefit monks, making use of the ability slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you&#039;re a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.&lt;br /&gt;
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn&#039;t screaming for more DS and a flare chance for crit padding.&lt;br /&gt;
* [[Forest Armor]]? Monks don&#039;t need a tiny boost to UAF and CS.&lt;br /&gt;
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.&lt;br /&gt;
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk&#039;s seeking.&lt;br /&gt;
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip. Pass.&lt;br /&gt;
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!&lt;br /&gt;
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.&lt;br /&gt;
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You&#039;d have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So my actual answer to the armor question is:&lt;br /&gt;
&lt;br /&gt;
* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I&#039;ll come back and update the guide at that point!&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Gear Upgrades: Weapons===&lt;br /&gt;
&lt;br /&gt;
I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I&#039;ll go over the few that I think are worth looking into depending on your budget--plus flourishes and flares!&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;No script or flourish, just basic elemental flares (especially lightning)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is where I think you should begin if you&#039;re uncertain or just dipping your toe in the water.&lt;br /&gt;
&lt;br /&gt;
You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares &#039;&#039;on top&#039;&#039; of it, but that means even heavier investment.&lt;br /&gt;
&lt;br /&gt;
Nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; (price range: 30k to 210k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.&lt;br /&gt;
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You might hear dispel flares commonly cited as better than lightning flares in a weapon&#039;s ability slot and the best in class (unless you&#039;re using Flare Affinity for 400k bloodscrip, in which case lightning flares come roaring back). I generally agree with this and would say it&#039;s even more true that dispel is great for UC than for other weapon types due to three factors:&lt;br /&gt;
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# High volume of attacks&lt;br /&gt;
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount&lt;br /&gt;
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature&lt;br /&gt;
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There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don&#039;t affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong.&lt;br /&gt;
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All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. These aren&#039;t starter gear, but for committed and reasonably wealthy monks, and should only go onto UC gear that started with a script like Animalistic Spirit, Knockout, or Phytomorphic Weapons. (GEF can&#039;t use dispel flares.)&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
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Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn&#039;t the best since it&#039;s mainly good for knockdowns and monks are very adept at that on their own. My higher exp monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that&#039;s an extra expense.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (As a caveat, though, I highly recommend against the Savage Power unlock, which isn&#039;t particularly good for any build of any profession, and the Wild Backlash unlock, which is excellent for some professions but not all that useful for monks. Animalistic Fury upgrades can be worth it &#039;&#039;if&#039;&#039; you first change the damage type.)&lt;br /&gt;
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Overall, this script has been monks&#039; top pick for years for very good reason on the strength of Revenge Flares, messaging, and being one of the only games in town. However, it&#039;s been five years since Animalistic Spirit and the creator of Animalistic Spirit, GM Avaluka, has debuted a new script called Phytomorphic Weapons that I think is even better for monks! More on that further below.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
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For unarmed combat, Energy Weapons are only available in the form of &#039;&#039;held&#039;&#039; weapons like a [[cestus]], not handwear and footwear. That&#039;s immediately anathema to some people. I&#039;d agree with them when talking about a -10 or -15 MM weapon, but I&#039;m actually not down on the -5 MM held UC weapons like others.&lt;br /&gt;
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Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.&lt;br /&gt;
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That &#039;&#039;is&#039;&#039; an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don&#039;t use it. Easy enough.&lt;br /&gt;
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The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren&#039;t very useful to monks, so I called mine a one and done.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Obscure Trivia Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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When you&#039;re wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon&#039;s flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?&lt;br /&gt;
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Well, let&#039;s say my Animalistic Spirit gloves still had their default grapple flares, which I don&#039;t value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.&lt;br /&gt;
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This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren&#039;t as favorable or you&#039;re spending currency to upgrade gloves &#039;&#039;and&#039;&#039; a cestus. Still, I stand behind it as at least an &#039;&#039;option&#039;&#039; if your stopping point is a flare and a script flare.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Greater elemental flare|Greater Elemental Flares]] script&#039;&#039;&#039; (price: 40k bloodscrip):&lt;br /&gt;
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These are a gold standard of midrange weapon scripts, at least if you&#039;d consider 40k bloodscrip per item &amp;quot;midrange.&amp;quot; Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.&lt;br /&gt;
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GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I&#039;ve used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the &amp;quot;You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!&amp;quot; messaging.&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than other options such as Animalistic Spirit or Phytomorphic Weapons. Some people pick Knockout for for their handwear or footwear and a different script for the others.&lt;br /&gt;
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As for Skullcrusher, see everything I just said about Knockout, because Skullcrusher costs the same and is mechanically identical except that it goes into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; Animalistic Spirit or Phytomorphic if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic Weapon Shield|Phytomorphic Weapon]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit of a script in the vein of Animalistic Spirit and from the same creator! This one is plant-themed instead of animal-themed and you can customize it yourself via foraging plants. Arboreal Agony is the big selling point of unlockable features here, which makes creatures Disoriented so they&#039;ll have difficulty casting spells--which are one of a monk&#039;s weak points. The default damage type is disintegrate, which is also broadly useful and can have killing power.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (Like with Animalistic Spirit&#039;s Wild Backlash, I&#039;ll give the caveat that Phytomorphic&#039;s Deciduous Decay is far more useful for AS-based professions than UAF-based professions like most monks. Phytomorphic Putrescence upgrades, on the other hand, don&#039;t need you to change the damage type first to get full value, which makes them either better or cheaper than Animalistic Spirit&#039;s Animalistic Fury counterpart depending on how you look at it.)&lt;br /&gt;
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RP-wise, I think there&#039;s a very real chance that people will continue to favor Animalistic Spirit going forward. Mechanically, though, I&#039;d say that Arboreal Agony not allowing enemy casters to cast is even better than Animalistic Spirit&#039;s Revenge Flares firing off when dodging physical attacks--and not needing to change the base damage type is also a big win.&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Telepathy or Transformation&#039;&#039;&#039; (price: 400k bloodcsrip):&lt;br /&gt;
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At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training &#039;&#039;and&#039;&#039; great enhancives, but hey, I did say this guide was for 0 exp to 54,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that&#039;s mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.&lt;br /&gt;
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You probably aren&#039;t even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can&#039;t stack on a single creature, so it&#039;s more valuable to have a stronger initial hit since you&#039;d be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that&#039;s a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, &#039;&#039;focused&#039;&#039; mstrikes still favor Transformation due to DoTs not stacking.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. Buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later, for example. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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If there&#039;s only one service I&#039;d recommend for a monk, it&#039;s Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)&lt;br /&gt;
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As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you&#039;re only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won&#039;t, but even a lighter hit might stun a creature--and stunning increases UC&#039;s most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Battle Standards have a few other perks, but these are the main ones making them so good for monks.&lt;br /&gt;
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Battle Standards have charges and periodically need recharging, which will cost you. I don&#039;t believe we have hard confirmation on how the charges drain, but &#039;&#039;if&#039;&#039; (if!) it&#039;s identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith (1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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The temporary healing is difficult to advise on because its value heavily depends on how much risk you take in hunting. That benefit is about knowing yourself well enough to know if you&#039;ll like it or not. Same goes for more max health; I see the value for small races roughly doubling their health, but otherwise don&#039;t consider it particularly valuable. However, opinions vary widely. As for max stamina, monks already have Mind Over Body--but, even if they didn&#039;t, you can shore up stamina far more cheaply with conventional regen enhancives than with Bloodstone Jewelry.&lt;br /&gt;
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As for everything else, the value for a monk--at least a magical monk--is like a mishmash of weaker Battle Standards and weaker Ensorcell. Bloodstone Jewelry and Ensorcell both offer stamina regeneration, which is a great in a vacuum, but Ensorcell&#039;s version of stamina regeneration is a flare chance (which is effective with frequent UC attacks) instead of a per minute effect and never requires paying again for recharging. There is something to be said for having both Bloodstone Jewelry and Ensorcell since Ensorcell usually won&#039;t restore stamina unless your health is full and Bloodstone Jewelry helps keep your health full--but, then again, just having herbs or using society abilities could also keep your health full.&lt;br /&gt;
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Extra health damage, on the other hand, is a reasonable selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it does affect every attack instead of 20% of attacks--and 1-5 damage might not sound like a lot, but when it&#039;s every attack, it does matter. On average, you&#039;ll get the Major Bleed effect after every 16.67 attacks, which is decently powerful in its own right. All that said, Bloodstone Jewelry doesn&#039;t add extra damage until its fifth and final tier, so you&#039;d probably be paying a premium to get it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Either go all the way with this service or pass on it unless someone&#039;s offering a steal. I wouldn&#039;t call this a particularly monk-oriented service unless you&#039;re a Kroderine Soul build or a small race.&lt;br /&gt;
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(Since this is alphabetically the first service I&#039;m recommending against, I&#039;ll clarify that that doesn&#039;t mean it&#039;s a bad service; even Enchant isn&#039;t particularly great for monks, as we&#039;ll see later, and that&#039;s a classic service. I&#039;m simply saying that, when you&#039;re reading a monk guide because you&#039;re making a monk, don&#039;t view this service through the lens of playing your warrior, your semi, or your Sunfist pure, who would all make better use of more of the Bloodstone Jewelry perks.)&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like most other non-gear-based profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they&#039;re already amazing at. (By contrast, casters see good benefit from things like FOF defense and the myriad bonuses to maneuver defense unless already far post-cap.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat by preventing kicks.&lt;br /&gt;
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Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. The biggest is that, unlike with Battle Standards, jabs don&#039;t flare with Poisoncraft. Poisons don&#039;t affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren&#039;t lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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It&#039;s worth learning at least Poisoncraft even though the other Covert Arts don&#039;t do much for monks. Recharging Poisoncraft isn&#039;t much cheaper--if any cheaper--than learning more Arts and learning them &#039;&#039;also&#039;&#039; recharges, so once you&#039;re in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves UAF (or AS if you&#039;re using a weapon) while enchanting armor improves DS.&lt;br /&gt;
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UAF offers minimal help for all the reasons described in the Unarmed Combat Primer. DS is more compelling, especially once you&#039;re hunting areas with the [[spell sever]] mechanic. Monks have the game&#039;s cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they &#039;&#039;are&#039;&#039; regularly in offensive stance. I don&#039;t go hard on improving monk DS, but it can&#039;t hurt either.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but improving it doesn&#039;t matter much otherwise.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling armor improves CvA and enemy spells are a weak point, so I&#039;d say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling adds much more gear difficulty than sanctifying. (For much more on the intricacies of gear difficulty and order of operations for upgrading gear, see [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|my service guide]]! For our purposes here, though, basically just know that tiers 2-5 of Ensorcell should usually be done after finishing the enchanting and sanctifying you want. The order of enchanting and sanctifying doesn&#039;t matter much, though.)&lt;br /&gt;
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For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.&lt;br /&gt;
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I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy. You already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul, but only after finished with enchanting and sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible for almost everybody. They improve virtually every offensive and defensive aspect of combat, which is like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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...but monks aren&#039;t most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.&lt;br /&gt;
&lt;br /&gt;
Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you&#039;re probably firing off a lot of those. On the bright side, since Lucky Items&#039; charges drain depending on the amount of time spent in combat, that aspect does pair well with monks&#039; high volume of attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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If this were any other profession, I&#039;d be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they&#039;re tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you&#039;re a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I&#039;d recommend your silvers go elsewhere first--but only &amp;quot;first.&amp;quot; Luck is powerful and you should get it eventually, just not as a high priority. I&#039;d take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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Despite Mystic Tattooing being a monk&#039;s own ability, it&#039;s not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won&#039;t consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include:&lt;br /&gt;
&lt;br /&gt;
* Strength to decrease encumbrance, especially for small races&lt;br /&gt;
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to slightly improve defense against spiritual magic&lt;br /&gt;
&lt;br /&gt;
Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can&#039;t go further than &amp;quot;arguably&amp;quot; since the others will have more impact when they &#039;&#039;do&#039;&#039; have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would.&lt;br /&gt;
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Mystic Tattoos are slated for a future upgrade. The current proposal includes adding a skill bonus up to +10, flares to double the stat and skill bonuses for a short duration, an activated ability with a cooldown to double the stat and skill bonuses for a short duration, and ignoring enhancive limits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Until the future update, I&#039;d only tattoo yourself in your spare time when you can&#039;t find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins&#039; Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there&#039;s &#039;&#039;some&#039;&#039; merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you&#039;d have to know you&#039;ll be running into that damage type consistently for a while.&lt;br /&gt;
&lt;br /&gt;
On an obscure note, nature resistance is unique to ranger trinkets. Monks can&#039;t meditate against it and even the Ascension system can&#039;t train to defend against it. However, an extremely small number of creatures use nature damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
&lt;br /&gt;
Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.&lt;br /&gt;
&lt;br /&gt;
The first five tiers of Sanctify have dubious value for UC gear (unless you&#039;re buying the first tier specifically because of the Kai&#039;s Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you&#039;re willing to pay for the first five tiers&#039; minimal value just to get to holy fire.&lt;br /&gt;
&lt;br /&gt;
Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it&#039;ll only trigger for certain combat maneuvers or when the undead hit you.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get the first five tiers on your robes unless you&#039;re absolutely certain you&#039;ll never have interest in hunting high-level undead. Holy fire isn&#039;t a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don&#039;t bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify).&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
&lt;br /&gt;
Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It&#039;s still marginally useful for good positioning (very specifically good positioning). Crit padding is more broadly useful. Either way, neither is useful enough to justify paying warriors unless they&#039;re charging less than the automated WPS smithy that comes around every couple of months. (They probably aren&#039;t!) Use that instead to bring your robes up to speed.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn&#039;t terribly desirable for most players, monks or otherwise.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I&#039;d say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Battle Standard up to P3 as soon as possible&lt;br /&gt;
* Enchant armor up to +30 relatively quickly&lt;br /&gt;
* Ensorcell UC gear to T1 relatively quickly&lt;br /&gt;
* Battle Standard up to P5 relatively quickly&lt;br /&gt;
* Either Sanctify UC gear all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Sanctify armor unless very rarely hunting undead&lt;br /&gt;
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Slowly enchant UC gear over time&lt;br /&gt;
* Padding to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Slowly Ensorcell armor over time&lt;br /&gt;
* Weighting to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge&lt;br /&gt;
* Bloodstone Jewelry if you want it&lt;br /&gt;
* Slowly enchant armor past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell UC gear past T1 over time, if ever&lt;br /&gt;
* Mystic Tattoo only if you can&#039;t sell yours, but selling it is preferable to fund all of the above&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
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Congratulations, you&#039;ve got a cap and a half worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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Since it&#039;s not relevant to the large majority of players, I&#039;ve only vaguely talked about monks&#039; advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they&#039;re &amp;quot;done enough&amp;quot; with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements.&lt;br /&gt;
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Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.&lt;br /&gt;
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I did say this guide was for magical monks from 0 to 54,000,000 experience, so what should you do with Ascension Training Points (ATPs)?&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race.&lt;br /&gt;
* &#039;&#039;&#039;Brawling&#039;&#039;&#039;: +2 UAF per rank. I&#039;m not going to knock UAF this time because, once we&#039;re talking Ascension, we&#039;re talking marginal gains almost no matter what you do. Get it if you like numbers going up!&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Increased maneuver defense every two ranks, but half as much increase as Agility. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race. For the weapon route, specifically, Dexterity also adds crit weighting.&lt;br /&gt;
* &#039;&#039;&#039;Dodging&#039;&#039;&#039;: +0.75 DS (in offensive) per rank and a tiny extra chance of outright evading for more Spin Kicks.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction by 2 pounds per rank. &#039;&#039;Now&#039;&#039; I&#039;ll knock UAF again! If we&#039;re in the realm of diminishing returns from exp anyway, then Porter is a reasonable low-hanging fruit option for races with lower carrying capacity.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: If you&#039;re firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body and Ensorcell no longer enough. If that&#039;s you, you&#039;ll know when to train this--or just buy stamina regen enhancives and Bloodstone Jewelry.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks.&lt;br /&gt;
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During earlier versions of this guide, I was also open to Aura, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let&#039;s finally delve into the Elite skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is Monks&#039; Everything&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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There&#039;s a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones potentially relevant to (magical) monks in green:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Automatic Success of Certain Spells&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;UC - Tier Up Probability&amp;lt;/font&amp;gt;&lt;br /&gt;
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As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I&#039;d argue that usually it&#039;s at or near the top end of value &#039;&#039;in&#039;&#039; that application:&lt;br /&gt;
&lt;br /&gt;
* Improving UC tier ups is, naturally, at its best for the profession most built around UC.&lt;br /&gt;
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy&#039;s EBP means improving MM, which is a UC monk&#039;s most important offensive combat number.&lt;br /&gt;
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don&#039;t use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here.&lt;br /&gt;
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn&#039;t go so far to say it&#039;s at its best here, which I think goes to pures who become capable of warding off spells from (some) &#039;&#039;pure&#039;&#039;-style Ascension creatures, but it&#039;s a pretty narrow win.&lt;br /&gt;
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln.&lt;br /&gt;
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks.&lt;br /&gt;
* Improving ambush defense is a benefit I place almost no value on for any profession and build &#039;&#039;except&#039;&#039; magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don&#039;t have 105 or more Transformation lore, so defense is valuable.&lt;br /&gt;
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(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do &#039;&#039;have&#039;&#039; the occasional spots of value. The auto-success spell benefits don&#039;t do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.)&lt;br /&gt;
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Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can!&lt;br /&gt;
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Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I&#039;d also argue that there&#039;s less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds.&lt;br /&gt;
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As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they&#039;re both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn&#039;t have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more &#039;&#039;total&#039;&#039; Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she&#039;s only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn&#039;t need to work for at all because monks have Perfect Self and Burst of Swiftness.&lt;br /&gt;
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Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They&#039;re simply the most exp-efficient profession in the game.&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
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The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and you want them to hit more reliably.&lt;br /&gt;
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&#039;&#039;&#039;Bold Brawler&#039;&#039;&#039;&lt;br /&gt;
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 Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
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A self-explanatory staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy!&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
&lt;br /&gt;
Pretty good reactive damage that comes at full power out of the gate. Needing an SMR check does slightly hinder its efficiency against overleveled creatures, but that&#039;s offset by the fact that it can go after multiple targets to hit at least one of them. Importantly, note that &amp;quot;a rank 2+ critical strike&amp;quot; refers to a rank 2 critical &#039;&#039;based on a crit table,&#039;&#039; not a rank 2 wound. Usually a rank 2 critical only creates a rank 1 wound; for example, rank 2 [[Slash_critical_table|slash crits]] are always rank 1 wounds unless they hit an eye. In other words, even very light hits can get this going, but just not the absolute lightest hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
&lt;br /&gt;
Reasonable if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to monks&#039; combination of inexpensive Harness Power costs, not much to spend that mana on, not being in full plate like warriors (and so valuing the DS more), and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don&#039;t know any of those other than my own).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ether Flux&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
&lt;br /&gt;
(For clarity, it can occur once &#039;&#039;per creature&#039;&#039; per minute. You can basically consider it once per creature, period. For even more clarity, Ether Flux itself isn&#039;t a flare &#039;&#039;chance&#039;&#039;; it&#039;s described as a flare because it deals a random amount of disruption damage, but it always triggers once you meet the condition.)&lt;br /&gt;
&lt;br /&gt;
Ether Flux has no tiers and comes at full power immediately, which is definitely nice and it&#039;s a very good perk &#039;&#039;if&#039;&#039; you can get it going! ...but can you? Even though monks don&#039;t innately deal elemental damage, it still might be easier than you think.&lt;br /&gt;
&lt;br /&gt;
Some options for elemental flares include conventional ability slot flares, Battle Standards of applicable Arkati or spirits, certain Gemstone properties like Blood Boil or Infusion or Thorns, holy fire or holy water when hunting undead, or script flares of elemental types. That&#039;s already up to seven sources of elemental flares and I&#039;m not describing anything too wildly out of the way or anything that&#039;s very expensive by post-cap standards. The most expensive of those would be buying flare type changes for Animalistic Spirit or Phytomorphic Weapons.&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;re mstriking or using Fury, monks fire off a lot of attacks, so with a decent base of varied flare types, the odds can stack up to force a lot of Ether Flux triggers through! However, if you don&#039;t have that decent base, I wouldn&#039;t go out of my way working up to it just because you find an Ether Flux. This is a very solid B or maybe B+ common, but it&#039;s no Bold Brawler, Flare Resonance, Stamina Prism, or Storm of Rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flare Resonance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
&lt;br /&gt;
Assuming you have flares on your handwear and your footwear (and if you don&#039;t, then you should!), this is another staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries.&lt;br /&gt;
&lt;br /&gt;
[[Flare Affinity]] basically supercharges your flares to hit substantially harder--and, for that matter, more often! Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. (If you &#039;&#039;are&#039;&#039; someone who already has the Flare Affinity flourish, you wouldn&#039;t want this property since they don&#039;t stack.) The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk&#039;s handwear &#039;&#039;and&#039;&#039; footwear would cost 800k bloodscrip.&lt;br /&gt;
&lt;br /&gt;
In short, get more flares and make them spend less time poking and more time killing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
&lt;br /&gt;
This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! Alternatively, if you find it on a Gemstone with at least one other property that&#039;s good for somebody else but isn&#039;t good for you, you can try to sell it for a good chunk of silver since solo hunters of almost every profession like Force of Will for general purposes. (The exceptions are bards, who can already get rid of almost all of these conditions with their own [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]], and maybe clerics, who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
The UAF boost is fairly immaterial for all the reasons you know by now about UAF, but the maneuver boost makes for an acceptable placeholder for most monks to use while looking for better Gemstones in the long run. That said, I wouldn&#039;t recommend upgrading it except possibly on a monk who makes very heavy use of extremely endroll-dependent attacks like Spin Kick or Bearhug.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
&lt;br /&gt;
Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
&lt;br /&gt;
This might be the highest ceiling Gemstone property of all for monks. It&#039;s easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don&#039;t run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they&#039;re off cooldown and Ki Focus when the mstrikes &#039;&#039;are&#039;&#039; on cooldown, thus basically only using stamina for the latter. However, if you started stacking on enhancives, Ascension, and Stamina Prism to start recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and &#039;&#039;still&#039;&#039; not run out of stamina.&lt;br /&gt;
&lt;br /&gt;
In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits, but you can be even more of a whirlwind in battle if you build for it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ll battle just about any creature in your preferred hunting ground and it&#039;s a fairly swarmy place, this is an extraordinary property since you&#039;ll have the boost going constantly. UC monks or weapon monks will both love this property! Even if you&#039;re picky about which creatures you battle or if you hunt a slower area, it&#039;s still excellent. The only other thing is to consider is that it&#039;s a top tier common for virtually every build of virtually every profession--any weapon user, any UC build, any magical bolter--and so people are likely to pay very well for it if you&#039;d rather have the silvers!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Mini Storm of Rage, except you always have the boost even if you&#039;re in the slowest of areas or if you&#039;re selectively hunting a single creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you&#039;ll almost definitely have at least one of those.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
&lt;br /&gt;
Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death. Don&#039;t use this if you go the Kroderine Soul route.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
&lt;br /&gt;
A high quality Gemstone property for almost every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky; they can&#039;t outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened. A possibly bigger obstacle is that Blood Boil, of course, only works on creatures with blood! That won&#039;t be an obstacle in most hunting grounds, but if you try to exclusively hunt undead who have no blood (most undead by far don&#039;t; a few do), this wouldn&#039;t be the property for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
&lt;br /&gt;
Despite having some anti-synergy with Spin Kick, it&#039;s very hard to ignore the value of a universal 5% chance to avoid and (to an extent) counter AS attacks. All else being equal, it &#039;&#039;is&#039;&#039; better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
&lt;br /&gt;
Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you&#039;re one of the rare monks who uses CS spells in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
&lt;br /&gt;
Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that&#039;s exactly what I&#039;d recommend, but they&#039;re mutually exclusive.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
Journeyman Tactician, but twice as good. Like its common counterpart, the UAF boost isn&#039;t noteworthy for a UC monk (it is good for a weapon monk, though!), but if you make heavy use of SMR attacks, I think it can be a reasonable long-term property for you. If not, I&#039;d either sell it to someone willing to pay top silvers or reroll until you get a better rare property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That&#039;s an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you&#039;re looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I&#039;ll cover shortly, you might consider working your entire build around it...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
A reasonable option for lighter races. It&#039;s not necessarily going to help with the newer and bigger boxes of 2026 on, but can help with the lower end loot like solid moonstone cubes or wands that add up when you&#039;re tiny. Definitely not a flashy property, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS, and this is a solution to at least part of that!&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirst for Brutality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Twice as strong as its already very powerful common counterpart, Taste of Brutality... or is it? The common version&#039;s 5% penalty when taking hits is negligible, but a 10% penalty isn&#039;t as easily dismissed. Still,  the increased DF is fantastic, so I&#039;d say you should consider your options with this one. If you have high redux &#039;&#039;and&#039;&#039; high Transformation lore, get it, love it, and upgrade it all the way. If you only have one of those, then you could simply treat it like Taste of Brutality by leaving it un-upgraded. 6% on both ends with no upgrades is comparable to the fully upgraded Taste of Brutality&#039;s 5%, after all, and nothing says you have to upgrade it at any point, never mind right away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It&#039;s actually difficult to even sell you on this because it&#039;s so straightforward that I shouldn&#039;t have to. It&#039;s a 10% double attack chance on every attack!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that&#039;s also solid for monks and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystic Impulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
&lt;br /&gt;
Hear me out. This is a very, very specific niche, but it&#039;s incredible within that niche, which is that you&#039;re a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise.&lt;br /&gt;
&lt;br /&gt;
If all of that&#039;s true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you&#039;ll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you &#039;&#039;aren&#039;t&#039;&#039; running the Serendipitous Hex build, then I&#039;d honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.&lt;br /&gt;
&lt;br /&gt;
Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power&#039;s effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that&#039;s with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Great general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF boost is, as always, borderline immaterial unless you&#039;re a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy that works well with the free jabs in your mstrikes! Unlike traditional dispel flares, these are post-resolution, so they&#039;re slightly less reliable. However, UC monks tend to have no trouble making their attacks land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here are some hypothetical ideal layouts!&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Traditional Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# &#039;&#039;(Blood Boil)&#039;&#039; (rare 2 of 3)&lt;br /&gt;
# &#039;&#039;(Thirst for Brutality)&#039;&#039; (rare 3 of 3)&lt;br /&gt;
# Force of Will (common 5 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 6 of 7)&lt;br /&gt;
# Journeyman Tactician if using Thirst for Brutality, otherwise Taste of Brutality (common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
Blood Boil and Thirst of Brutality are parenthetical and italicized because they&#039;re slightly conditional picks. For general purposes, that&#039;s what I&#039;d go with, but specific hunting ground choices or even gear can change everything. Blood Boil might be useless if you primarily hunt undead without blood. Tethered Strike, not listed, might be superior to either Blood Boil or Thirst of Brutality if you regularly hunt evasive creatures. Anointed Defender, also not listed, could be the way to go if you&#039;ve managed your gear and training in such a way that the TD boost can push you just out of range of dangerous CS attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Very Magic-Heavy Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# &#039;&#039;(Serendipitous Hex)&#039;&#039; (rare 1 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Greater Arcane Intensity (rare 3 of 3)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# Arcane Intensity (common 5 of 7)&lt;br /&gt;
# Taste of Brutality (common 6 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 7 of 7)&lt;br /&gt;
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This has enough overlap that you might think they&#039;re the same picture, but the subtle differences add up to large ones. This Gemstone setup assumes a high CS monk, then Greater Arcane Intensity and Arcane Intensity push CS even higher. That means that Vertigo and Mindwipe land more consistently, which means that creatures are disabled more often, which means Force of Will shouldn&#039;t be as necessary. It also means that your MM will be higher, which means I wouldn&#039;t even think about Journeyman Tactician. Conversely, Taste of Brutality claims a solid place because its rare counterpart has been traded off to secure Greater Arcane Intensity and maybe Serendipitous Hex.&lt;br /&gt;
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Speaking of Serendipitous Hex, even though I ranked it highly, it gets the parenthetical italics treatment because I only recommend it if you&#039;re regularly casting Web! It doesn&#039;t trigger with Vertigo or Mindwipe, so if those are your go-tos, then bring in some other top end rare like Blood Boil, Tethered Strike, or Thirst for Brutality. (Unlike the traditional monk, the magic-heavy monk doesn&#039;t risk as much from the double DF hit of using Taste and Thirst simultaneously because their more consistent disablers will keep enemies contained. Still, just in case of the worst, &#039;&#039;definitely&#039;&#039; use Ephemera&#039;s Extension over Ether Flux if you go the double Brutality route!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Odds and Ends==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we draw close to the end, I&#039;ll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about.&lt;br /&gt;
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===Monk Magic After Dark===&lt;br /&gt;
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...wait, I can&#039;t write about that on the wiki! Moving on.&lt;br /&gt;
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===Trade Secrets of the Sneaky Monk Merchants===&lt;br /&gt;
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I&#039;m one of the bigger advocates of training [[Trading]] in the GS community, but even more so for monks than others!&lt;br /&gt;
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Monks have easier and more universal means to make more silvers per item sold than any other profession--and they can do it almost anywhere in Elanthia.&lt;br /&gt;
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Except for [[Mist Harbor]] and [[Kraken&#039;s Fall]], every town&#039;s NPC shops will pay +5% extra silver to at least one race when players sell. ([[Trading#Trading_chart|See the chart of favored races here!]])&lt;br /&gt;
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Monks have a &#039;&#039;&#039;secret weapon&#039;&#039;&#039; in the profit war: &#039;&#039;&#039;[[Shroud of Deception (1212)|Shroud of Deception]]&#039;&#039;&#039;!&lt;br /&gt;
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Even monks who live in a geographic region where their race can&#039;t get a bonus can configure their Shroud profile to appear as another race and get the bonus anyway! It&#039;s that easy!&lt;br /&gt;
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But wait, it gets better! Monks also have &#039;&#039;[[Glamour (1205)|Glamour]]&#039;&#039;&#039;, which gives an enhancive boost of 20 Trading ranks or 50 Trading skill, whichever is lower. (50 Trading skill will be lower before you have 20 Trading ranks on your own.)&lt;br /&gt;
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What does Trading do, though?&lt;br /&gt;
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You get an extra 1% silver for every combined 12 bonus between Influence and Trading bonus. That&#039;s &#039;&#039;bonus&#039;&#039;, not ranks! So, for example, if you had 44 Trading ranks, which is 144 Trading bonus, you&#039;d make 12% more silver for selling items than if you had 0 Trading ranks. Shroud of Deception takes that 12% to 17%, then Glamour takes that 17% to 18%--and, actually, 8/12ths of the way to 19%. If you took my advice and set Influence high from the start, Influence will also get you to 19% if not 20%!&lt;br /&gt;
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This is a big part of how Sariara made 2,509,473 million silver within a week of existing. By now she&#039;s existed for four weeks and a day and is up to 23,108,060 silver, only 1,500,000 of which came from selling a Mystic Tattoo.&lt;br /&gt;
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Some general tips on early silvers:&lt;br /&gt;
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* Don&#039;t hunt overcrowded Landing areas, but find the rich lower level creatures. There are plenty of them because characters don&#039;t stay low level for long, so hunting pressure is low. (For more on hunting pressure, see the [[treasure system]] page and [[Treasure_system/saved_posts|saved posts subpage]].)&lt;br /&gt;
* Take advantage of Glamour and Shroud of Deception to get a percentage boost to these rich creatures&#039; already valuable loot. Reap the reward of being a monk!&lt;br /&gt;
* Between level 0 and 19, when skills migrate near instantly, max out Trading every time you&#039;re about to sell things.&lt;br /&gt;
* Between level 0 and 19, push First Aid and Survival up when you&#039;re out hunting so you can get value from skinning. Unlearn them afterward so you can...&lt;br /&gt;
* Between level 5 and 19, learn Glamour and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* Between level 12 and 19, learn Shroud of Deception and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* For your final level 19.9 build, as you&#039;re forced to commit to your skills, have at least 20 ranks of Trading and know at least your first 12 Minor Mental spells.&lt;br /&gt;
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Yes, this is what I did. I got to see delightful lines in my SKILL command like:&lt;br /&gt;
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 You started this migration period on Saturday, 5/25/2024 at 01:55:18 EDT.  You have 4 days, 20 hours, 8 minutes remaining in your current 30 day migration period.&lt;br /&gt;
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 You&#039;re currently migrating at a rate of .001 skill points per pulse, and &#039;&#039;&#039;have converted 25580.00 training points this migration period.&#039;&#039;&#039;&lt;br /&gt;
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Even if you don&#039;t go to this extreme, though, monks are the game&#039;s best at selling to NPC merchants. At the low end, monks skyrocket toward high sales value. At the high end in the post-cap world, monks reach the maximum sale bonus in almost every town.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;quot;Maximum sale bonus&amp;quot; is 28% from Trading and Influence plus another 5% from race bonus. To be clear, the max bonus is 33%, but only sort of; the two bonuses are treated separately. For example, if you&#039;re an elf monk selling in Solhaven (no bonus), you can&#039;t just pump your Trading and Influence so high that you&#039;d make 33% from that alone; it&#039;s capped at 28% and the other 5% &#039;&#039;has to&#039;&#039; come from Shroud of Deception.&lt;br /&gt;
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My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.&lt;br /&gt;
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===When Robes Aren&#039;t Robes: Alterations===&lt;br /&gt;
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For simplicity, I&#039;ve been talking about &amp;quot;robes&amp;quot; throughout this guide because that&#039;s the conventional name for that [[armor]] type.&lt;br /&gt;
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However, robes don&#039;t have to remain robes at all; they have the same leeway for alterations as other chest-worn clothing! Here are examples of post-alteration &amp;quot;robes&amp;quot; that my various characters (monks or otherwise) have worn or that I plan to create:&lt;br /&gt;
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* An airy white starsilk sundress sporting an asymmetrical knee-length skirt&lt;br /&gt;
* A sleeveless lily white tunic with a jet black silk sash&lt;br /&gt;
* A knee-length midnight blue silk dress aglisten with a constellation of stars&lt;br /&gt;
* A sleeveless white tunic splashed with an autumn-hued music motif&lt;br /&gt;
* A sleeveless white starsilk tunic spangled with sunset orange musical notes&lt;br /&gt;
* A midnight black silk tunic marked with a silver eight-pointed star&lt;br /&gt;
* A sleeveless sunlight gold tunic accented by bright white edges&lt;br /&gt;
* A royal purple starsilk tunic featuring an embroidered silver rose&lt;br /&gt;
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits)&lt;br /&gt;
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola)&lt;br /&gt;
* A thigh-slit scarlet starsilk dress accented by ivory edges&lt;br /&gt;
* A sleeveless white kimono featuring golden star embroidery&lt;br /&gt;
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves&lt;br /&gt;
* A sleeveless gold feather-patterned tunic tied at the waist&lt;br /&gt;
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Mine are mostly feminine designs, but even for a masculine character, you can turn your robes into shirts, vests, jackets, and more. Get your creativity on!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Likewise, unarmed combat footwear isn&#039;t limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Hunting Partner Tactics and Synergy===&lt;br /&gt;
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Who do monks team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
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* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer that&#039;s enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies&#039; UDF. In turn, warriors love monks&#039; Mind Over Body stamina cost reduction, the best group buff they can get other than bards&#039; [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day).&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don&#039;t necessarily mind being targeted more often since it offers more Spin Kick opportunities.&lt;br /&gt;
* &#039;&#039;&#039;A monk duo&#039;&#039;&#039; can keep up both Mind Over Body and Focus Barrier, but otherwise doesn&#039;t have any particular synergy.&lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don&#039;t have as much redux as warriors and rogues nor as much DS as them, so a boost can really help.&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don&#039;t offer much to rangers otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; can make a monk&#039;s attacks even faster, at least for now, since Song of Tonis is the game&#039;s best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they&#039;re already pretty durable as casters go. Monks simply being present as an additional target to split up enemies&#039; attacks is helpful to wizards and all casters.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks&#039; Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath&#039;s [[Mass Interference (217)|Mass Interference]] setting up a monk&#039;s Vertigo isn&#039;t the worst idea I&#039;ve ever had, but it&#039;s not an amazing one either. &lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it&#039;s still there when needed. Having a hunting partner&#039;s extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn&#039;t help monks as most other professions&#039; disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward.&lt;br /&gt;
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Nearly regardless of team composition, your monk training &#039;&#039;&#039;Coup de Grace&#039;&#039;&#039; and &#039;&#039;&#039;Side by Side&#039;&#039;&#039; (which also requires two ranks of &#039;&#039;&#039;Combat Movement&#039;&#039;&#039;) can be helpful to groups.&lt;br /&gt;
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===The Weapon-Wielding Melee Monk===&lt;br /&gt;
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Let&#039;s talk more about Martial Mastery, the level 0 feat. Although monks have access, it was primarily invented for warriors and rogues as an alternative to learning [[Elemental Targeting (425)|Elemental Targeting]], a Minor Elemental spell that increases AS.&lt;br /&gt;
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Far enough post-cap, magical warriors or magical rogues have the same AS ceiling as their non-magical counterparts. (Their non-magical counterparts do get there millions of experience points sooner while the magical ones have more DS and TD, but that&#039;s outside the scope of this guide...) Monks, on the other hand, don&#039;t have Elemental Targeting, so a monk maximizing Martial Mastery can have up to 50 more AS and UAF than a monk &#039;&#039;not&#039;&#039; maximizing it! Of course, UAF doesn&#039;t matter nearly as much as AS and the entire monk profession is built around unarmed combat. So I ask:&lt;br /&gt;
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Is there merit to a weapon-wielding, AS-based monk?&lt;br /&gt;
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Before I explore it, I&#039;ll repeat that I think people should make whatever kind of character they find fun and that I personally like wacky builds. However, I&#039;m not convinced that a melee monk even &#039;&#039;is&#039;&#039; a wacky build. When people consider making a melee-only character who isn&#039;t stealth-based, a warrior is probably their first thought, but let&#039;s seriously compare these options.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Training Cost Factor&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;ll use my (first) monk and warrior for the sake of illustration since they&#039;re both elves. At level 50, my warrior had a total pool of 2568 PTPs and 2242 MTPs while my monk had a total pool of 2319 PTPs and 2259 MTPs. You might think the warrior is hugely ahead, but no, not at all. I could show you paragraphs upon paragraphs of math I wrote, but let&#039;s just cut to the chase.&lt;br /&gt;
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Let&#039;s say my monk and warrior had both done dual katar builds that shared nearly identical core training. 2x Brawling, 2x Edged Weapons, 1x Thrown Weapons (to buff up Martial Mastery), 2x Two Weapon Combat, 2x Combat Maneuvers, 2x Physical Fitness, 50 Multi-Opponent Combat, and 1x Perception were all in common.&lt;br /&gt;
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From there, my warrior took 70 Armor Use to get metal breastplate, then trained as many Dodging ranks as possible with her remaining points. My monk learned Iron Skin, took 30 Transformation to buff up Iron Skin, and took 10 Harness Power, then trained as many Dodging ranks as possible with her remaining points. Their skills would be identical in most ways, but here&#039;s where they&#039;d differ:&lt;br /&gt;
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* Monk in robes that act like chain mail: 153 ranks of Dodging and 102 MTPs spare&lt;br /&gt;
* Warrior in metal breastplate: 109 ranks of Dodging and 21 MTPs spare&lt;br /&gt;
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I&#039;m not going to claim that my monk would basically just be better; there are too many factors to say that. Warriors have their guild skills. Monks have Perfect Self. Warriors have a higher parry chance because of [[Combat Mastery|their level 40 feat]]. Monks have a higher evade chance because of &#039;&#039;their&#039;&#039; level 40 feat. Warriors have [[Whirling Dervish]]. Monks have more DS, at least at this stage of the game. Warriors have [[Weapon Specialization]]. Monks have Burst of Swiftness. Warriors have [[Weapon Bonding]].&lt;br /&gt;
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My point is that a melee monk is even &#039;&#039;comparable&#039;&#039;--better in some ways and worse in others--to a warrior with the exact same build despite ignoring so much of what the monk skillset is tailored toward.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Mental Acuity Possibility&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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What if you learned Mental Acuity even without Kroderine Soul? My above training cost example illustrated my monk stopping at two Minor Mental spells for Iron Skin, but another alternative (though this would be during later levels) would be taking Mental Acuity to retain access to the first 20 Minor Mental spells and still even allowing room for Spirit Warding I and Spirit Defense. (If you were okay with Martial Mastery capping out at +45 AS instead of 50, you could even learn Spirit Warding II!)&lt;br /&gt;
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The hypothetical Martial Mastery and Mental Acuity monk has almost the same AS as a Martial Mastery warrior, but her spells would pull her far ahead in DS while keeping all the silver selling benefits of Glamour and Shroud of Deception, plus saving tons of stamina via Mind Over Body. The tradeoff is making spelling up more of a hassle, but that might be worth the payoff of having a light armored warrior-like character whose combat maneuvers and weapon techniques have 35% stamina cost reduction!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Doubly Perfect Self&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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As great as Perfect Self is for unarmed combat, it&#039;s arguably even better for a melee monk. For UC purposes, it&#039;s mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you&#039;re getting AS--more useful than UAF--and RT reduction for &#039;&#039;two&#039;&#039; types of assault techniques: Brawling&#039;s Fury and Edged Weapons&#039; Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don&#039;t sweat it as much due to Mind Over Body.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specializations and Katars&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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The Grapple, Kick, and Punch Specialization bonuses for their respective techniques &#039;&#039;do&#039;&#039; still apply even if you&#039;re using a brawling weapon instead of unarmed combat!&lt;br /&gt;
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Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.&lt;br /&gt;
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Ironically, if there&#039;s anywhere that I even sort of like Punch Specialization-powered Clash, it&#039;s on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash &#039;&#039;with&#039;&#039; Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you&#039;re regularly hunting things like bandits, pirates, warcamps, or areas that swarm.&lt;br /&gt;
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Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I&#039;d make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It&#039;s also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.&lt;br /&gt;
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If you&#039;re really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk&#039;s stamina cost reduction from Mind Over Body.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it&#039;s a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I&#039;d bring it up.&lt;br /&gt;
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Instead, after considering all the math and angles I did while writing this, it&#039;s made such a strong case for a bizarrely appealing build that I&#039;ve talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind&#039;s swirling and it seems clear that the melee monk is a very, very real idea that&#039;s gone unexplored because it&#039;s not an intuitive or obvious idea from a glance over the monk skillset.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Infrequently Asked (or Imagined) Questions==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-faq&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-faq&amp;quot;&amp;gt;&lt;br /&gt;
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This final section covers any random topics that people have asked me or that I can &#039;&#039;imagine&#039;&#039; them asking me if I feel that they&#039;re worth answering in this guide, but not worth a full tip or sidebar of their own.&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things actually asked are red.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Things I imagine people should ask are pink.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things that are both red and pink come from comments I got that&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;weren&#039;t originally questions, but I&#039;ve reframed them into questions because they&#039;re worth discussing.&amp;lt;/font&amp;gt;&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Does enchanting UC handwear and footwear help with DS?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Why do you rank half-krolvin monks so low?&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Flimbo&#039;s Guide and the [[Comprehensive Monk Guide]] really like them!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s guide likes half-krolvin monks because Perfect Self normalizes their Logic penalty and they have &amp;quot;solid physical stats with which to punch things quite well.&amp;quot; I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even kind of agree that if you&#039;re set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I&#039;d rather have a race without a Logic penalty to begin with!&lt;br /&gt;
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I also agree with Flimbo that half-krolvin have solid physical stats with which to &#039;&#039;punch&#039;&#039; things quite well. I&#039;d just rather have a faster Agidex race who has solid physical stats with which to also &#039;&#039;kick&#039;&#039; things quite well, meaning minimum RT for mstrike kick!&lt;br /&gt;
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The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn&#039;t matter! (Okay, fine, &#039;&#039;technically&#039;&#039; the math says UAF matters... fractionally.)&lt;br /&gt;
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Cold damage protection has some appeal if you&#039;re specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that?&lt;br /&gt;
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The Hinterwilds &#039;&#039;are&#039;&#039; a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you&#039;ve exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you&#039;ll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk.&lt;br /&gt;
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Like I said, any race can do well as a monk. I&#039;m not down on half-krolvin, exactly, but I&#039;d rather truly excel at &#039;&#039;something&#039;&#039; than be a generalist. Play a half-krolvin if you like their excellent verbs, though!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Should I train Ambush?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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The short answer is no. Now for the long, fun answer!&lt;br /&gt;
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Flimbo&#039;s Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but back then, players had no visibility into the aiming formula. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you &#039;&#039;did,&#039;&#039; it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.&lt;br /&gt;
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In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:&lt;br /&gt;
&lt;br /&gt;
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)&lt;br /&gt;
* Knocking creatures down helps (I don&#039;t remember if we&#039;d known this or not)&lt;br /&gt;
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but we underestimated how much)&lt;br /&gt;
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Intuition Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Even if you&#039;ve tanked Intuition instead of Discipline, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even &#039;&#039;standing&#039;&#039; foes. Of course, they need Acrobat&#039;s Leap for that.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let&#039;s use that in an example.&lt;br /&gt;
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With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you&#039;d have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let&#039;s say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.&lt;br /&gt;
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Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let&#039;s say everything had reached 91%, 86%, and 83%. Even that&#039;s not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you&#039;d need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that&#039;s +17 DS in offensive stance) at 3x costs!&lt;br /&gt;
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What if you eased back to the old 24 Ambush mark? Then you&#039;d need 148 Combat Maneuvers. Perfect Self has kicked in, so let&#039;s call it 144 Combat Maneuvers needed. Even that&#039;s already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)&lt;br /&gt;
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In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you &#039;&#039;can&#039;&#039; reach max or near-max success rates with some Ambush, but not &#039;&#039;so&#039;&#039; high that you reach max or near-max success rates even without Ambush.&lt;br /&gt;
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&#039;&#039;But even then,&#039;&#039; we&#039;re only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your &#039;&#039;unaimed&#039;&#039; attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head!&lt;br /&gt;
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Like PSM3&#039;s wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I&#039;ve made my choice: forget Ambush and play to my strengths.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==The TL;DR Recap: Making Cookie Cutter Monks==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-cookiecutter&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Low on time or thought processing power and just want a cookie cutter build you don&#039;t need to put much thought into? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-cookiecutter&amp;quot;&amp;gt;&lt;br /&gt;
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(...by my wacky definition of &amp;quot;cookie cutter.&amp;quot;)&lt;br /&gt;
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&amp;quot;Leafi, I love you and all, but I expanded every section, noticed my scroll bar is tiny, noticed your guide is crazy long, and ain&#039;t nobody got time for that. Please tl;dr this nonsense?&amp;quot;&lt;br /&gt;
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Okay, okay, I hear you.&lt;br /&gt;
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Some of you never wanted the Leafiara treatment where we seek to become real life monks with advanced spiritual and mental understanding by thoroughly exploring the unfathomable mysteries of reality and transcendent metareality (like math and logic).&lt;br /&gt;
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Some of you instead wanted the Saraphenia treatment where I tell you how to have a functional build that lets you have mechanical fun in an online text-based multiplayer video game and then you embark on your journey.&lt;br /&gt;
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So I included this section for you!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Race&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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Aelotoi, burghal gnomes, dark elves, elves, forest gnomes, half-elves, halflings, and sylvankind are all basically the same power for monks. Faster is better, but more encumbrance is worse, so find your balance. Giantmen have a niche.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Stats&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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See the table in the Placing Your Stats section.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Society&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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Voln.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;How do I fight?&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Weapon Twinhammer&#039;&#039;&#039; as your opener once you learn it.&lt;br /&gt;
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&#039;&#039;&#039;Jab&#039;&#039;&#039; at decent position, &#039;&#039;&#039;punch&#039;&#039;&#039; at good position if you&#039;re not Grapple Specialization and &#039;&#039;&#039;grapple&#039;&#039;&#039; at good position if you are, &#039;&#039;&#039;kick&#039;&#039;&#039; at excellent position. Regardless of those general rules, &#039;&#039;&#039;follow prompts&#039;&#039;&#039; and do what it tells you when it tells you.&lt;br /&gt;
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Against single targets, &#039;&#039;&#039;Weapon Fury&#039;&#039;&#039; until whenever you have enough Agidex for a 5-6 second &#039;&#039;&#039;mstrike kick&#039;&#039;&#039;.&lt;br /&gt;
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Against multiple targets, &#039;&#039;&#039;mstrike grapple&#039;&#039;&#039; if you&#039;re Grapple Specialization or &#039;&#039;&#039;mstrike kick&#039;&#039;&#039; if you&#039;re Kick Specialization. In either case, not until they&#039;re 7 seconds or less. If mstrike grapple is 7 seconds or less, but you&#039;re Kick Specialization and mstrike kick is 8 seconds or more, &#039;&#039;&#039;mstrike punch&#039;&#039;&#039; for now until mstrike kick doesn&#039;t take so long.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Core skills to train every level&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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2x &#039;&#039;&#039;Brawling&#039;&#039;&#039;, 2x &#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; (eventually 3x), 2x &#039;&#039;&#039;Dodging&#039;&#039;&#039; (eventually 3x), 1x &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Skills with breakpoints&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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1 rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; in bursts for various breakpoints to pick up specific maneuvers. (For which ones and when, see the &amp;quot;combat maneuvers and feats&amp;quot; section below.)&lt;br /&gt;
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&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; in bursts to 5, 10, 24, 30, 35, 50, 55, 60, 90, and 100 ranks.&lt;br /&gt;
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10 &#039;&#039;&#039;Harness Power&#039;&#039;&#039; early, 20-30 mid-game, then push near cap if you want QoL for spelling up.&lt;br /&gt;
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&#039;&#039;&#039;Minor Mental&#039;&#039;&#039; to 16 so you have both focus spells (1213 and 1216) as options, then slack off with spells until the midgame. Grab 1220 if you feel the DS need, especially if using 1213 instead of 1216.&lt;br /&gt;
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&#039;&#039;&#039;Telepathy&#039;&#039;&#039; lore in bursts to 6, 15, and 30.&lt;br /&gt;
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&#039;&#039;&#039;Transformation lore&#039;&#039;&#039; in bursts to 5, 15, and 30.&lt;br /&gt;
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10 &#039;&#039;&#039;Climbing and Swimming&#039;&#039;&#039; until the midgame or as needs arise.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Tertiary skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Spiritual/Mental Mana Control&#039;&#039;&#039; only if sharing mana with friends and alts.&lt;br /&gt;
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&#039;&#039;&#039;First Aid and Survival&#039;&#039;&#039; only if you want skinning.&lt;br /&gt;
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20 &#039;&#039;&#039;Trading&#039;&#039;&#039; by level 20 because monks make silver via Glamour (1205) and Shroud of Deception (1212). Get to 40 or the nearest multiple of 12 Trading+Influence bonus over time.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Midgame skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; to 2, 3, or 7 ranks, but only after 3x Dodging.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Combat maneuvers and feats&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; for your level 30 feat.&lt;br /&gt;
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Step 1 of Combat Maneuvers, making the super early game not painful:&lt;br /&gt;
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Get 3 CM ranks ASAP for your first rank of &#039;&#039;&#039;Rolling Krynch Stance&#039;&#039;&#039;, then another 6 CM ranks (so 9 total) for your second rank ASAP.&lt;br /&gt;
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Step 2 of Combat Maneuvers, improving the early game:&lt;br /&gt;
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In whatever order, pick up the last rank of Krynch and first three ranks of &#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039; or &#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it&#039;s not necessarily an early game priority since you don&#039;t get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later.&lt;br /&gt;
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Step 3 of Combat Maneuvers, fleshing out skills and diversifying your abilities through the midgame:&lt;br /&gt;
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In whatever order, pick up three or more ranks of &#039;&#039;&#039;Bearhug&#039;&#039;&#039;, two or more ranks of &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;, all three ranks of &#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;, three or more ranks of &#039;&#039;&#039;Feint&#039;&#039;&#039;, and the remaining ranks of Grapple or Kick Specialization. If you went Kick Specialization, add &#039;&#039;&#039;Combat Mobility&#039;&#039;&#039; to the list sooner than later. If you picked a halfling or gnome, add Acrobat&#039;s Leap, but otherwise don&#039;t.&lt;br /&gt;
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Step 4 of Combat Maneuvers, putting the last pieces in place:&lt;br /&gt;
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Pick up Combat Mobility (if you didn&#039;t already have it) and all three ranks of &#039;&#039;&#039;Ki Focus&#039;&#039;&#039;.&lt;br /&gt;
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Step 5 of Combat Maneuvers, player&#039;s choice:&lt;br /&gt;
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Whatever you want. Finish Bearhug, Bull Rush, and Feint or don&#039;t, depending how you like them. You can veer off in different directions with more niche maneuver options or not. Up to you!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Armor upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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Buy TD-boosting armor of +7 or more from a playershop. It&#039;ll cost 1-5 million silver and serve you fantastically. Add services of Enchant, Sanctify, and Ensorcell over time in roughly that order while adding padding via the WPS wagons. (Enchant and Sanctify can switch places easily enough, but Ensorcell is definitely last.)&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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* Spending almost nothing (~1 million silver): Buy basic lightning flaring handwear and footwear.&lt;br /&gt;
* Spending moderately (~35k pay event currency (equivalent of 35 million silver)): Buy off-the-shelf Animalistic Spirit from Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.&lt;br /&gt;
* Spending a ton (~150k pay event currency): Buy Phytomorphic handwear from Duskruin. Add Phytomorphic upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Phytomorphic upgrades and unlocks.&lt;br /&gt;
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Phytomorphic upgrades and unlocks for your footwear.&lt;br /&gt;
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.&lt;br /&gt;
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.&lt;br /&gt;
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And if you&#039;re the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you&#039;re probably not reading this guide. &#039;&#039;But just in case&#039;&#039;, for fun, and to entertain the other 99.5%...&lt;br /&gt;
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* Whaling out beyond most people&#039;s imagination just because you can (~4.24 million pay event currency):  Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Phytomorphic script at Duskruin. Add a slew of Phytomorphic upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
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(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They&#039;ve never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it&#039;s still around. I&#039;m guessing they learned the hard way that top end flares are so astonishingly powerful with UC&#039;s low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!)&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Other upgrades when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can&#039;t afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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Monks are easy! Go have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Denouement: An Unexpected Journey==&lt;br /&gt;
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First, thank you for reading The Autumnwinds&#039; Magical Monk Guide.&lt;br /&gt;
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Whether you read only the parts of it you were interested in, read every single word, or anything in between, I&#039;m thankful for every reader.&lt;br /&gt;
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Sometimes I write a &amp;quot;guide&amp;quot; partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I&#039;d take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally &#039;&#039;was&#039;&#039; a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters&#039; skills when they want a template of where to take their post-cap training.&lt;br /&gt;
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This one was for you guys, though. I hope it&#039;s been helpful, I hope it&#039;s gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.&lt;br /&gt;
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That said, if you were here only for mechanical informational purposes, I&#039;m pretty much done with those. There&#039;s one more at the very end for people with multiple character slots (not multiple accounts, but &#039;&#039;character slots&#039;&#039;), but otherwise, you can head out! I wish you a good day or good night and hopefully I&#039;ll see you around the lands.&lt;br /&gt;
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Thank you again.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-denouement&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious on the backstory of why this guide exists and why now? Click here and we&#039;ll close out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-denouement&amp;quot;&amp;gt;&lt;br /&gt;
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For the rest of you, if you&#039;ll indulge my rambling a bit longer...&lt;br /&gt;
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The Magical Monk Guide existing is an emergent happy accident.&lt;br /&gt;
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The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK&#039;s strongest.&lt;br /&gt;
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I thought, but didn&#039;t have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don&#039;t have the history, nostalgia, momentum, or player population of other professions.&lt;br /&gt;
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To be honest, even if I had said it was impossible, that wouldn&#039;t have stopped Phenia. Even as I type this, I can picture how I&#039;d try to temper her expectations and she&#039;d come back with &amp;quot;Well, I&#039;m going to try anyway!&amp;quot; Phenia aimed high, never mind the odds.&lt;br /&gt;
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When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia&#039;s name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia.&lt;br /&gt;
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I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a &amp;quot;Monk tip!&amp;quot;--plus a &amp;quot;Bonus tip!&amp;quot; about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide!&lt;br /&gt;
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By coincidence, I&#039;d also been answering a few people&#039;s questions in the main GS Discord server&#039;s monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia&#039;s spot as the monk division lead, I agreed. I don&#039;t think I &#039;&#039;could&#039;&#039; have declined. Over that string of seven weeks, I was basically doing what she needed already.&lt;br /&gt;
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That morning, I decided I should write a new guide to replace Flimbo&#039;s old one.&lt;br /&gt;
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I don&#039;t know what I expected would come out of it, but it wasn&#039;t this. With a motive like honoring my departed friend, I &#039;&#039;knew&#039;&#039; I&#039;d put my all into it--but I didn&#039;t expect to write this much or this in-depth, I didn&#039;t expect to cover the topics I did, and, most of all, I didn&#039;t expect that I&#039;d be learning myself, not just passing along what I knew beforehand.&lt;br /&gt;
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I&#039;d never thought about a non-Kroderine Soul monk without Mental Acuity. I&#039;d barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I&#039;d barely thought about synergy between monks and other professions. I&#039;d never investigated how one rank of Sanctify interacted with Kai&#039;s Strike. I&#039;d never investigated how or if Stance of the Mongoose worked with unarmed combat. I&#039;d never even investigated how or if Clash worked with a specified UC attack type.&lt;br /&gt;
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But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you&#039;ve learned too.&lt;br /&gt;
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When Phenia said she wanted the monk division to be RYSK&#039;s strongest, I assumed she was talking about numbers. Maybe she was; I don&#039;t know either way. I &#039;&#039;do&#039;&#039; know that we want you monk players to be &#039;&#039;your&#039;&#039; strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you&#039;ll be your strongest. Any part I might have played in helping you get there is an honor.&lt;br /&gt;
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Now, for fun and because I can, here&#039;s one last obscure mechanical interaction for the road.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I have a couple character slots where, even though I don&#039;t play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they&#039;d have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.)&lt;br /&gt;
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What&#039;s probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one&#039;s login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character &#039;&#039;had&#039;&#039; gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn&#039;t even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains.&lt;br /&gt;
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Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going.&lt;br /&gt;
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Farewell, have fun, and be good to one another!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=252291</id>
		<title>Leafiara (prime)/Mechanical Musings/The Autumnwinds&#039; Magical Monk Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=252291"/>
		<updated>2026-01-26T00:22:01Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
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&lt;div&gt;{{player-guide&lt;br /&gt;
|title = The Autumnwinds&#039; Magical Monk Guide&lt;br /&gt;
|topic = Combat, Monks, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-06-19&lt;br /&gt;
|updated = 2025-12-05&lt;br /&gt;
}}&lt;br /&gt;
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By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind, in loving memory of &#039;&#039;&#039;[[Saraphenia (prime)/Memorial|Saraphenia]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
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Last updated December 5, 2025.&lt;br /&gt;
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Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
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==Introduction: How to Use This Guide==&lt;br /&gt;
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This guide is for all magical monks from 0 exp to 54,000,000! (What do I mean by a magical monk? One not using [[Kroderine Soul]]. Somebody else will have to write that guide!) I&#039;ll go over monks&#039; strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
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&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, or at least it can be.&lt;br /&gt;
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* If you want an exhaustive guide, read through it in order.&lt;br /&gt;
* If you want the opposite of an exhaustive guide, jump to the &amp;quot;tl;dr Recap: Cookie Cutter&amp;quot; section at the end.&lt;br /&gt;
* If you&#039;re not sure whether you want an exhaustive guide, read the &amp;quot;Why Play a Monk&amp;quot; section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you&#039;re intrigued afterward. The Cookie Cutter section provides an overview of &#039;&#039;what&#039;&#039; to do and gives a small window into what the rest of the guide covers, which is &#039;&#039;why&#039;&#039; to do it.&lt;br /&gt;
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I&#039;ve made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
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Speaking of experience, what&#039;s mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I&#039;m now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.&lt;br /&gt;
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Speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn&#039;t have had the passion or interest--at least on my own. When I say I&#039;ve written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I&#039;ll call it a job well done!&lt;br /&gt;
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No further ado. Let&#039;s get on with it!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Why Play a Monk or Why Not Play a Monk?==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a monk at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
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===Unarmed Combat===&lt;br /&gt;
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Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:&lt;br /&gt;
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# &amp;quot;Tiering up,&amp;quot; AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.&lt;br /&gt;
# Improving your [[multiplier modifier]] primarily through things like forcing a creature&#039;s stance down or inflicting status conditions.&lt;br /&gt;
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Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC&#039;s equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! &lt;br /&gt;
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I&#039;ll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still &#039;&#039;miss&#039;&#039; via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you&#039;ve played other physical characters and can&#039;t stand seeing a creature avoid an attack before it even gets to the roll, try a monk!&lt;br /&gt;
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===Gear Indifference===&lt;br /&gt;
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Monks have extremely low dependence on good gear.&lt;br /&gt;
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While GSIV is technically balanced around vanilla +20 gear, most people would agree there&#039;s a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I&#039;d put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!&lt;br /&gt;
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Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you&#039;re unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game&#039;s most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I&#039;d say monks are &#039;&#039;the best&#039;&#039; at not depending on gear nor even exp! Much more on that in the Ascension section.&lt;br /&gt;
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===Simplicity===&lt;br /&gt;
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Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it&#039;s difficult to get wrong. If you stick to unarmed combat, I&#039;d go so far as &#039;&#039;extremely&#039;&#039; difficult to get wrong.&lt;br /&gt;
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(If you want to do unusual things that don&#039;t involve UC, then read on in Odds and Ends!)&lt;br /&gt;
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===Fun Factor===&lt;br /&gt;
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Once monks hit their stride by level 40--maybe even level 30--they&#039;re great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!&lt;br /&gt;
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Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game&#039;s coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!&lt;br /&gt;
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===Might and Magic===&lt;br /&gt;
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If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!&lt;br /&gt;
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===Downsides or Lack Thereof===&lt;br /&gt;
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Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks &#039;&#039;can&#039;&#039;, if they want, operate like warriors who have more DS (until very far post-cap) but don&#039;t wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don&#039;t have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there&#039;s a very real case that a monk can be a better choice than a warrior.&lt;br /&gt;
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[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo&#039;s Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks&#039; offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.&lt;br /&gt;
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The best I can muster for legitimate monk downsides are that they can&#039;t obliterate an entire swarm of creatures in six seconds or less (that&#039;s the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your monk? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
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If making a monk sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it&#039;s more a question of which ones are slightly better at any given thing. I don&#039;t think you can go wrong, which I don&#039;t say about other professions, so my honest suggestion is to pick whatever sounds interesting.&lt;br /&gt;
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If you&#039;re not sure what&#039;s interesting or are torn between options, my &#039;&#039;next&#039;&#039; suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk &#039;&#039;appear&#039;&#039; like other races, they can&#039;t perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!&lt;br /&gt;
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If verbs don&#039;t sound compelling either, then here&#039;s how I&#039;d rank monk races mechanically if I really had to:&lt;br /&gt;
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# &#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;: What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means faster mstrikes and assault techniques--the most key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they&#039;re slightly below average on encumbrance.&lt;br /&gt;
# &#039;&#039;&#039;[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]&#039;&#039;&#039;: All of these races tie for third place Agidex and second place in my overall rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...&lt;br /&gt;
#* Aelotoi have a [[Logic]] bonus, so they gain exp slightly faster (1 per pulse) and [[Vertigo (1219)|Vertigo]] and [[Mindwipe (1225)|Mindwipe]] are slightly more reliable.&lt;br /&gt;
#* Dark elves&#039; [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.&lt;br /&gt;
#* Half-elves have the best carrying capacity of my top five picks. The dwarves and halflings bullet points have more to say about encumbrance.&lt;br /&gt;
#* Sylvans&#039; Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.&lt;br /&gt;
# &#039;&#039;&#039;[[Dwarf|Dwarves]] and [[Halfling]]s&#039;&#039;&#039;: Unlike the above grouping of races that play roughly identically, dwarves and halflings have substantial differences alongside some similarities. The most eye-catching similarity is excellent defense against elemental warding spells, which monks would normally be weak against; dwarves have +30 TD and halflings have +40 TD. Dwarves and halflings do have -10 and -5 Aura bonuses respectively, which also defends against elemental spells, so the real numbers could be considered more like +20 and +35. (Enemy elemental warding spells &#039;&#039;are&#039;&#039; sort of rare, but you might be glad for the benefit when you do run into them.) Their heights require keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat&#039;s Leap]] to target heads as a finisher if you&#039;re trying to aim, though not all monks do. Dwarves and halflings have Logic bonuses for exp, Vertigo, and Mindwipe purposes. As for the differences...&lt;br /&gt;
#* Dwarves are the only race that&#039;s both short and slow, ranking second to last in Agidex. Still, if you&#039;re okay with slower attacks, then elemental TD remains a rare and valuable selling point. More importantly, dwarves can carry a surprising amount due to huge [[Strength]] and [[Constitution]] bonuses along with identical body weight to dark elves. I rank dwarven monks the best of the slower races. Dwarves also have a slew of amazing verbs!&lt;br /&gt;
#* Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults while being about as close to invulnerable as enemy maneuvers as it gets. This alone (never mind also having the elemental TD bonus) is important enough that older versions of this guide used to rank halflings as the second best monk race. However, 2026 changes to average box sizes and drop rates exacerbate halflings&#039; severe [[encumbrance]] issues. The question is your tolerance level for either A) frequently pulling back from hunts to [[locksmith pool|drop off boxes]] or B) buying encumbrance-reducing items like silvery blue potions and [[Blue_feather-shaped_charm|blue feather-shaped charms]]. If you have low tolerance for both, you might want to look elsewhere.&lt;br /&gt;
# &#039;&#039;&#039;[[Half-krolvin]]&#039;&#039;&#039;: The fourth best race for Agidex, though there&#039;s as much of a speed gap between third best and fourth best as between best and third best. Like dwarves, half-krolvin have a slew of amazing verbs. In pre-2026 versions of this guide, I didn&#039;t see much purely mechanical reason to choose a half-krolvin over the previous seven races or gnomes, but things have changed. Their second best carrying capacity helps much more than before. On the flip side, their Logic penalty hurts less in a world with new options in silver or Simucoins for vastly accelerated exp. If you want carrying capacity without sacrificing anything, but also not specializing in anything else, half-krolvin monks are a perfectly good place to be.&lt;br /&gt;
# &#039;&#039;&#039;[[Forest Gnome]]s and [[Burghal Gnome]]s&#039;&#039;&#039;: These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are minor enough that I don&#039;t think anyone should sweat it. It just comes down to the same question of whether you can live with the encumbrance issues.&lt;br /&gt;
# &#039;&#039;&#039;[[Giantmen]]&#039;&#039;&#039;: Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance &#039;&#039;doesn&#039;t&#039;&#039; slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. However, giants are the worst at mstrikes via natural stats. Agidex-boosting enhancives can fix that, but maintaining charges on numerous enhancives can get even more expensive than the small race path of maintaining encumbrance potions, so I personally wouldn&#039;t take the trade. Still, there&#039;s a reason that some players choose giants near exclusively. If returning to town sounds aggravating or if you want to maximize the amount of time you spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.&lt;br /&gt;
# &#039;&#039;&#039;[[Erithian]]s and [[Human]]s&#039;&#039;&#039;: These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!&lt;br /&gt;
&lt;br /&gt;
Races from half-krolvin up are close enough that I wouldn&#039;t quibble about any of them being seriously better than the others. I understand people&#039;s case for giants too, even though they&#039;re not my style. (I&#039;m okay with returning to town every two or three boxes!) I find erithians and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can&#039;t go wrong, exactly, but Perfect Self also makes the rich richer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to playing a halfling or gnome warrior who wears full plate, don&#039;t expect your encumbrance life to be similar on a halfling or gnome monk in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let&#039;s talk about GS&#039; encumbrance paradox!&lt;br /&gt;
&lt;br /&gt;
[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes.&lt;br /&gt;
&lt;br /&gt;
Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly &#039;&#039;that&#039;&#039; much of the gap, so be warned!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar 2, 2026 Edition!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t want to bog down the bullet points above by talking too much about encumbrance, which could have taken over the entire race section. In short, as of mid-January 2026, boxes drop a third as often as they used to, so encumbrance kicks in less often, but boxes also contain roughly three times as much as they used to, so once encumbrance does kick in, it kicks in much harder than it used to. You might jump from unencumbered to moderately encumbered in a single box.&lt;br /&gt;
&lt;br /&gt;
It might not be immediately apparent why I consider the loot changes to be impactful enough to move halflings down, half-krolvin up, and gnomes down, but not impactful enough to move giants or humans up. The answer is that the 2026 loot changes are a double-edged sword. While giants and (to a lesser extent) humans can handle the bigger boxes, that doesn&#039;t mean their containers can. For example, if you have a conventional &amp;quot;max deep&amp;quot; backpack (no epic deepening that can cost millions of silver) that holds 140 pounds and you find a 45 pound, 55 pound, and 65 pound box, you can&#039;t fit all of that inside even if your character can hold it no problem.&lt;br /&gt;
&lt;br /&gt;
Putting it another way, there&#039;s a point at which a character&#039;s max carrying capacity gets &amp;quot;wasted&amp;quot; because it exceeds the containers&#039; practical limits. I think giants are certainly over that. Humans aren&#039;t, necessarily, but carrying capacity can also be &amp;quot;wasted&amp;quot; in a different sense because the boxes themselves are less common. You have to be exactly on a threshold of weight at which you&#039;re saving encumbrance, which is a narrow margin in a world where encumbrance increases less incrementally before. In other words, the small races are hit harder than the large races win out.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placing Your Stats===&lt;br /&gt;
&lt;br /&gt;
At level 0, set Strength, Dexterity, and Agility high so you&#039;re at your best in combat and setting Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That&#039;s your cue to check in and decide your &amp;quot;real&amp;quot; stat placement!&lt;br /&gt;
&lt;br /&gt;
Here are my recommendations for each race. If you&#039;ve read Flimbo&#039;s older monk guide, a major difference between us is that he was on the side of tanking Influence while I&#039;m on the side of tanking Discipline or Intuition, which I&#039;ll explain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Level 20 Stat Placement Tables!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Discipline Version &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;(Recommended!)&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||31||82||73||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||43||85||64||62||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||41||82||75||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||31||82||70||70||77||92&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||50||70||73||70||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||20||82||70||69||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||33||82||73||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||23||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||35||82||75||70||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||37||85||79||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||53||82||70||70||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||25||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||43||77||73||70||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Intuition Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||59||82||73||41||82||92&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||70||85||62||37||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||68||82||73||44||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||58||82||70||44||77||91&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||70||70||73||50||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||58||82||71||29||83||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||59||82||73||44||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||62||82||70||32||83||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||68||82||73||39||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||62||85||77||46||83||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||68||82||70||56||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||62||82||70||35||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||70||77||73||43||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline or Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, Influence, or occasionally Logic.&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wondering what relevant things each stat does, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). Increased resistance to enemy warcries. Improves tattooing ability.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[starting mana]] for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #1!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there&#039;s endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don&#039;t require good Agidex like hard-hitting melee weapons.&lt;br /&gt;
&lt;br /&gt;
Once mstrikes and weapon techniques are a regular part of your monk&#039;s arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren&#039;t the majority of commands in combat.&lt;br /&gt;
&lt;br /&gt;
Overall, in my example, there&#039;s a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #2!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s also endless debate across most professions on which stat to tank out of Discipline, Intuition, and Influence. The short answer is Discipline. The long answer requires more detail.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; monks&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition ultimately provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but it&#039;s once again more trivia than useful information. Warcry defense is at least potentially relevant, but many monks will rarely, if ever, interact with it. SSR bonus is a reasonable perk because Voln is the mechanically strongest society (a point that I &#039;&#039;do&#039;&#039; concur with the majority on) and SSR bonus improves the success rate of Symbol of Sleep, arguably Voln&#039;s strongest ability, along with a couple of its others. (More on Voln in the next section!) However, Influence also grants SSR bonus.&lt;br /&gt;
&lt;br /&gt;
The main reason that few players of any profession used to tank Discipline was experience. Instant Mind Clearers from login rewards can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the Wisdom of the Ages perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. Between that, the Ascension system introduced in 2020 (though that&#039;s more aimed at capped characters), and of course Perfect Self, it&#039;s far easier than ever to retain the all-important 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
Still, what if someone doesn&#039;t do bounties and doesn&#039;t stay subscribed all the time? In that case, Discipline reclaims at least slightly more of its old importance and the question goes to whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. As already mentioned, Influence improves Symbol of Sleep and other Voln symbols. It also helps a little bit with Trading bonuses and making extra silver! (More on that in the Monk Merchants section toward the end.) As a monk, admittedly you can max Trading benefit in the end even if you do tank Influence thanks to Glamour, but that&#039;s a post-cap thing and this guide is aimed at everyone.&lt;br /&gt;
&lt;br /&gt;
If main argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it&#039;s much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter).&lt;br /&gt;
&lt;br /&gt;
To put it into perspective, my capped monk Tarine, who tanked Intuition (because Wisdom of the Ages didn&#039;t exist yet), has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive!&lt;br /&gt;
&lt;br /&gt;
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn&#039;t maxed her stats yet, didn&#039;t have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn&#039;t sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn&#039;t appeal to me like improving the success of the absurdly powerful Symbol of Sleep.&lt;br /&gt;
&lt;br /&gt;
Even assuming that you &#039;&#039;do&#039;&#039; want improved defense, remember that having extra silver from higher Influence lets you pay for better gear and items, which are also their &#039;&#039;own&#039;&#039; paths to improved defense--and often simultaneously to improved offense as well. Ultimately, the Intuition benefit is more narrow than the Influence benefit. That said, the Discipline benefit is even more narrow still. That&#039;s my true choice for tank stat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Also, like I said in stats, Voln makes Influence very relevant, so it&#039;s worth considering right away. Which society is right for your monk?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)&lt;br /&gt;
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This society has a bit more mechanical appeal for monks.&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist&#039;s powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.&lt;br /&gt;
&lt;br /&gt;
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.&lt;br /&gt;
&lt;br /&gt;
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most or possibly all professions.&lt;br /&gt;
&lt;br /&gt;
Like all professions, monks get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat. There&#039;s also an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits. Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.&lt;br /&gt;
&lt;br /&gt;
Voln also features two UC-specific abilities in [[Kai&#039;s Strike]] and [[Kai&#039;s Smite]]. Kai&#039;s Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don&#039;t have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.&lt;br /&gt;
&lt;br /&gt;
Kai&#039;s Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn&#039;t. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren&#039;t those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.&lt;br /&gt;
&lt;br /&gt;
The idea of Kai&#039;s Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you&#039;re not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don&#039;t benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I&#039;d say it&#039;s a net loss for anyone with at least two flares.&lt;br /&gt;
&lt;br /&gt;
The inability to turn off Kai&#039;s Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai&#039;s Strike. Sanctify takes off 5% resistance per tier, so you&#039;d get 20% resistance while keeping your flares between blesses. While Kai&#039;s Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it&#039;s not a dealbreaker.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat Primer==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-unarmedcombat&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Still figuring out how unarmed combat works? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-unarmedcombat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s go over the unarmed combat system in more detail! If you&#039;re familiar with more conventional melee combat, put that knowledge aside--a great deal of it won&#039;t apply and might even interfere with understanding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beginner Basics===&lt;br /&gt;
&lt;br /&gt;
JAB, GRAPPLE, KICK, and PUNCH are your tools of the trade. What&#039;s the difference? Have a look at this table from the unarmed combat system page.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Attack Type&lt;br /&gt;
![[Armor|AG]]&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Scale&lt;br /&gt;
!Chain&lt;br /&gt;
!Plate&lt;br /&gt;
!Base [[Roundtime|RT]]&lt;br /&gt;
!Min [[Roundtime|RT]]&lt;br /&gt;
![[Critical table|Damage Type]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Jab]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.100&lt;br /&gt;
|.075&lt;br /&gt;
|.060&lt;br /&gt;
|.050&lt;br /&gt;
|.040&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[Jab critical table (UCS)|Jab]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Punch]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.275&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.170&lt;br /&gt;
|.140&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Punch critical table (UCS)|Punch]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[GRAPPLE (verb)|Grapple]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.160&lt;br /&gt;
|.120&lt;br /&gt;
|.100&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Grapple critical table (UCS)|Grapple]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Kick]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.400&lt;br /&gt;
|.350&lt;br /&gt;
|.300&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Kick critical table (UCS)|Kick]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Weak, but fast.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power, but less of the latter than punches.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Powerful, but slow (at least by UC standards).&lt;br /&gt;
&lt;br /&gt;
The use case for punches and kicks seems clear, but why jab when it&#039;s so weak and why grapple if punches are the same speed with more strength?&lt;br /&gt;
&lt;br /&gt;
One answer that applies to both jabs and grapples is the defining component of unarmed combat: &#039;&#039;&#039;positioning&#039;&#039;&#039;. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk&#039;s position, follow the combat prompts as they appear. Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
 You attempt to jab a mezic!&lt;br /&gt;
 As you strike, a deep golden light surrounds your hands!&lt;br /&gt;
 You have &#039;&#039;&#039;decent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137&lt;br /&gt;
  ... and hit for 4 points of damage!&lt;br /&gt;
  Fast slap only reddens the cheek.&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the cue to grapple:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
As you can see, the followup was significantly more powerful. That&#039;s partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here&#039;s one more example, this time going from good to excellent:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;jab&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You exploit the momentum of your previous strike to make a stronger attack against a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146&lt;br /&gt;
  ... and hit for 15 points of damage!&lt;br /&gt;
  Blow to kidney!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
 &lt;br /&gt;
 [2 seconds later...]&lt;br /&gt;
 &lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;excellent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158&lt;br /&gt;
  ... and hit for 48 points of damage!&lt;br /&gt;
  Powerful tug pulls right hip, and leg, free of the socket!&lt;br /&gt;
   A mezic falls to the ground grasping her mangled right leg!&lt;br /&gt;
 Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
This time the jab started at good positioning because of Rolling Krynch Stance (more on that in the Martial Stances section), but the followup grapple was still far more powerful. Tiering up is crucial!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting highlights can help! Since the text prompt is...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...you can either create four highlights for each individual message or create a highlight for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup&amp;lt;/font&amp;gt;, then four more highlights for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;jab attack!&amp;lt;/font&amp;gt; and the others.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, in unarmed combat&#039;s &#039;&#039;&#039;most basic form&#039;&#039;&#039; at the lowest levels, the use cases for each attack type are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning. &lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Only when needed to tier up.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Deliver a finishing blow during excellent positioning.&lt;br /&gt;
&lt;br /&gt;
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples. We&#039;ll get into that later, but first let&#039;s keep exploring the basics to lay the foundation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UAF, UDF, and MM===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to GemStone&#039;s AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a mezic!&lt;br /&gt;
 You have good positioning against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s look at an even more extreme example that doesn&#039;t go as well:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a spectral shade!&lt;br /&gt;
 You have good positioning against a spectral shade.&lt;br /&gt;
  UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102&lt;br /&gt;
  ... and hit for 1 point of damage!&lt;br /&gt;
  The spectral shade shakes off a weak arm grab.&lt;br /&gt;
&lt;br /&gt;
This is why I say you have to ignore what you know about AS-based combat.&lt;br /&gt;
&lt;br /&gt;
UAF isn&#039;t completely irrelevant, but the more important numbers are UDF and the &#039;&#039;&#039;multiplier modifier&#039;&#039;&#039; (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.&lt;br /&gt;
&lt;br /&gt;
What does that mean in practice? Higher lows and lower highs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rare that a monk outright &#039;&#039;couldn&#039;t possibly&#039;&#039; hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.&lt;br /&gt;
&lt;br /&gt;
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes&#039; stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is the number that drops so low in defensive that it can even become negative! This used to occasionally trip up Saraphenia&#039;s player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it&#039;s often easier to figure out that you&#039;re in the wrong stance because everything&#039;s failing to hit; that was how I&#039;d take notice and Leafi would tell Phenia to fix up her stance.&lt;br /&gt;
&lt;br /&gt;
Also unlike AS-based melee attacks, lying down not only doesn&#039;t reduce your UAF, but also doesn&#039;t even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you&#039;re not paying attention, you could be fighting from your back and not even know it! You&#039;d find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. Those can&#039;t be done from the ground.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release &#039;&#039;enemy creatures&#039;&#039; who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mstrikes===&lt;br /&gt;
&lt;br /&gt;
As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you&#039;ll eventually be able to use mstrikes or weapon techniques. (I&#039;ll refer to these as &amp;quot;techniques&amp;quot; from here on. Despite the name, the brawling &amp;quot;weapon techniques&amp;quot; don&#039;t require weapons--unless you&#039;re thinking of your monk&#039;s hands and feet as weapons!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are your means to fit more attacks into less time.&lt;br /&gt;
&lt;br /&gt;
Covering mstrikes first!&lt;br /&gt;
&lt;br /&gt;
Mstrikes with no target specified, AKA &#039;&#039;&#039;unfocused mstrikes&#039;&#039;&#039;, can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA &#039;&#039;&#039;focused mstrikes&#039;&#039;&#039;, can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.&lt;br /&gt;
&lt;br /&gt;
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you&#039;re at decent positioning against them and attacking them for the first time. Once you&#039;re into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.&lt;br /&gt;
&lt;br /&gt;
Mstrikes &#039;&#039;sort of&#039;&#039; have a cooldown after use, which is 15-20 seconds or so (depending on training). When on &amp;quot;cooldown,&amp;quot; you &#039;&#039;can&#039;&#039; still mstrike, but they&#039;ll consume a good chunk of stamina. (I can&#039;t give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.&lt;br /&gt;
&lt;br /&gt;
Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it&#039;ll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk&#039;s life, especially if you&#039;re a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn&#039;t increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fury and Clash===&lt;br /&gt;
&lt;br /&gt;
The unarmed combat assault technique is &#039;&#039;&#039;[[Fury]]&#039;&#039;&#039;, which you learn with 25 ranks of Brawling (level 11). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There&#039;s no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it&#039;s not a major selling point.&lt;br /&gt;
&lt;br /&gt;
The AoE unarmed combat technique is &#039;&#039;&#039;[[Clash]]&#039;&#039;&#039;, which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn&#039;t include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist &#039;&#039;before&#039;&#039; Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities &#039;&#039;and&#039;&#039; seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.&lt;br /&gt;
&lt;br /&gt;
Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can&#039;t be used while they&#039;re on cooldown. They do have separate cooldown timers, so you can alternate between them.&lt;br /&gt;
&lt;br /&gt;
However, you can&#039;t alternate mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you &#039;&#039;can&#039;&#039; use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it&#039;ll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn&#039;t intend for players to insert mstrikes into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)&lt;br /&gt;
&lt;br /&gt;
RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it&#039;ll execute them as 2 RT, 2 RT, and 1 RT.&lt;br /&gt;
&lt;br /&gt;
Compared to focused mstrikes, Fury&#039;s structure has upsides and downsides. One upside is that you&#039;ll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can &#039;&#039;also&#039;&#039; interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It&#039;s also less likely that your target will be dead as soon your command gets sent to the server since attacks don&#039;t happen all at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Twin Hammerfists and Spin Kick===&lt;br /&gt;
&lt;br /&gt;
The other two UC techniques are &#039;&#039;&#039;[[Twin Hammerfists]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Spin Kick]]&#039;&#039;&#039;, respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won&#039;t lock you out of them.&lt;br /&gt;
&lt;br /&gt;
Twin Hammerfists is an [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! At only 2 RT and 7 stamina, it&#039;s a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.&lt;br /&gt;
&lt;br /&gt;
Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it&#039;s an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn&#039;t a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If highlighting tier up opportunities goes well for you, then &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;You could use this opportunity to Spin Kick!&amp;lt;/font&amp;gt; is another message to consider highlighting from level 35-36 on!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beyond Basics: Synchronizing Everything===&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.&lt;br /&gt;
&lt;br /&gt;
However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let&#039;s put everything together into a cohesive whole.&lt;br /&gt;
&lt;br /&gt;
Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot (&amp;quot;flare slot&amp;quot;), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of a Twin Hammerfists firing off three flares:&lt;br /&gt;
&lt;br /&gt;
 Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist&lt;br /&gt;
 [SMR result: 316 (Open d100: 89, Bonus: 107)]&lt;br /&gt;
 Perfectly executed strike to the crimson angargeist&#039;s back!  It staggers!&lt;br /&gt;
 The attack exposes a vulnerability in a roiling crimson angargeist&#039;s defenses!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps emit a searing bolt of lightning! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Hard shot to the crimson angargeist&#039;s back sends it drifting forward!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps spray forth a shower of pure water! **&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Incredible strike to the crimson angargeist&#039;s back smashes through the chest!&lt;br /&gt;
   Too bad it melts back together.&lt;br /&gt;
 Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.&lt;br /&gt;
 &lt;br /&gt;
 ** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **&lt;br /&gt;
 &lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Strong strike splits the belly open, revealing ghostly organs.&lt;br /&gt;
   Haggis anyone?&lt;br /&gt;
&lt;br /&gt;
The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it&#039;s a great illustration because of the particulars.&lt;br /&gt;
&lt;br /&gt;
First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk&#039;s entire life. That&#039;s the least interesting thing to say here, though.&lt;br /&gt;
&lt;br /&gt;
The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water.&lt;br /&gt;
&lt;br /&gt;
Angargeists are non-corporeal undead. Normally Kai&#039;s Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn&#039;t allow for one-shotting it; you have to take out its entire health pool.&lt;br /&gt;
&lt;br /&gt;
2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you&#039;re fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.&lt;br /&gt;
&lt;br /&gt;
Speaking of uncrittable creatures or creatures you&#039;re otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a more nuanced look at the unarmed combat core attack types than before:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can&#039;t hit a foe who&#039;s already downed, so it&#039;s not repeatable.)&lt;br /&gt;
* The fastest means of tiering up with single strikes.&lt;br /&gt;
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.&lt;br /&gt;
* Poor as the specified command of a Fury or mstrike since they have little or (usually) no speed advantage over the other commands in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.&lt;br /&gt;
* The best aimed attack at excellent positioning. I&#039;m not particularly a fan of aimed UC attacks for reasons we&#039;ll delve into later, but it is there.&lt;br /&gt;
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.&lt;br /&gt;
* Poor as the specified command of an unfocused mstrike or Clash since it&#039;s unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but can&#039;t help tier up.)&lt;br /&gt;
* Good against individual threatening creatures that need to be slowed down.&lt;br /&gt;
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.&lt;br /&gt;
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The best finishing blow at excellent positioning per hit.&lt;br /&gt;
* The highest damage output per hit.&lt;br /&gt;
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or exactly as fast as the other commands.)&lt;br /&gt;
* Poor at tiering up with single strikes. (Same as above.)&lt;br /&gt;
&lt;br /&gt;
In short, pick the right tool for the right job. They can all be the right tool at times!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Macros and Aliases===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Grapple&lt;br /&gt;
* Punch&lt;br /&gt;
* Kick&lt;br /&gt;
* Weapon Twinhammer&lt;br /&gt;
* Weapon Fury [Grapple/Punch/Kick (depending on your level, training, specialization, and preference)]&lt;br /&gt;
* Weapon Spinkick&lt;br /&gt;
* Mstrike Grapple&lt;br /&gt;
* Mstrike Punch&lt;br /&gt;
* Mstrike Kick&lt;br /&gt;
* Mstrike Grapple Target&lt;br /&gt;
* Mstrike Punch Target&lt;br /&gt;
* Mstrike Kick Target&lt;br /&gt;
&lt;br /&gt;
For macros, this just means tying each one you care about to a single key press. You can configure them in Options -&amp;gt; Macros if using [[Wrayth]].&lt;br /&gt;
&lt;br /&gt;
For Lich aliases, I&#039;ve set mine as jj for jab, gg for grapple, pp for punch, kk for kick, twin for Twin Hammerfists, utf for Fury Grapple (stands for &amp;quot;unarmed technique Fury&amp;quot;), uts for Spin Kick, mg for mstrike grapple, mp for mstrike punch, and mk for mstrike kick. I could create things like an mkt alias for mstrike kick target if I wanted, but in that case I just type out &amp;quot;mk target&amp;quot; or &amp;quot;mk [target noun].&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your monk&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
&lt;br /&gt;
These are skills you consistently train with little to no deviation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Brawling]]&#039;&#039;&#039;: Max every level.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more stamina early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more DS early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Combat Maneuvers as Core Skills?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I&#039;d say &#039;&#039;roughly&#039;&#039; 1x minimum is mandatory and you&#039;ll almost certainly want far more than that early on. However, philosophically, I don&#039;t consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That&#039;s why it&#039;s in the Breakpoint Skills section below!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Breakpoint Skills===&lt;br /&gt;
&lt;br /&gt;
Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]]&#039;&#039;&#039;: One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn&#039;t that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it&#039;s also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you&#039;re going self-spelled. Up to you!&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and &#039;&#039;possibly&#039;&#039; 90 or 100. The good technique breakpoints are 10, 24, 50, and &#039;&#039;possibly&#039;&#039; 100. If you&#039;re using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Mental]] up to 13 or 16 ranks&#039;&#039;&#039;: The major early benchmarks are [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I&#039;m not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body&#039;s stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.&lt;br /&gt;
* &#039;&#039;&#039;[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore&#039;&#039;&#039;: To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why anyone would train to account for the mstrike MOC thresholds &#039;&#039;and&#039;&#039; the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.&lt;br /&gt;
&lt;br /&gt;
My monk, Sariara, prefers Fury in most hunts, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don&#039;t even get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I&#039;ll discuss in the Offensive Specialization section.&lt;br /&gt;
&lt;br /&gt;
However, Clash is a very weak technique compared to unfocused mstrikes. Mstrikes&#039; bonus jab allows double the number of attacks for the first engagement with the enemy, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she can use focused mstrikes for single targets, even though they&#039;re slightly weaker than Fury because of her Grapple Specialization, while leaving the unfocused mstrike option open for battling hordes.&lt;br /&gt;
 &lt;br /&gt;
Your MOC training plan doesn&#039;t need to assume that mstrikes or techniques are either/or!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Niche Skills===&lt;br /&gt;
&lt;br /&gt;
Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]] and [[Mental Mana Control]]&#039;&#039;&#039;: Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game &#039;&#039;unless&#039;&#039; you&#039;re surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Monks get immense value out of at least the first 20 ranks. See the Trade Secrets section!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s more expensive than First Aid. Slightly reduces duration of stuns, but monks don&#039;t get stunned very often. Like First Aid, I recommend it during the first 19 levels. Afterward, train it only if you want to excel at skinning bounties &#039;&#039;and&#039;&#039; have already trained First Aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk mana sharing breakpoints!&lt;br /&gt;
&lt;br /&gt;
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.&lt;br /&gt;
&lt;br /&gt;
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.&lt;br /&gt;
&lt;br /&gt;
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.&lt;br /&gt;
&lt;br /&gt;
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.&lt;br /&gt;
&lt;br /&gt;
Just remember: 5, 7, 10, 24!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at 24 mana control, consider going to 25! This unlocks [[Multicast|multicasting]], the ability to cast a buff spell twice in one cast. For self-cast spells, that&#039;ll take you to full duration in 3 RT instead of 6, which is nice quality of life!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
&lt;br /&gt;
Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
&lt;br /&gt;
Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midgame and Later Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]] at half your level&#039;&#039;&#039;: After you&#039;re finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you&#039;re still not feeling hardy enough.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Spiritual]] up to 2 or 7 ranks&#039;&#039;&#039;: I&#039;d ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It&#039;s very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you&#039;re a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that&#039;s all the way at 20 ranks.) If you don&#039;t want to rely on the invoker or others, I&#039;d say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.&lt;br /&gt;
* &#039;&#039;&#039;Minor Mental up to 20 or 25 ranks&#039;&#039;&#039;: [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #4: The Spirit Barrier Irony!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! &#039;&#039;Lowering&#039;&#039; your UAF in exchange for increasing your DS via Spirit Barrier isn&#039;t nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren&#039;t like (weapon-using) rangers who would find trading &#039;&#039;AS&#039;&#039; for DS completely untenable. This spell can be worth a second look!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Post-Cap Skills===&lt;br /&gt;
&lt;br /&gt;
Eventually you can train everything if you play long enough, but here are some considerations for what to prioritize if or when you reach post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Edged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that&#039;s not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can&#039;t be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery is another possibility for diversifying. Unlike with katars, AS-based &#039;&#039;ranged&#039;&#039; attacks don&#039;t necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren&#039;t exactly &#039;&#039;poor&#039;&#039; at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Item Use]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Supplementing DS with [[small statue]]s is eventually a good idea for every profession and MIU bolsters their duration. (As a historical note, MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta&#039;Faendryl, the Ruined Temple, or the Sanctum of Scales. However, that&#039;s largely immaterial these days. [[Spell sever]] has supplanted spellburst in newer capped hunting grounds like the Hinterwilds, Moonsedge Castle, and the Hive--and, although these are technically Ascension grounds aimed at far post-cap characters, monks are able to do well in them long before other professions, including even at fresh cap, due to the unique qualities of unarmed combat.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual up to 20 or 40 ranks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It&#039;ll become apparent enough when that&#039;s the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I&#039;m fairly certain that my second monk Sariara will ignore them when the time comes. Voln already offers a fine substitute for fogging, Wall of Force isn&#039;t what it used to be when it had no cooldown, and having fewer spell ranks means more redux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental up to 48 or 50 ranks (or beyond)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they&#039;re more for hunting things like bandits and pirates or just messing around than for casting in &amp;quot;real&amp;quot; hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I&#039;ll elaborate further there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secret Sauce of Lores===&lt;br /&gt;
&lt;br /&gt;
This section contains tables to visualize lore thresholds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Telepathy Ranks&#039;&#039;&#039;||0||6||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039;&amp;lt;/font&amp;gt;||80||150&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mind Over Body Stamina Reduction&#039;&#039;&#039;||20%||25%||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;35%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Green&amp;lt;/font&amp;gt;&#039;&#039;&#039;: The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.&lt;br /&gt;
&lt;br /&gt;
Aside from Mind Over Body, a couple of Telepathy&#039;s more minor claims to fame for monks include:&lt;br /&gt;
&lt;br /&gt;
* 25 ranks allow [[Soothing Word (1201)|Soothing Word]] to remove sheer fear and grant 30 seconds of immunity to it&lt;br /&gt;
* 15, 45, and 90 ranks improve the spawn rate of [[Provoke (1235)|Provoke]]&lt;br /&gt;
&lt;br /&gt;
You can work around sheer fear in other ways by being in Voln or getting your robes sanctified, but the Soothing Word option exists.&lt;br /&gt;
&lt;br /&gt;
Provoke is an interesting niche, but not a major selling point in my eyes. Training 35 Minor Mental ranks asks a ton pre-cap and Provoke becomes less effective the more people are hunting in an area. Most capped hunting grounds are either very crowded, so Provoke does little, or they&#039;re not crowded because they&#039;re extremely dangerous, which makes Provoke a bad idea.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 2&#039;&#039;&#039;||&#039;&#039;&#039;Level 5&#039;&#039;&#039;||&#039;&#039;&#039;Level 15&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Full leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforced leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Double leather||Leather breastplate||Cuirbouilli leather||Studded leather&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||||Double leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Leather breastplate&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Cuirbouilli leather||Studded leather||Brigandine&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||||||Cuirbouilli leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Studded leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Brigandine&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||||||||Brigandine||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Double chain&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||||||||Double chain||Augmented chain&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||||||||Chain hauberk&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;105 Transformation&amp;lt;/font&amp;gt;|||||||||||||Metal breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;140 Transformation&amp;lt;/font&amp;gt;|||||||||||||Augmented breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;180 Transformation&amp;lt;/font&amp;gt;|||||||||||||Half plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You&#039;ll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it &#039;&#039;is&#039;&#039; amazing and I recommend it highly for a magical monk--I&#039;d consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won&#039;t be the majority of my readers.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Pink&#039;&#039;&#039;&amp;lt;/font&amp;gt;: My recommendations for which levels to meet which Iron Skin thresholds if you&#039;re undecided. You have more leeway at level 50 on to push lores higher, so I&#039;ve highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.&lt;br /&gt;
&lt;br /&gt;
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell&#039;s effect has improved over the previous breakpoint.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||&#039;&#039;&#039;Dragonclaw UAF Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Brace Disarm Rate&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0||10||25%&lt;br /&gt;
|-&lt;br /&gt;
||1||11||&lt;br /&gt;
|-&lt;br /&gt;
||3||12||27%&lt;br /&gt;
|-&lt;br /&gt;
||6||13||&lt;br /&gt;
|-&lt;br /&gt;
||7||||29%&lt;br /&gt;
|-&lt;br /&gt;
||10||14||&lt;br /&gt;
|-&lt;br /&gt;
||12||||31%&lt;br /&gt;
|-&lt;br /&gt;
||15||15||&lt;br /&gt;
|-&lt;br /&gt;
||18||||33%&lt;br /&gt;
|-&lt;br /&gt;
||21||16||&lt;br /&gt;
|-&lt;br /&gt;
||25||||35%&lt;br /&gt;
|-&lt;br /&gt;
||28||17||&lt;br /&gt;
|-&lt;br /&gt;
||33||||37%&lt;br /&gt;
|-&lt;br /&gt;
||36||18||&lt;br /&gt;
|-&lt;br /&gt;
||42||||39%&lt;br /&gt;
|-&lt;br /&gt;
||45||19||&lt;br /&gt;
|-&lt;br /&gt;
||52||||41%&lt;br /&gt;
|-&lt;br /&gt;
||55||20||&lt;br /&gt;
|-&lt;br /&gt;
||63||||43%&lt;br /&gt;
|-&lt;br /&gt;
||66||21||&lt;br /&gt;
|-&lt;br /&gt;
||75||||45%&lt;br /&gt;
|-&lt;br /&gt;
||78||22||&lt;br /&gt;
|-&lt;br /&gt;
||88||||47%&lt;br /&gt;
|-&lt;br /&gt;
||91||23||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn&#039;t make a huge difference. Brace, on the other hand, can be impactful &#039;&#039;if&#039;&#039; you&#039;re getting hit by physical attacks. I wouldn&#039;t go out of my way to push Transformation for Brace alone, but if you&#039;re already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we&#039;ll look at in the Meditation Resistance section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Training Snapshots===&lt;br /&gt;
&lt;br /&gt;
For illustration and discussion purposes, here&#039;s what my most recent monk Sariara has looked like at various level thresholds--or, in the case of level 30, what she &#039;&#039;should&#039;&#039; have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Level 20&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 40&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 60&#039;&#039;&#039;||&#039;&#039;&#039;Level 70&#039;&#039;&#039;||&#039;&#039;&#039;Level 80&#039;&#039;&#039;||&#039;&#039;&#039;Level 90&#039;&#039;&#039;||&#039;&#039;&#039;Level 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||0||0||0||0||0||0||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||24||48||74||100||114||134||134||144||144&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||44||65||85||105||125||149||165||187||207&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||24||35||55||55||55||55||55||60||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||44||64||84||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||44||64||125||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||10||10||10||10||20||20||38||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||5||5||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||15||15||15||15||15||15||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||20||30||40||50||60||72||82||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||10||10||10||20||20||40||40||60||60&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||10||10||10||10||10||10||40||0||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||20||30||20||25||30||35||40||42||42&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||40||43||42||48||60||72||83||95||167&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039;||0||0||0||0||3||3||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Mental&#039;&#039;&#039;||12||13||14||16||20||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;(spare TPs)&#039;&#039;&#039;||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s break down some of the more unusual things you might notice!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I could have done the one rank of Two Weapon Combat much sooner, but didn&#039;t particularly feel the need for the quick DS.&lt;br /&gt;
&lt;br /&gt;
Combat Maneuvers are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.&lt;br /&gt;
&lt;br /&gt;
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she&#039;d maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM &#039;&#039;is&#039;&#039; her second post-cap goal, finally; it&#039;s currently at 190 as she approaches 8.6m experience.)&lt;br /&gt;
&lt;br /&gt;
Max Brawling, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.&lt;br /&gt;
&lt;br /&gt;
Physical Fitness and Dodging are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks&#039; training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
I took a little bit of early Harness Power, then slacked off for a while, then finally only began pushing it in the late game as an efficient way to wear more spells in &#039;&#039;spellburst&#039;&#039; hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90).&lt;br /&gt;
&lt;br /&gt;
I started First Aid relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She eventually picked it back up post-cap, but the table only shows up to fresh 100.&lt;br /&gt;
&lt;br /&gt;
Swimming and Climbing are skills that you might not need at fresh cap if you intend to stick to a specific hunting ground for a long time. I dropped Swimming since the Sanctum doesn&#039;t have any water and the only swimming in the Hinterwilds can be bypassed with Water Walking or Symbol of Return (among other options), but hunters of the Atoll, Ruined Temple, or Sailor&#039;s Grief would want it. Conversely, I kept Climbing because the Sanctum has a pretty tough check, but various other hunting grounds don&#039;t. For where Saria&#039;s currently at long after the initial publication of this guide, she could actually skip both Swimming and Climbing.&lt;br /&gt;
&lt;br /&gt;
Saria heavily pushed Trading early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated.) Similar story for Minor Mental, which came out of the gate fast, then inched to 20 at level 60 and stayed there.&lt;br /&gt;
&lt;br /&gt;
Level 30 and 100 spare TPs are there because I was hoarding for the next MOC thresholds while level 70 spare TPs are there because I was hoarding for the 20 Minor Spiritual threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn&#039;t care about any of the in-between spells, so might as well preserve higher redux until then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Exclusive Choices==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meditation Resistance===&lt;br /&gt;
&lt;br /&gt;
One neat monk perk I haven&#039;t mentioned yet is that their [[Verb:MEDITATE#Damage_Resistance|MEDITATE verb]] allows them to gain resistance to one selected damage type! It offers 10% resistance to start, then improves at these thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||0||1||3||6||10||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;15&amp;lt;/font&amp;gt;&#039;&#039;&#039;||21||28||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;36&amp;lt;/font&amp;gt;&#039;&#039;&#039;||45||55||66||78||91&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||10%||12%||14%||16%||18%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;20%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||22%||24%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;26%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||28%||30%||32%||34%||36%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And if you decide to go ham post-cap with Ascension and enhancives:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||38%||40%||42%||44%||46%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted 15 and 36 Transformation because 20% and 26% (translation: &amp;quot;25% or more&amp;quot;) are extremely notable benchmarks. I &#039;&#039;could&#039;&#039; fully elaborate, but people who aren&#039;t Whirlin and me would probably get bored to tears by the rows and charts I&#039;d need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV&#039;s crit system, and how it relates to order of operations with redux and crit padding.&lt;br /&gt;
&lt;br /&gt;
Suffice it to say this:&lt;br /&gt;
&lt;br /&gt;
Because of rounding and the nature of GSIV crits, it wouldn&#039;t be merely &#039;&#039;underestimating&#039;&#039; 20% and 25% resistance to say that they&#039;re twice as effective or two and a half times as effective as 10% resistance, but &#039;&#039;completely off base&#039;&#039; by orders of magnitude. The upgrade is huge.&lt;br /&gt;
&lt;br /&gt;
That said, which damage type should you resist? You can change your type any time, but these jump out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold&#039;&#039;&#039;: Useful for Icemule-based hunting at various levels.&lt;br /&gt;
* &#039;&#039;&#039;Crush&#039;&#039;&#039;: A very common damage type, like all physical damage types. Particularly helpful for gigantic creatures that fall on you as they die.&lt;br /&gt;
* &#039;&#039;&#039;Electrical&#039;&#039;&#039;: The most lethal damage type, albeit somewhat rare. If you&#039;re hunting creatures that use it, though, protect yourself!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;: Useful for Teras Isle, among other specific areas.&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Great against various rock-themed creatures or shield-using creatures, among some others.&lt;br /&gt;
* &#039;&#039;&#039;Puncture&#039;&#039;&#039;: Another common physical damage type. Very deadly if it hits the eyes even on a fairly tame enemy attack, so 20% or 25% resistance will help immensely.&lt;br /&gt;
* &#039;&#039;&#039;Slash&#039;&#039;&#039;: The last of the common physical damage types. Probably the least impressive in a vacuum, but it &#039;&#039;is&#039;&#039; very common.&lt;br /&gt;
&lt;br /&gt;
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!&lt;br /&gt;
&lt;br /&gt;
The only damage types I&#039;d generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn&#039;t stop that aspect. Still, if you&#039;re in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything&#039;s worth considering in the right context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Grapple Specialization]], [[Kick Specialization]], and [[Punch Specialization]], which each improve their respective attacks, but which is right for you? I&#039;ll write about each one as if it&#039;s maxed, but during the earliest levels, these ramp up by gaining 20% of their max effectiveness per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. &amp;quot;Before&amp;quot; is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists.&lt;br /&gt;
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone.&lt;br /&gt;
* If you love Fury or hate setups, this could be the specialization for you!&lt;br /&gt;
* In a vacuum, grapples aren&#039;t ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.&lt;br /&gt;
* Grapple Specialization has little to offer if you exclusively use mstrikes. &amp;quot;Exclusively&amp;quot; is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Turns your [[Spin Kick]] into two Spin Kicks!&lt;br /&gt;
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It&#039;s great fun and can save you in situations where the other two specializations couldn&#039;t.&lt;br /&gt;
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it&#039;s flat out the best mstrike option.&lt;br /&gt;
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven&#039;t become as fast as they&#039;ll eventually be and Spin Kick might not even be an option yet (pre-level 35-36).&lt;br /&gt;
* While Spin Kick performs exceptionally well against like-level foes, it&#039;s not nearly as good against overleveled ones for two reasons: it&#039;s less likely to succeed and you&#039;re much more incentivized to disable those foes immediately. If they don&#039;t attack, you don&#039;t evade, so you don&#039;t Spin Kick.&lt;br /&gt;
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Punch Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.&lt;br /&gt;
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn&#039;t a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.&lt;br /&gt;
* Despite the above, the buff to Clash being minor doesn&#039;t matter if the monk isn&#039;t using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can&#039;t bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specialization Sidebar: Mstrikes with Specified Attack Types!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In case it isn&#039;t clear or in case going into math would be helpful...&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mstrike kick&#039;&#039;&#039; becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike punch&#039;&#039;&#039; can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they&#039;re slower because your Agidex isn&#039;t up to par, punches can still win overall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike grapple&#039;&#039;&#039; is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.&lt;br /&gt;
&lt;br /&gt;
In short...&lt;br /&gt;
&lt;br /&gt;
Use mstrike kick if you&#039;re a high Agidex race who&#039;s at or close to the peak of your Agidex growth.&lt;br /&gt;
&lt;br /&gt;
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you&#039;re a moderate Agidex race or a high Agidex race not yet near your peak, you&#039;re against foes in armor lighter than chain, and you trained Grapple Specialization, but you&#039;re in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)&lt;br /&gt;
&lt;br /&gt;
Use mstrike punch if neither of the above applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I&#039;ve been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).&lt;br /&gt;
&lt;br /&gt;
As for Punch Specialization, I wouldn&#039;t honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn&#039;t necessarily wrong either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Defensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one&#039;s a lot easier than the last!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Block Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they&#039;re expensive to train, monks can&#039;t learn shield skills, and shields significantly decrease their MM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Parry Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to parry melee or ranged attacks--assuming you have [[Brace (1214)|Brace]] active. After parrying, it gives a 25% chance of gaining the [[Counter]] effect, which means your next attack has 1 less RT and costs 25% less stamina (if applicable). This might sound neat until it&#039;s compared to...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say &amp;quot;Brawling&amp;quot; because I&#039;m not even limiting this to unarmed combat. Even if you&#039;re using brawling &#039;&#039;weapons&#039;&#039; like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Martial Stances===&lt;br /&gt;
&lt;br /&gt;
Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let&#039;s review them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Duck and Weave]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most flavorful martial stance.&lt;br /&gt;
&lt;br /&gt;
Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.&lt;br /&gt;
&lt;br /&gt;
This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker&#039;s AS and weapon type have to be good enough compared to the defending creature&#039;s DS and armor type to do meaningful damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Delightful, but bad. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Flurry of Blows]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The screen scrolliest martial stance.&lt;br /&gt;
&lt;br /&gt;
Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.&lt;br /&gt;
&lt;br /&gt;
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren&#039;t good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn&#039;t say it comes close to being worthwhile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Again, great fun, but bad. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Inner Harmony]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most wasted potential of martial stances.&lt;br /&gt;
&lt;br /&gt;
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you&#039;d most want to remove are exactly the ones you can&#039;t because you can&#039;t use Inner Harmony while bound or RT-locked. [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]] this definitely isn&#039;t!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I appreciate the idea behind this stance, but it has little to no appeal in practice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Rolling Krynch Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Almost surely the best martial stance for UC monks.&lt;br /&gt;
&lt;br /&gt;
This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won&#039;t kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least &#039;&#039;might&#039;&#039; kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap.&lt;br /&gt;
&lt;br /&gt;
When I wrote that monks rarely one-shot creatures, that&#039;s true in a vacuum, but Rolling Krynch can at least open that door for them.&lt;br /&gt;
&lt;br /&gt;
Bottom line: the less time you spend in decent positioning, the better off you are, and that&#039;s what Rolling Krynch offers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Slippery Mind]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most defensive martial stance.&lt;br /&gt;
&lt;br /&gt;
When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you&#039;re in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don&#039;t avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
This stance is simple, but really good, offering two lines of defense against a monk&#039;s biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I&#039;d say it&#039;s the very best for a weapon-wielding monk in robes!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Stance of the Mongoose]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most &amp;quot;almost got there&amp;quot; martial stance.&lt;br /&gt;
&lt;br /&gt;
This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you&#039;re running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you&#039;re doing that, thank you for making it this far into the guide for reasons I don&#039;t understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a more typical unarmed combat monk, the good news is that Stance of the Mongoose&#039;s retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it&#039;s always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it&#039;ll pick the tier up type.&lt;br /&gt;
&lt;br /&gt;
That last bit might sound good--and, truthfully, it &#039;&#039;is&#039;&#039; good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it&#039;s not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That&#039;s not necessarily saying much; I&#039;d put it distantly behind Rolling Krynch Stance and Slippery Mind. If you&#039;re running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m not knocking wildly niche monks. Many of my characters who &#039;&#039;aren&#039;t&#039;&#039; monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I&#039;m torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and &#039;&#039;can&#039;&#039; have immense defensive gain!)&lt;br /&gt;
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This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you&#039;re doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the &#039;&#039;creatures&#039;&#039; do--things you&#039;re actively trying to prevent them from doing, no less!--and, for that matter, only &#039;&#039;some&#039;&#039; of them do it and only &#039;&#039;some&#039;&#039; of the time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Striking Asp Stance]]&#039;&#039;&#039;:&lt;br /&gt;
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The best... uh... PvP martial stance?&lt;br /&gt;
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[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.&lt;br /&gt;
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Whoever this stance might be good for--if anyone, because I&#039;m not convinced it&#039;s worthwhile in any context other than PvP duels--it&#039;s not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp&#039;s own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs&#039; worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp&#039;s reduced stamina cost.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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No.&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Acrobat&#039;s Leap]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Useful for short races to make up the height gap.&lt;br /&gt;
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&#039;&#039;&#039;[[Bearhug]]&#039;&#039;&#039;:&lt;br /&gt;
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Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that &#039;&#039;are&#039;&#039; so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don&#039;t necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. It&#039;s also a bit worse for small races, but, since it&#039;s an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first.&lt;br /&gt;
&lt;br /&gt;
Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you&#039;re already using them!&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a need of controlling the enemy hordes so you can systematically pick them off.&lt;br /&gt;
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&#039;&#039;&#039;[[Burst of Swiftness]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don&#039;t recommend using it until you have at least four ranks since the cooldown is very long before then.&lt;br /&gt;
&lt;br /&gt;
If your monk is a fast race, there&#039;s still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar &#039;&#039;mstrikes&#039;&#039;&#039; don&#039;t get faster than 5 seconds regardless of Agidex.) &lt;br /&gt;
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&#039;&#039;&#039;[[Cheapshots]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I love this suite of disabling skills on rogues and bards, but I don&#039;t think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can&#039;t, Cheapshots won&#039;t either since they&#039;re all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I&#039;d rather get Bearhug or Coup de Grace.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I like two or three ranks to slightly shore up TD weaknesses if you can spare the points, but it&#039;s not mandatory by any means.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Combat Mobility]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points &#039;&#039;are&#039;&#039; a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.&lt;br /&gt;
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&#039;&#039;&#039;[[Coup de Grace]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF buff isn&#039;t what matters (at least for solo UC-oriented monks; it&#039;s amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can&#039;t be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup&#039;s insta-kill, so it&#039;s another helpful option in your toolbox.&lt;br /&gt;
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&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Even though UAF attacks &#039;&#039;can&#039;&#039; power through turtled creatures, turning that &amp;quot;can&amp;quot; into &amp;quot;most likely&amp;quot; is ideal. Feint is the premier combat maneuver for lowering enemies&#039; stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier.&lt;br /&gt;
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&#039;&#039;&#039;[[Hamstring]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I mention this for the katar builds. Hamstring can only be used with an edged weapon, but it&#039;s a devastatingly powerful setup-and-damage maneuver all in one. Two Weapon Combat characters will find it even more exceptional.&lt;br /&gt;
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&#039;&#039;&#039;[[Ki Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver&#039;s wiki page recommends it if you aren&#039;t using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.&lt;br /&gt;
&lt;br /&gt;
That said, the stamina cost to use it too often &#039;&#039;is&#039;&#039; real, even with Mind Over Body, so you&#039;ll need heavy Physical Fitness training. It&#039;s more of a midgame or late game skill to me.&lt;br /&gt;
&lt;br /&gt;
Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don&#039;t cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.&lt;br /&gt;
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&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
I&#039;d consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge&#039;s cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you&#039;re willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Character Progression==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats, meditating, or upgrading your monk&#039;s gear later? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
Monks gain new abilities called Feats at various levels, which are as follows:&lt;br /&gt;
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====Level 0 Monk Feat - [[Kroderine Soul]]====&lt;br /&gt;
&lt;br /&gt;
Kroderine Soul is an opt-in feat that I won&#039;t cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.&lt;br /&gt;
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In exchange, before level 30, you can&#039;t learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I&#039;ll explain in the level 30 feat section.&lt;br /&gt;
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====Level 0 Monk Feat - [[Martial Mastery]]====&lt;br /&gt;
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After you&#039;ve maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two &#039;&#039;additional&#039;&#039; weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I&#039;ll explain that too in the level 30 feat section.&lt;br /&gt;
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While Martial Mastery is technically learned automatically from level 0, most monks won&#039;t make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I&#039;ll speak more about that in the Odds and Ends section discussing builds off the beaten path.&lt;br /&gt;
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====Level 20 Monk Feat - [[Mystic Tattoo]]====&lt;br /&gt;
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Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from &#039;&#039;[[Stock_tattoo|nearly 1000 different options]]&#039;&#039; from a stock tattoo list! These are called mundane tattoos.&lt;br /&gt;
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From level 20 on, monks can upgrade a character&#039;s existing tattoo--including one for which the monk wasn&#039;t the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!&lt;br /&gt;
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For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer&#039;s choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)&lt;br /&gt;
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As profession services go--so I&#039;m comparing Mystic Tattoos to Battle Standards, enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this &#039;&#039;can&#039;&#039; be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It  can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.&lt;br /&gt;
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However, Mystic Tattoos are definitely on the lower end of profession service value overall, so don&#039;t create a monk expecting to start rolling in silver. (...at least not via tattooing, but more on the silver-making secrets of monks later!) GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point, but that it&#039;ll have to wait until empaths and rogues even have services at all.&lt;br /&gt;
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====Level 25 Monk Feat - [[Mystic Strike]]====&lt;br /&gt;
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A weird one, to say the least. FEAT MYSTICSTRIKE allows a monk to use a small amount of stamina to infuse their next physical UC or melee attack with an effect that debuffs a foe&#039;s defense against warding spells after it lands. While monks do have a few warding spells like Thought Lash, Vertigo, and Mindwipe, those spells are normally better off as setups--if they&#039;re even used at all--than something to set up &#039;&#039;toward&#039;&#039;.&lt;br /&gt;
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====Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]====&lt;br /&gt;
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At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.&lt;br /&gt;
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&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; is a straightforward buff that improves monks&#039; Iron Skin spell.&lt;br /&gt;
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Reviewing the basics of Iron Skin first, it improves a monk&#039;s robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).&lt;br /&gt;
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Here&#039;s a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA &#039;&#039;without&#039;&#039; Dragonscale Skin.&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Dragonscale Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||Double chain||Augmented chain (23 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||Chain hauberk (24 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||105 Transformation|||||||Metal breastplate (33 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||140 Transformation|||||||Augmented breastplate (34 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||180 Transformation|||||||Half plate (35 benefit)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For illustration&#039;s sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she&#039;ll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.&lt;br /&gt;
&lt;br /&gt;
To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.&lt;br /&gt;
&lt;br /&gt;
The alternative to Dragonscale Skin, &#039;&#039;&#039;Mental Acuity&#039;&#039;&#039;, is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk&#039;s first 20 learned Minor Mental spells don&#039;t count. However, instead of a monk&#039;s first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won&#039;t necessarily be exactly twice.)&lt;br /&gt;
&lt;br /&gt;
The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it&#039;s not a route I&#039;m interested in.&lt;br /&gt;
&lt;br /&gt;
In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There &#039;&#039;are&#039;&#039; still reasons to do it. Saving 20 spell ranks&#039; worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks&#039; worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.&lt;br /&gt;
&lt;br /&gt;
Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I&#039;ll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can&#039;t cast Iron Skin &#039;&#039;unless&#039;&#039; they have Mental Acuity.&lt;br /&gt;
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&lt;br /&gt;
====Level 40 Monk Feat - [[Martial Arts Mastery]]====&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).&lt;br /&gt;
&lt;br /&gt;
If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.&lt;br /&gt;
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Level 40 draws a line in the sand, though, to establish that unarmed combat &#039;&#039;is&#039;&#039; the monk&#039;s wheelhouse because Martial Arts Mastery &#039;&#039;is&#039;&#039; the monk&#039;s premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you&#039;ll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like &#039;&#039;double-maxing&#039;&#039; it.&lt;br /&gt;
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Unleash the power and never look back.&lt;br /&gt;
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====Level 50 Monk Feat - [[Perfect Self]]====&lt;br /&gt;
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Perfect Self raises all your stats by +10 (or +5 bonus). That&#039;s it! Your monk hits level 50 and great power drops on their head.&lt;br /&gt;
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Like I&#039;ve said, there&#039;s pretty much no bad monk stat split from level 50 on because of this feat. It&#039;s also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you&#039;re using mstrikes and weapon techniques at all, you&#039;ll notice the improvement!&lt;br /&gt;
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===Gear Upgrades: Armor===&lt;br /&gt;
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Even though fancy gear is more a luxury than a necessity for monks, you might as well upgrade your monk&#039;s gear eventually if you enjoy them! But how and in what way?&lt;br /&gt;
&lt;br /&gt;
For armor, I think the answer is to keep it really simple. Most of the expensive armor you can pick up doesn&#039;t do all that much for monks. (...at least not magical non-Kroderine Soul monks, the subject of this guide. I assume expensive armor does way more for KS monks who are tanking more hits.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Rusalkan: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts UAF and CS for 10 seconds if it does knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, but the expenses  are enormous. Some contact-based combat maneuvers like Bull Rush can also trigger rusalkan flares.&lt;br /&gt;
* Zelnorn: Uses half of what would be the DS from its enchant as AS (or in monks&#039; case UAF) instead, but doesn&#039;t allow flares or a TD boost to go in the ability slot (AKA category B). Players hit creatures more than creatures hit players, so zelnorn can be fantastic for AS-based professions--but most monks aren&#039;t AS-based. Improving UAF is fairly irrelevant, not justifying the base cost of 50k bloodscrip in the case of monks. Either flares or increased TD would more greatly benefit monks, making use of the ability slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you&#039;re a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.&lt;br /&gt;
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn&#039;t screaming for more DS and a flare chance for crit padding.&lt;br /&gt;
* [[Forest Armor]]? Monks don&#039;t need a tiny boost to UAF and CS.&lt;br /&gt;
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.&lt;br /&gt;
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk&#039;s seeking.&lt;br /&gt;
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip. Pass.&lt;br /&gt;
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!&lt;br /&gt;
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.&lt;br /&gt;
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You&#039;d have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.&lt;br /&gt;
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&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
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So my actual answer to the armor question is:&lt;br /&gt;
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* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
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Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I&#039;ll come back and update the guide at that point!&lt;br /&gt;
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===Gear Upgrades: Weapons===&lt;br /&gt;
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I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I&#039;ll go over the few that I think are worth looking into depending on your budget--plus flourishes and flares!&lt;br /&gt;
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&#039;&#039;&#039;No script or flourish, just basic elemental flares (especially lightning)&#039;&#039;&#039;:&lt;br /&gt;
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This is where I think you should begin if you&#039;re uncertain or just dipping your toe in the water.&lt;br /&gt;
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You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares &#039;&#039;on top&#039;&#039; of it, but that means even heavier investment.&lt;br /&gt;
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Nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later!&lt;br /&gt;
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&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; (price range: 30k to 210k bloodscrip):&lt;br /&gt;
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Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.&lt;br /&gt;
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You might hear dispel flares commonly cited as better than lightning flares in a weapon&#039;s ability slot and the best in class (unless you&#039;re using Flare Affinity for 400k bloodscrip, in which case lightning flares come roaring back). I generally agree with this and would say it&#039;s even more true that dispel is great for UC than for other weapon types due to three factors:&lt;br /&gt;
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# High volume of attacks&lt;br /&gt;
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount&lt;br /&gt;
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature&lt;br /&gt;
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There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don&#039;t affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong.&lt;br /&gt;
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All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. These aren&#039;t starter gear, but for committed and reasonably wealthy monks, and should only go onto UC gear that started with a script like Animalistic Spirit, Knockout, or Phytomorphic Weapons. (GEF can&#039;t use dispel flares.)&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
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Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn&#039;t the best since it&#039;s mainly good for knockdowns and monks are very adept at that on their own. My higher exp monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that&#039;s an extra expense.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (As a caveat, though, I highly recommend against the Savage Power unlock, which isn&#039;t particularly good for any build of any profession, and the Wild Backlash unlock, which is excellent for some professions but not all that useful for monks. Animalistic Fury upgrades can be worth it &#039;&#039;if&#039;&#039; you first change the damage type.)&lt;br /&gt;
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Overall, this script has been monks&#039; top pick for years for very good reason on the strength of Revenge Flares, messaging, and being one of the only games in town. However, it&#039;s been five years since Animalistic Spirit and the creator of Animalistic Spirit, GM Avaluka, has debuted a new script called Phytomorphic Weapons that I think is even better for monks! More on that further below.&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
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For unarmed combat, Energy Weapons are only available in the form of &#039;&#039;held&#039;&#039; weapons like a [[cestus]], not handwear and footwear. That&#039;s immediately anathema to some people. I&#039;d agree with them when talking about a -10 or -15 MM weapon, but I&#039;m actually not down on the -5 MM held UC weapons like others.&lt;br /&gt;
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Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.&lt;br /&gt;
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That &#039;&#039;is&#039;&#039; an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don&#039;t use it. Easy enough.&lt;br /&gt;
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The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren&#039;t very useful to monks, so I called mine a one and done.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Obscure Trivia Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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When you&#039;re wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon&#039;s flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?&lt;br /&gt;
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Well, let&#039;s say my Animalistic Spirit gloves still had their default grapple flares, which I don&#039;t value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.&lt;br /&gt;
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This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren&#039;t as favorable or you&#039;re spending currency to upgrade gloves &#039;&#039;and&#039;&#039; a cestus. Still, I stand behind it as at least an &#039;&#039;option&#039;&#039; if your stopping point is a flare and a script flare.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Greater elemental flare|Greater Elemental Flares]] script&#039;&#039;&#039; (price: 40k bloodscrip):&lt;br /&gt;
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These are a gold standard of midrange weapon scripts, at least if you&#039;d consider 40k bloodscrip per item &amp;quot;midrange.&amp;quot; Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.&lt;br /&gt;
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GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I&#039;ve used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the &amp;quot;You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!&amp;quot; messaging.&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than other options such as Animalistic Spirit or Phytomorphic Weapons. Some people pick Knockout for for their handwear or footwear and a different script for the others.&lt;br /&gt;
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As for Skullcrusher, see everything I just said about Knockout, because Skullcrusher costs the same and is mechanically identical except that it goes into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; Animalistic Spirit or Phytomorphic if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic Weapon Shield|Phytomorphic Weapon]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit of a script in the vein of Animalistic Spirit and from the same creator! This one is plant-themed instead of animal-themed and you can customize it yourself via foraging plants. Arboreal Agony is the big selling point of unlockable features here, which makes creatures Disoriented so they&#039;ll have difficulty casting spells--which are one of a monk&#039;s weak points. The default damage type is disintegrate, which is also broadly useful and can have killing power.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (Like with Animalistic Spirit&#039;s Wild Backlash, I&#039;ll give the caveat that Phytomorphic&#039;s Deciduous Decay is far more useful for AS-based professions than UAF-based professions like most monks. Phytomorphic Putrescence upgrades, on the other hand, don&#039;t need you to change the damage type first to get full value, which makes them either better or cheaper than Animalistic Spirit&#039;s Animalistic Fury counterpart depending on how you look at it.)&lt;br /&gt;
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RP-wise, I think there&#039;s a very real chance that people will continue to favor Animalistic Spirit going forward. Mechanically, though, I&#039;d say that Arboreal Agony not allowing enemy casters to cast is even better than Animalistic Spirit&#039;s Revenge Flares firing off when dodging physical attacks--and not needing to change the base damage type is also a big win.&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Telepathy or Transformation&#039;&#039;&#039; (price: 400k bloodcsrip):&lt;br /&gt;
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At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training &#039;&#039;and&#039;&#039; great enhancives, but hey, I did say this guide was for 0 exp to 54,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that&#039;s mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.&lt;br /&gt;
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You probably aren&#039;t even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can&#039;t stack on a single creature, so it&#039;s more valuable to have a stronger initial hit since you&#039;d be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that&#039;s a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, &#039;&#039;focused&#039;&#039; mstrikes still favor Transformation due to DoTs not stacking.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. Buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later, for example. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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If there&#039;s only one service I&#039;d recommend for a monk, it&#039;s Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)&lt;br /&gt;
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As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you&#039;re only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won&#039;t, but even a lighter hit might stun a creature--and stunning increases UC&#039;s most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Battle Standards have a few other perks, but these are the main ones making them so good for monks.&lt;br /&gt;
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Battle Standards have charges and periodically need recharging, which will cost you. I don&#039;t believe we have hard confirmation on how the charges drain, but &#039;&#039;if&#039;&#039; (if!) it&#039;s identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith (1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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The temporary healing is difficult to advise on because its value heavily depends on how much risk you take in hunting. That benefit is about knowing yourself well enough to know if you&#039;ll like it or not. Same goes for more max health; I see the value for small races roughly doubling their health, but otherwise don&#039;t consider it particularly valuable. However, opinions vary widely. As for max stamina, monks already have Mind Over Body--but, even if they didn&#039;t, you can shore up stamina far more cheaply with conventional regen enhancives than with Bloodstone Jewelry.&lt;br /&gt;
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As for everything else, the value for a monk--at least a magical monk--is like a mishmash of weaker Battle Standards and weaker Ensorcell. Bloodstone Jewelry and Ensorcell both offer stamina regeneration, which is a great in a vacuum, but Ensorcell&#039;s version of stamina regeneration is a flare chance (which is effective with frequent UC attacks) instead of a per minute effect and never requires paying again for recharging. There is something to be said for having both Bloodstone Jewelry and Ensorcell since Ensorcell usually won&#039;t restore stamina unless your health is full and Bloodstone Jewelry helps keep your health full--but, then again, just having herbs or using society abilities could also keep your health full.&lt;br /&gt;
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Extra health damage, on the other hand, is a reasonable selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it does affect every attack instead of 20% of attacks--and 1-5 damage might not sound like a lot, but when it&#039;s every attack, it does matter. On average, you&#039;ll get the Major Bleed effect after every 16.67 attacks, which is decently powerful in its own right. All that said, Bloodstone Jewelry doesn&#039;t add extra damage until its fifth and final tier, so you&#039;d probably be paying a premium to get it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Either go all the way with this service or pass on it unless someone&#039;s offering a steal. I wouldn&#039;t call this a particularly monk-oriented service unless you&#039;re a Kroderine Soul build or a small race.&lt;br /&gt;
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(Since this is alphabetically the first service I&#039;m recommending against, I&#039;ll clarify that that doesn&#039;t mean it&#039;s a bad service; even Enchant isn&#039;t particularly great for monks, as we&#039;ll see later, and that&#039;s a classic service. I&#039;m simply saying that, when you&#039;re reading a monk guide because you&#039;re making a monk, don&#039;t view this service through the lens of playing your warrior, your semi, or your Sunfist pure, who would all make better use of more of the Bloodstone Jewelry perks.)&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like most other non-gear-based profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they&#039;re already amazing at. (By contrast, casters see good benefit from things like FOF defense and the myriad bonuses to maneuver defense unless already far post-cap.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat by preventing kicks.&lt;br /&gt;
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Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. The biggest is that, unlike with Battle Standards, jabs don&#039;t flare with Poisoncraft. Poisons don&#039;t affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren&#039;t lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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It&#039;s worth learning at least Poisoncraft even though the other Covert Arts don&#039;t do much for monks. Recharging Poisoncraft isn&#039;t much cheaper--if any cheaper--than learning more Arts and learning them &#039;&#039;also&#039;&#039; recharges, so once you&#039;re in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves UAF (or AS if you&#039;re using a weapon) while enchanting armor improves DS.&lt;br /&gt;
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UAF offers minimal help for all the reasons described in the Unarmed Combat Primer. DS is more compelling, especially once you&#039;re hunting areas with the [[spell sever]] mechanic. Monks have the game&#039;s cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they &#039;&#039;are&#039;&#039; regularly in offensive stance. I don&#039;t go hard on improving monk DS, but it can&#039;t hurt either.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but improving it doesn&#039;t matter much otherwise.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling armor improves CvA and enemy spells are a weak point, so I&#039;d say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling adds much more gear difficulty than sanctifying. (For much more on the intricacies of gear difficulty and order of operations for upgrading gear, see [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|my service guide]]! For our purposes here, though, basically just know that tiers 2-5 of Ensorcell should usually be done after finishing the enchanting and sanctifying you want. The order of enchanting and sanctifying doesn&#039;t matter much, though.)&lt;br /&gt;
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For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.&lt;br /&gt;
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I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy. You already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul, but only after finished with enchanting and sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible for almost everybody. They improve virtually every offensive and defensive aspect of combat, which is like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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...but monks aren&#039;t most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.&lt;br /&gt;
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Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you&#039;re probably firing off a lot of those. On the bright side, since Lucky Items&#039; charges drain depending on the amount of time spent in combat, that aspect does pair well with monks&#039; high volume of attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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If this were any other profession, I&#039;d be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they&#039;re tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you&#039;re a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I&#039;d recommend your silvers go elsewhere first--but only &amp;quot;first.&amp;quot; Luck is powerful and you should get it eventually, just not as a high priority. I&#039;d take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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Despite Mystic Tattooing being a monk&#039;s own ability, it&#039;s not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won&#039;t consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include:&lt;br /&gt;
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* Strength to decrease encumbrance, especially for small races&lt;br /&gt;
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to slightly improve defense against spiritual magic&lt;br /&gt;
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Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can&#039;t go further than &amp;quot;arguably&amp;quot; since the others will have more impact when they &#039;&#039;do&#039;&#039; have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would.&lt;br /&gt;
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Mystic Tattoos are slated for a future upgrade. The current proposal includes adding a skill bonus up to +10, flares to double the stat and skill bonuses for a short duration, an activated ability with a cooldown to double the stat and skill bonuses for a short duration, and ignoring enhancive limits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Until the future update, I&#039;d only tattoo yourself in your spare time when you can&#039;t find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins&#039; Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there&#039;s &#039;&#039;some&#039;&#039; merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you&#039;d have to know you&#039;ll be running into that damage type consistently for a while.&lt;br /&gt;
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On an obscure note, nature resistance is unique to ranger trinkets. Monks can&#039;t meditate against it and even the Ascension system can&#039;t train to defend against it. However, an extremely small number of creatures use nature damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.&lt;br /&gt;
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The first five tiers of Sanctify have dubious value for UC gear (unless you&#039;re buying the first tier specifically because of the Kai&#039;s Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you&#039;re willing to pay for the first five tiers&#039; minimal value just to get to holy fire.&lt;br /&gt;
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Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it&#039;ll only trigger for certain combat maneuvers or when the undead hit you.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get the first five tiers on your robes unless you&#039;re absolutely certain you&#039;ll never have interest in hunting high-level undead. Holy fire isn&#039;t a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don&#039;t bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify).&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
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Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It&#039;s still marginally useful for good positioning (very specifically good positioning). Crit padding is more broadly useful. Either way, neither is useful enough to justify paying warriors unless they&#039;re charging less than the automated WPS smithy that comes around every couple of months. (They probably aren&#039;t!) Use that instead to bring your robes up to speed.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn&#039;t terribly desirable for most players, monks or otherwise.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I&#039;d say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Battle Standard up to P3 as soon as possible&lt;br /&gt;
* Enchant armor up to +30 relatively quickly&lt;br /&gt;
* Ensorcell UC gear to T1 relatively quickly&lt;br /&gt;
* Battle Standard up to P5 relatively quickly&lt;br /&gt;
* Either Sanctify UC gear all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Sanctify armor unless very rarely hunting undead&lt;br /&gt;
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Slowly enchant UC gear over time&lt;br /&gt;
* Padding to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Slowly Ensorcell armor over time&lt;br /&gt;
* Weighting to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge&lt;br /&gt;
* Bloodstone Jewelry if you want it&lt;br /&gt;
* Slowly enchant armor past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell UC gear past T1 over time, if ever&lt;br /&gt;
* Mystic Tattoo only if you can&#039;t sell yours, but selling it is preferable to fund all of the above&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
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Congratulations, you&#039;ve got a cap and a half worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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Since it&#039;s not relevant to the large majority of players, I&#039;ve only vaguely talked about monks&#039; advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they&#039;re &amp;quot;done enough&amp;quot; with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements.&lt;br /&gt;
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Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.&lt;br /&gt;
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I did say this guide was for magical monks from 0 to 54,000,000 experience, so what should you do with Ascension Training Points (ATPs)?&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race.&lt;br /&gt;
* &#039;&#039;&#039;Brawling&#039;&#039;&#039;: +2 UAF per rank. I&#039;m not going to knock UAF this time because, once we&#039;re talking Ascension, we&#039;re talking marginal gains almost no matter what you do. Get it if you like numbers going up!&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Increased maneuver defense every two ranks, but half as much increase as Agility. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race. For the weapon route, specifically, Dexterity also adds crit weighting.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction. &#039;&#039;Now&#039;&#039; I&#039;ll knock UAF again! If we&#039;re already in the realm of diminishing returns from exp, then there&#039;s a serious argument that the best path is staying out hunting longer for loot and turning the proceeds into profession services or pay event items (via event boxes and trading silver for pay event currencies on the secondary market). Enter Porter, the Ascension skill for reducing your encumbrance by 2 pounds per rank to extend your loot hunts.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: If you&#039;re firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body and Ensorcell no longer enough. If that&#039;s you, you&#039;ll know when to train this--or just buy stamina regen enhancives and Bloodstone Jewelry.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks.&lt;br /&gt;
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During earlier versions of this guide, I was also open to Aura, Dodging, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let&#039;s finally delve into the Elite skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is Monks&#039; Everything&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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There&#039;s a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones potentially relevant to (magical) monks in green:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Automatic Success of Certain Spells&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;UC - Tier Up Probability&amp;lt;/font&amp;gt;&lt;br /&gt;
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As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I&#039;d argue that usually it&#039;s at or near the top end of value &#039;&#039;in&#039;&#039; that application:&lt;br /&gt;
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* Improving UC tier ups is, naturally, at its best for the profession most built around UC.&lt;br /&gt;
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy&#039;s EBP means improving MM, which is a UC monk&#039;s most important offensive combat number.&lt;br /&gt;
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don&#039;t use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here.&lt;br /&gt;
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn&#039;t go so far to say it&#039;s at its best here, which I think goes to pures who become capable of warding off spells from (some) &#039;&#039;pure&#039;&#039;-style Ascension creatures, but it&#039;s a pretty narrow win.&lt;br /&gt;
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln.&lt;br /&gt;
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks.&lt;br /&gt;
* Improving ambush defense is a benefit I place almost no value on for any profession and build &#039;&#039;except&#039;&#039; magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don&#039;t have 105 or more Transformation lore, so defense is valuable.&lt;br /&gt;
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(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do &#039;&#039;have&#039;&#039; the occasional spots of value. The auto-success spell benefits don&#039;t do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.)&lt;br /&gt;
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Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can!&lt;br /&gt;
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Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I&#039;d also argue that there&#039;s less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds.&lt;br /&gt;
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As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they&#039;re both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn&#039;t have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more &#039;&#039;total&#039;&#039; Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she&#039;s only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn&#039;t need to work for at all because monks have Perfect Self and Burst of Swiftness.&lt;br /&gt;
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Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They&#039;re simply the most exp-efficient profession in the game.&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
&lt;br /&gt;
The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and you want them to hit more reliably.&lt;br /&gt;
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&#039;&#039;&#039;Bold Brawler&#039;&#039;&#039;&lt;br /&gt;
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 Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
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A self-explanatory staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy!&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
&lt;br /&gt;
Pretty good reactive damage that comes at full power out of the gate. Needing an SMR check does slightly hinder its efficiency against overleveled creatures, but that&#039;s offset by the fact that it can go after multiple targets to hit at least one of them. Importantly, note that &amp;quot;a rank 2+ critical strike&amp;quot; refers to a rank 2 critical &#039;&#039;based on a crit table,&#039;&#039; not a rank 2 wound. Usually a rank 2 critical only creates a rank 1 wound; for example, rank 2 [[Slash_critical_table|slash crits]] are always rank 1 wounds unless they hit an eye. In other words, even very light hits can get this going, but just not the absolute lightest hits.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
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 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
&lt;br /&gt;
Reasonable if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to monks&#039; combination of inexpensive Harness Power costs, not much to spend that mana on, not being in full plate like warriors (and so valuing the DS more), and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don&#039;t know any of those other than my own).&lt;br /&gt;
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&#039;&#039;&#039;Ether Flux&#039;&#039;&#039;&lt;br /&gt;
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 When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
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(For clarity, it can occur once &#039;&#039;per creature&#039;&#039; per minute. You can basically consider it once per creature, period. For even more clarity, Ether Flux itself isn&#039;t a flare &#039;&#039;chance&#039;&#039;; it&#039;s described as a flare because it deals a random amount of disruption damage, but it always triggers once you meet the condition.)&lt;br /&gt;
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Ether Flux has no tiers and comes at full power immediately, which is definitely nice and it&#039;s a very good perk &#039;&#039;if&#039;&#039; you can get it going! ...but can you? Even though monks don&#039;t innately deal elemental damage, it still might be easier than you think.&lt;br /&gt;
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Some options for elemental flares include conventional ability slot flares, Battle Standards of applicable Arkati or spirits, certain Gemstone properties like Blood Boil or Infusion or Thorns, holy fire or holy water when hunting undead, or script flares of elemental types. That&#039;s already up to seven sources of elemental flares and I&#039;m not describing anything too wildly out of the way or anything that&#039;s very expensive by post-cap standards. The most expensive of those would be buying flare type changes for Animalistic Spirit or Phytomorphic Weapons.&lt;br /&gt;
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Whether you&#039;re mstriking or using Fury, monks fire off a lot of attacks, so with a decent base of varied flare types, the odds can stack up to force a lot of Ether Flux triggers through! However, if you don&#039;t have that decent base, I wouldn&#039;t go out of my way working up to it just because you find an Ether Flux. This is a very solid B or maybe B+ common, but it&#039;s no Bold Brawler, Flare Resonance, Stamina Prism, or Storm of Rage.&lt;br /&gt;
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&#039;&#039;&#039;Flare Resonance&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
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Assuming you have flares on your handwear and your footwear (and if you don&#039;t, then you should!), this is another staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries.&lt;br /&gt;
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[[Flare Affinity]] basically supercharges your flares to hit substantially harder--and, for that matter, more often! Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. (If you &#039;&#039;are&#039;&#039; someone who already has the Flare Affinity flourish, you wouldn&#039;t want this property since they don&#039;t stack.) The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk&#039;s handwear &#039;&#039;and&#039;&#039; footwear would cost 800k bloodscrip.&lt;br /&gt;
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In short, get more flares and make them spend less time poking and more time killing. &lt;br /&gt;
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&#039;&#039;&#039;Force of Will&#039;&#039;&#039;&lt;br /&gt;
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 You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
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This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! Alternatively, if you find it on a Gemstone with at least one other property that&#039;s good for somebody else but isn&#039;t good for you, you can try to sell it for a good chunk of silver since solo hunters of almost every profession like Force of Will for general purposes. (The exceptions are bards, who can already get rid of almost all of these conditions with their own [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]], and maybe clerics, who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die.)&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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The UAF boost is fairly immaterial for all the reasons you know by now about UAF, but the maneuver boost makes for an acceptable placeholder for most monks to use while looking for better Gemstones in the long run. That said, I wouldn&#039;t recommend upgrading it except possibly on a monk who makes very heavy use of extremely endroll-dependent attacks like Spin Kick or Bearhug.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
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 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
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Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
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 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
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This might be the highest ceiling Gemstone property of all for monks. It&#039;s easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don&#039;t run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they&#039;re off cooldown and Ki Focus when the mstrikes &#039;&#039;are&#039;&#039; on cooldown, thus basically only using stamina for the latter. However, if you started stacking on enhancives, Ascension, and Stamina Prism to start recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and &#039;&#039;still&#039;&#039; not run out of stamina.&lt;br /&gt;
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In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits, but you can be even more of a whirlwind in battle if you build for it!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
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If you&#039;ll battle just about any creature in your preferred hunting ground and it&#039;s a fairly swarmy place, this is an extraordinary property since you&#039;ll have the boost going constantly. UC monks or weapon monks will both love this property! Even if you&#039;re picky about which creatures you battle or if you hunt a slower area, it&#039;s still excellent. The only other thing is to consider is that it&#039;s a top tier common for virtually every build of virtually every profession--any weapon user, any UC build, any magical bolter--and so people are likely to pay very well for it if you&#039;d rather have the silvers!&lt;br /&gt;
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&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
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Mini Storm of Rage, except you always have the boost even if you&#039;re in the slowest of areas or if you&#039;re selectively hunting a single creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you&#039;ll almost definitely have at least one of those.&lt;br /&gt;
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&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
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 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
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If you&#039;re using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn&#039;t.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
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Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death. Don&#039;t use this if you go the Kroderine Soul route.&lt;br /&gt;
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&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
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A high quality Gemstone property for almost every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky; they can&#039;t outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened. A possibly bigger obstacle is that Blood Boil, of course, only works on creatures with blood! That won&#039;t be an obstacle in most hunting grounds, but if you try to exclusively hunt undead who have no blood (most undead by far don&#039;t; a few do), this wouldn&#039;t be the property for you.&lt;br /&gt;
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&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
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 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
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Despite having some anti-synergy with Spin Kick, it&#039;s very hard to ignore the value of a universal 5% chance to avoid and (to an extent) counter AS attacks. All else being equal, it &#039;&#039;is&#039;&#039; better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!)&lt;br /&gt;
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&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
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Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you&#039;re one of the rare monks who uses CS spells in combat.&lt;br /&gt;
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&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
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 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
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Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that&#039;s exactly what I&#039;d recommend, but they&#039;re mutually exclusive.)&lt;br /&gt;
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&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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Journeyman Tactician, but twice as good. Like its common counterpart, the UAF boost isn&#039;t noteworthy for a UC monk (it is good for a weapon monk, though!), but if you make heavy use of SMR attacks, I think it can be a reasonable long-term property for you. If not, I&#039;d either sell it to someone willing to pay top silvers or reroll until you get a better rare property.&lt;br /&gt;
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&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
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If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That&#039;s an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you&#039;re looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I&#039;ll cover shortly, you might consider working your entire build around it...&lt;br /&gt;
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&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
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 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
It&#039;s definitely not flashy, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS. Here&#039;s a possible solution to that! More lightweight races are more likely to appreciate this too.&lt;br /&gt;
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&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
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From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
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&#039;&#039;&#039;Thirst for Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Twice as strong as its already very powerful common counterpart, Taste of Brutality... or is it? The common version&#039;s 5% penalty when taking hits is negligible, but a 10% penalty isn&#039;t as easily dismissed. Still,  the increased DF is fantastic, so I&#039;d say you should consider your options with this one. If you have high redux &#039;&#039;and&#039;&#039; high Transformation lore, get it, love it, and upgrade it all the way. If you only have one of those, then you could simply treat it like Taste of Brutality by leaving it un-upgraded. 6% on both ends with no upgrades is comparable to the fully upgraded Taste of Brutality&#039;s 5%, after all, and nothing says you have to upgrade it at any point, never mind right away.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It&#039;s actually difficult to even sell you on this because it&#039;s so straightforward that I shouldn&#039;t have to. It&#039;s a 10% double attack chance on every attack!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that&#039;s also solid for monks and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
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&#039;&#039;&#039;Mystic Impulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
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Hear me out. This is a very, very specific niche, but it&#039;s incredible within that niche, which is that you&#039;re a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise.&lt;br /&gt;
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If all of that&#039;s true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you&#039;ll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them.&lt;br /&gt;
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&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
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If you&#039;re running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you &#039;&#039;aren&#039;t&#039;&#039; running the Serendipitous Hex build, then I&#039;d honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.&lt;br /&gt;
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Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power&#039;s effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that&#039;s with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Great general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF boost is, as always, borderline immaterial unless you&#039;re a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy that works well with the free jabs in your mstrikes! Unlike traditional dispel flares, these are post-resolution, so they&#039;re slightly less reliable. However, UC monks tend to have no trouble making their attacks land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here are some hypothetical ideal layouts!&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Traditional Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# &#039;&#039;(Blood Boil)&#039;&#039; (rare 2 of 3)&lt;br /&gt;
# &#039;&#039;(Thirst for Brutality)&#039;&#039; (rare 3 of 3)&lt;br /&gt;
# Force of Will (common 5 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 6 of 7)&lt;br /&gt;
# Journeyman Tactician if using Thirst for Brutality, otherwise Taste of Brutality (common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
Blood Boil and Thirst of Brutality are parenthetical and italicized because they&#039;re slightly conditional picks. For general purposes, that&#039;s what I&#039;d go with, but specific hunting ground choices or even gear can change everything. Blood Boil might be useless if you primarily hunt undead without blood. Tethered Strike, not listed, might be superior to either Blood Boil or Thirst of Brutality if you regularly hunt evasive creatures. Anointed Defender, also not listed, could be the way to go if you&#039;ve managed your gear and training in such a way that the TD boost can push you just out of range of dangerous CS attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Very Magic-Heavy Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# &#039;&#039;(Serendipitous Hex)&#039;&#039; (rare 1 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Greater Arcane Intensity (rare 3 of 3)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# Arcane Intensity (common 5 of 7)&lt;br /&gt;
# Taste of Brutality (common 6 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
This has enough overlap that you might think they&#039;re the same picture, but the subtle differences add up to large ones. This Gemstone setup assumes a high CS monk, then Greater Arcane Intensity and Arcane Intensity push CS even higher. That means that Vertigo and Mindwipe land more consistently, which means that creatures are disabled more often, which means Force of Will shouldn&#039;t be as necessary. It also means that your MM will be higher, which means I wouldn&#039;t even think about Journeyman Tactician. Conversely, Taste of Brutality claims a solid place because its rare counterpart has been traded off to secure Greater Arcane Intensity and maybe Serendipitous Hex.&lt;br /&gt;
&lt;br /&gt;
Speaking of Serendipitous Hex, even though I ranked it highly, it gets the parenthetical italics treatment because I only recommend it if you&#039;re regularly casting Web! It doesn&#039;t trigger with Vertigo or Mindwipe, so if those are your go-tos, then bring in some other top end rare like Blood Boil, Tethered Strike, or Thirst for Brutality. (Unlike the traditional monk, the magic-heavy monk doesn&#039;t risk as much from the double DF hit of using Taste and Thirst simultaneously because their more consistent disablers will keep enemies contained. Still, just in case of the worst, &#039;&#039;definitely&#039;&#039; use Ephemera&#039;s Extension over Ether Flux if you go the double Brutality route!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we draw close to the end, I&#039;ll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Magic After Dark===&lt;br /&gt;
&lt;br /&gt;
...wait, I can&#039;t write about that on the wiki! Moving on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade Secrets of the Sneaky Monk Merchants===&lt;br /&gt;
&lt;br /&gt;
I&#039;m one of the bigger advocates of training [[Trading]] in the GS community, but even more so for monks than others!&lt;br /&gt;
&lt;br /&gt;
Monks have easier and more universal means to make more silvers per item sold than any other profession--and they can do it almost anywhere in Elanthia.&lt;br /&gt;
&lt;br /&gt;
Except for [[Mist Harbor]] and [[Kraken&#039;s Fall]], every town&#039;s NPC shops will pay +5% extra silver to at least one race when players sell. ([[Trading#Trading_chart|See the chart of favored races here!]])&lt;br /&gt;
&lt;br /&gt;
Monks have a &#039;&#039;&#039;secret weapon&#039;&#039;&#039; in the profit war: &#039;&#039;&#039;[[Shroud of Deception (1212)|Shroud of Deception]]&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Even monks who live in a geographic region where their race can&#039;t get a bonus can configure their Shroud profile to appear as another race and get the bonus anyway! It&#039;s that easy!&lt;br /&gt;
&lt;br /&gt;
But wait, it gets better! Monks also have &#039;&#039;[[Glamour (1205)|Glamour]]&#039;&#039;&#039;, which gives an enhancive boost of 20 Trading ranks or 50 Trading skill, whichever is lower. (50 Trading skill will be lower before you have 20 Trading ranks on your own.)&lt;br /&gt;
&lt;br /&gt;
What does Trading do, though?&lt;br /&gt;
&lt;br /&gt;
You get an extra 1% silver for every combined 12 bonus between Influence and Trading bonus. That&#039;s &#039;&#039;bonus&#039;&#039;, not ranks! So, for example, if you had 44 Trading ranks, which is 144 Trading bonus, you&#039;d make 12% more silver for selling items than if you had 0 Trading ranks. Shroud of Deception takes that 12% to 17%, then Glamour takes that 17% to 18%--and, actually, 8/12ths of the way to 19%. If you took my advice and set Influence high from the start, Influence will also get you to 19% if not 20%!&lt;br /&gt;
&lt;br /&gt;
This is a big part of how Sariara made 2,509,473 million silver within a week of existing. By now she&#039;s existed for four weeks and a day and is up to 23,108,060 silver, only 1,500,000 of which came from selling a Mystic Tattoo.&lt;br /&gt;
&lt;br /&gt;
Some general tips on early silvers:&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t hunt overcrowded Landing areas, but find the rich lower level creatures. There are plenty of them because characters don&#039;t stay low level for long, so hunting pressure is low. (For more on hunting pressure, see the [[treasure system]] page and [[Treasure_system/saved_posts|saved posts subpage]].)&lt;br /&gt;
* Take advantage of Glamour and Shroud of Deception to get a percentage boost to these rich creatures&#039; already valuable loot. Reap the reward of being a monk!&lt;br /&gt;
* Between level 0 and 19, when skills migrate near instantly, max out Trading every time you&#039;re about to sell things.&lt;br /&gt;
* Between level 0 and 19, push First Aid and Survival up when you&#039;re out hunting so you can get value from skinning. Unlearn them afterward so you can...&lt;br /&gt;
* Between level 5 and 19, learn Glamour and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* Between level 12 and 19, learn Shroud of Deception and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* For your final level 19.9 build, as you&#039;re forced to commit to your skills, have at least 20 ranks of Trading and know at least your first 12 Minor Mental spells.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I did. I got to see delightful lines in my SKILL command like:&lt;br /&gt;
&lt;br /&gt;
 You started this migration period on Saturday, 5/25/2024 at 01:55:18 EDT.  You have 4 days, 20 hours, 8 minutes remaining in your current 30 day migration period.&lt;br /&gt;
 &lt;br /&gt;
 You&#039;re currently migrating at a rate of .001 skill points per pulse, and &#039;&#039;&#039;have converted 25580.00 training points this migration period.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t go to this extreme, though, monks are the game&#039;s best at selling to NPC merchants. At the low end, monks skyrocket toward high sales value. At the high end in the post-cap world, monks reach the maximum sale bonus in almost every town.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maximum sale bonus&amp;quot; is 28% from Trading and Influence plus another 5% from race bonus. To be clear, the max bonus is 33%, but only sort of; the two bonuses are treated separately. For example, if you&#039;re an elf monk selling in Solhaven (no bonus), you can&#039;t just pump your Trading and Influence so high that you&#039;d make 33% from that alone; it&#039;s capped at 28% and the other 5% &#039;&#039;has to&#039;&#039; come from Shroud of Deception.&lt;br /&gt;
&lt;br /&gt;
My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===When Robes Aren&#039;t Robes: Alterations===&lt;br /&gt;
&lt;br /&gt;
For simplicity, I&#039;ve been talking about &amp;quot;robes&amp;quot; throughout this guide because that&#039;s the conventional name for that [[armor]] type.&lt;br /&gt;
&lt;br /&gt;
However, robes don&#039;t have to remain robes at all; they have the same leeway for alterations as other chest-worn clothing! Here are examples of post-alteration &amp;quot;robes&amp;quot; that my various characters (monks or otherwise) have worn or that I plan to create:&lt;br /&gt;
&lt;br /&gt;
* An airy white starsilk sundress sporting an asymmetrical knee-length skirt&lt;br /&gt;
* A sleeveless lily white tunic with a jet black silk sash&lt;br /&gt;
* A knee-length midnight blue silk dress aglisten with a constellation of stars&lt;br /&gt;
* A sleeveless white tunic splashed with an autumn-hued music motif&lt;br /&gt;
* A sleeveless white starsilk tunic spangled with sunset orange musical notes&lt;br /&gt;
* A midnight black silk tunic marked with a silver eight-pointed star&lt;br /&gt;
* A sleeveless sunlight gold tunic accented by bright white edges&lt;br /&gt;
* A royal purple starsilk tunic featuring an embroidered silver rose&lt;br /&gt;
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits)&lt;br /&gt;
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola)&lt;br /&gt;
* A thigh-slit scarlet starsilk dress accented by ivory edges&lt;br /&gt;
* A sleeveless white kimono featuring golden star embroidery&lt;br /&gt;
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves&lt;br /&gt;
* A sleeveless gold feather-patterned tunic tied at the waist&lt;br /&gt;
&lt;br /&gt;
Mine are mostly feminine designs, but even for a masculine character, you can turn your robes into shirts, vests, jackets, and more. Get your creativity on!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Likewise, unarmed combat footwear isn&#039;t limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Hunting Partner Tactics and Synergy===&lt;br /&gt;
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Who do monks team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer that&#039;s enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies&#039; UDF. In turn, warriors love monks&#039; Mind Over Body stamina cost reduction, the best group buff they can get other than bards&#039; [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day).&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don&#039;t necessarily mind being targeted more often since it offers more Spin Kick opportunities.&lt;br /&gt;
* &#039;&#039;&#039;A monk duo&#039;&#039;&#039; can keep up both Mind Over Body and Focus Barrier, but otherwise doesn&#039;t have any particular synergy.&lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don&#039;t have as much redux as warriors and rogues nor as much DS as them, so a boost can really help.&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don&#039;t offer much to rangers otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; can make a monk&#039;s attacks even faster, at least for now, since Song of Tonis is the game&#039;s best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they&#039;re already pretty durable as casters go. Monks simply being present as an additional target to split up enemies&#039; attacks is helpful to wizards and all casters.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks&#039; Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath&#039;s [[Mass Interference (217)|Mass Interference]] setting up a monk&#039;s Vertigo isn&#039;t the worst idea I&#039;ve ever had, but it&#039;s not an amazing one either. &lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it&#039;s still there when needed. Having a hunting partner&#039;s extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn&#039;t help monks as most other professions&#039; disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward.&lt;br /&gt;
&lt;br /&gt;
Nearly regardless of team composition, your monk training &#039;&#039;&#039;Coup de Grace&#039;&#039;&#039; and &#039;&#039;&#039;Side by Side&#039;&#039;&#039; (which also requires two ranks of &#039;&#039;&#039;Combat Movement&#039;&#039;&#039;) can be helpful to groups.&lt;br /&gt;
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&lt;br /&gt;
===The Weapon-Wielding Melee Monk===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk more about Martial Mastery, the level 0 feat. Although monks have access, it was primarily invented for warriors and rogues as an alternative to learning [[Elemental Targeting (425)|Elemental Targeting]], a Minor Elemental spell that increases AS.&lt;br /&gt;
&lt;br /&gt;
Far enough post-cap, magical warriors or magical rogues have the same AS ceiling as their non-magical counterparts. (Their non-magical counterparts do get there millions of experience points sooner while the magical ones have more DS and TD, but that&#039;s outside the scope of this guide...) Monks, on the other hand, don&#039;t have Elemental Targeting, so a monk maximizing Martial Mastery can have up to 50 more AS and UAF than a monk &#039;&#039;not&#039;&#039; maximizing it! Of course, UAF doesn&#039;t matter nearly as much as AS and the entire monk profession is built around unarmed combat. So I ask:&lt;br /&gt;
&lt;br /&gt;
Is there merit to a weapon-wielding, AS-based monk?&lt;br /&gt;
&lt;br /&gt;
Before I explore it, I&#039;ll repeat that I think people should make whatever kind of character they find fun and that I personally like wacky builds. However, I&#039;m not convinced that a melee monk even &#039;&#039;is&#039;&#039; a wacky build. When people consider making a melee-only character who isn&#039;t stealth-based, a warrior is probably their first thought, but let&#039;s seriously compare these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Training Cost Factor&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I&#039;ll use my (first) monk and warrior for the sake of illustration since they&#039;re both elves. At level 50, my warrior had a total pool of 2568 PTPs and 2242 MTPs while my monk had a total pool of 2319 PTPs and 2259 MTPs. You might think the warrior is hugely ahead, but no, not at all. I could show you paragraphs upon paragraphs of math I wrote, but let&#039;s just cut to the chase.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say my monk and warrior had both done dual katar builds that shared nearly identical core training. 2x Brawling, 2x Edged Weapons, 1x Thrown Weapons (to buff up Martial Mastery), 2x Two Weapon Combat, 2x Combat Maneuvers, 2x Physical Fitness, 50 Multi-Opponent Combat, and 1x Perception were all in common.&lt;br /&gt;
&lt;br /&gt;
From there, my warrior took 70 Armor Use to get metal breastplate, then trained as many Dodging ranks as possible with her remaining points. My monk learned Iron Skin, took 30 Transformation to buff up Iron Skin, and took 10 Harness Power, then trained as many Dodging ranks as possible with her remaining points. Their skills would be identical in most ways, but here&#039;s where they&#039;d differ:&lt;br /&gt;
&lt;br /&gt;
* Monk in robes that act like chain mail: 153 ranks of Dodging and 102 MTPs spare&lt;br /&gt;
* Warrior in metal breastplate: 109 ranks of Dodging and 21 MTPs spare&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to claim that my monk would basically just be better; there are too many factors to say that. Warriors have their guild skills. Monks have Perfect Self. Warriors have a higher parry chance because of [[Combat Mastery|their level 40 feat]]. Monks have a higher evade chance because of &#039;&#039;their&#039;&#039; level 40 feat. Warriors have [[Whirling Dervish]]. Monks have more DS, at least at this stage of the game. Warriors have [[Weapon Specialization]]. Monks have Burst of Swiftness. Warriors have [[Weapon Bonding]].&lt;br /&gt;
&lt;br /&gt;
My point is that a melee monk is even &#039;&#039;comparable&#039;&#039;--better in some ways and worse in others--to a warrior with the exact same build despite ignoring so much of what the monk skillset is tailored toward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Mental Acuity Possibility&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
What if you learned Mental Acuity even without Kroderine Soul? My above training cost example illustrated my monk stopping at two Minor Mental spells for Iron Skin, but another alternative (though this would be during later levels) would be taking Mental Acuity to retain access to the first 20 Minor Mental spells and still even allowing room for Spirit Warding I and Spirit Defense. (If you were okay with Martial Mastery capping out at +45 AS instead of 50, you could even learn Spirit Warding II!)&lt;br /&gt;
&lt;br /&gt;
The hypothetical Martial Mastery and Mental Acuity monk has almost the same AS as a Martial Mastery warrior, but her spells would pull her far ahead in DS while keeping all the silver selling benefits of Glamour and Shroud of Deception, plus saving tons of stamina via Mind Over Body. The tradeoff is making spelling up more of a hassle, but that might be worth the payoff of having a light armored warrior-like character whose combat maneuvers and weapon techniques have 35% stamina cost reduction!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Doubly Perfect Self&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
As great as Perfect Self is for unarmed combat, it&#039;s arguably even better for a melee monk. For UC purposes, it&#039;s mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you&#039;re getting AS--more useful than UAF--and RT reduction for &#039;&#039;two&#039;&#039; types of assault techniques: Brawling&#039;s Fury and Edged Weapons&#039; Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don&#039;t sweat it as much due to Mind Over Body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specializations and Katars&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
The Grapple, Kick, and Punch Specialization bonuses for their respective techniques &#039;&#039;do&#039;&#039; still apply even if you&#039;re using a brawling weapon instead of unarmed combat!&lt;br /&gt;
&lt;br /&gt;
Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.&lt;br /&gt;
&lt;br /&gt;
Ironically, if there&#039;s anywhere that I even sort of like Punch Specialization-powered Clash, it&#039;s on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash &#039;&#039;with&#039;&#039; Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you&#039;re regularly hunting things like bandits, pirates, warcamps, or areas that swarm.&lt;br /&gt;
&lt;br /&gt;
Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I&#039;d make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It&#039;s also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk&#039;s stamina cost reduction from Mind Over Body.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it&#039;s a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I&#039;d bring it up.&lt;br /&gt;
&lt;br /&gt;
Instead, after considering all the math and angles I did while writing this, it&#039;s made such a strong case for a bizarrely appealing build that I&#039;ve talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind&#039;s swirling and it seems clear that the melee monk is a very, very real idea that&#039;s gone unexplored because it&#039;s not an intuitive or obvious idea from a glance over the monk skillset.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infrequently Asked (or Imagined) Questions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-faq&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-faq&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This final section covers any random topics that people have asked me or that I can &#039;&#039;imagine&#039;&#039; them asking me if I feel that they&#039;re worth answering in this guide, but not worth a full tip or sidebar of their own.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things actually asked are red.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Things I imagine people should ask are pink.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things that are both red and pink come from comments I got that&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;weren&#039;t originally questions, but I&#039;ve reframed them into questions because they&#039;re worth discussing.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Does enchanting UC handwear and footwear help with DS?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Why do you rank half-krolvin monks so low?&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Flimbo&#039;s Guide and the [[Comprehensive Monk Guide]] really like them!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s guide likes half-krolvin monks because Perfect Self normalizes their Logic penalty and they have &amp;quot;solid physical stats with which to punch things quite well.&amp;quot; I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even kind of agree that if you&#039;re set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I&#039;d rather have a race without a Logic penalty to begin with!&lt;br /&gt;
&lt;br /&gt;
I also agree with Flimbo that half-krolvin have solid physical stats with which to &#039;&#039;punch&#039;&#039; things quite well. I&#039;d just rather have a faster Agidex race who has solid physical stats with which to also &#039;&#039;kick&#039;&#039; things quite well, meaning minimum RT for mstrike kick!&lt;br /&gt;
&lt;br /&gt;
The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn&#039;t matter! (Okay, fine, &#039;&#039;technically&#039;&#039; the math says UAF matters... fractionally.)&lt;br /&gt;
&lt;br /&gt;
Cold damage protection has some appeal if you&#039;re specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that?&lt;br /&gt;
&lt;br /&gt;
The Hinterwilds &#039;&#039;are&#039;&#039; a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you&#039;ve exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you&#039;ll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk.&lt;br /&gt;
&lt;br /&gt;
Like I said, any race can do well as a monk. I&#039;m not down on half-krolvin, exactly, but I&#039;d rather truly excel at &#039;&#039;something&#039;&#039; than be a generalist. Play a half-krolvin if you like their excellent verbs, though!&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Should I train Ambush?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The short answer is no. Now for the long, fun answer!&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but back then, players had no visibility into the aiming formula. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you &#039;&#039;did,&#039;&#039; it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.&lt;br /&gt;
&lt;br /&gt;
In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:&lt;br /&gt;
&lt;br /&gt;
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)&lt;br /&gt;
* Knocking creatures down helps (I don&#039;t remember if we&#039;d known this or not)&lt;br /&gt;
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but we underestimated how much)&lt;br /&gt;
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Intuition Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you&#039;ve tanked Intuition instead of Discipline, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even &#039;&#039;standing&#039;&#039; foes. Of course, they need Acrobat&#039;s Leap for that.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let&#039;s use that in an example.&lt;br /&gt;
&lt;br /&gt;
With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you&#039;d have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let&#039;s say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.&lt;br /&gt;
&lt;br /&gt;
Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let&#039;s say everything had reached 91%, 86%, and 83%. Even that&#039;s not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you&#039;d need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that&#039;s +17 DS in offensive stance) at 3x costs!&lt;br /&gt;
&lt;br /&gt;
What if you eased back to the old 24 Ambush mark? Then you&#039;d need 148 Combat Maneuvers. Perfect Self has kicked in, so let&#039;s call it 144 Combat Maneuvers needed. Even that&#039;s already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)&lt;br /&gt;
&lt;br /&gt;
In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you &#039;&#039;can&#039;&#039; reach max or near-max success rates with some Ambush, but not &#039;&#039;so&#039;&#039; high that you reach max or near-max success rates even without Ambush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But even then,&#039;&#039; we&#039;re only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your &#039;&#039;unaimed&#039;&#039; attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head!&lt;br /&gt;
&lt;br /&gt;
Like PSM3&#039;s wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I&#039;ve made my choice: forget Ambush and play to my strengths.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The TL;DR Recap: Making Cookie Cutter Monks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-cookiecutter&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Low on time or thought processing power and just want a cookie cutter build you don&#039;t need to put much thought into? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-cookiecutter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(...by my wacky definition of &amp;quot;cookie cutter.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leafi, I love you and all, but I expanded every section, noticed my scroll bar is tiny, noticed your guide is crazy long, and ain&#039;t nobody got time for that. Please tl;dr this nonsense?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Okay, okay, I hear you.&lt;br /&gt;
&lt;br /&gt;
Some of you never wanted the Leafiara treatment where we seek to become real life monks with advanced spiritual and mental understanding by thoroughly exploring the unfathomable mysteries of reality and transcendent metareality (like math and logic).&lt;br /&gt;
&lt;br /&gt;
Some of you instead wanted the Saraphenia treatment where I tell you how to have a functional build that lets you have mechanical fun in an online text-based multiplayer video game and then you embark on your journey.&lt;br /&gt;
&lt;br /&gt;
So I included this section for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Race&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aelotoi, burghal gnomes, dark elves, elves, forest gnomes, half-elves, halflings, and sylvankind are all basically the same power for monks. Faster is better, but more encumbrance is worse, so find your balance. Giantmen have a niche.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Stats&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See the table in the Placing Your Stats section.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Society&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voln.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;How do I fight?&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Twinhammer&#039;&#039;&#039; as your opener once you learn it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jab&#039;&#039;&#039; at decent position, &#039;&#039;&#039;punch&#039;&#039;&#039; at good position if you&#039;re not Grapple Specialization and &#039;&#039;&#039;grapple&#039;&#039;&#039; at good position if you are, &#039;&#039;&#039;kick&#039;&#039;&#039; at excellent position. Regardless of those general rules, &#039;&#039;&#039;follow prompts&#039;&#039;&#039; and do what it tells you when it tells you.&lt;br /&gt;
&lt;br /&gt;
Against single targets, &#039;&#039;&#039;Weapon Fury&#039;&#039;&#039; until whenever you have enough Agidex for a 5-6 second &#039;&#039;&#039;mstrike kick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Against multiple targets, &#039;&#039;&#039;mstrike grapple&#039;&#039;&#039; if you&#039;re Grapple Specialization or &#039;&#039;&#039;mstrike kick&#039;&#039;&#039; if you&#039;re Kick Specialization. In either case, not until they&#039;re 7 seconds or less. If mstrike grapple is 7 seconds or less, but you&#039;re Kick Specialization and mstrike kick is 8 seconds or more, &#039;&#039;&#039;mstrike punch&#039;&#039;&#039; for now until mstrike kick doesn&#039;t take so long.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Core skills to train every level&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2x &#039;&#039;&#039;Brawling&#039;&#039;&#039;, 2x &#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; (eventually 3x), 2x &#039;&#039;&#039;Dodging&#039;&#039;&#039; (eventually 3x), 1x &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Skills with breakpoints&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; in bursts for various breakpoints to pick up specific maneuvers. (For which ones and when, see the &amp;quot;combat maneuvers and feats&amp;quot; section below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; in bursts to 5, 10, 24, 30, 35, 50, 55, 60, 90, and 100 ranks.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Harness Power&#039;&#039;&#039; early, 20-30 mid-game, then push near cap if you want QoL for spelling up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental&#039;&#039;&#039; to 16 so you have both focus spells (1213 and 1216) as options, then slack off with spells until the midgame. Grab 1220 if you feel the DS need, especially if using 1213 instead of 1216.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathy&#039;&#039;&#039; lore in bursts to 6, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transformation lore&#039;&#039;&#039; in bursts to 5, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Climbing and Swimming&#039;&#039;&#039; until the midgame or as needs arise.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Tertiary skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Spiritual/Mental Mana Control&#039;&#039;&#039; only if sharing mana with friends and alts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid and Survival&#039;&#039;&#039; only if you want skinning.&lt;br /&gt;
&lt;br /&gt;
20 &#039;&#039;&#039;Trading&#039;&#039;&#039; by level 20 because monks make silver via Glamour (1205) and Shroud of Deception (1212). Get to 40 or the nearest multiple of 12 Trading+Influence bonus over time.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Midgame skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; to 2, 3, or 7 ranks, but only after 3x Dodging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Combat maneuvers and feats&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; for your level 30 feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1 of Combat Maneuvers, making the super early game not painful:&lt;br /&gt;
&lt;br /&gt;
Get 3 CM ranks ASAP for your first rank of &#039;&#039;&#039;Rolling Krynch Stance&#039;&#039;&#039;, then another 6 CM ranks (so 9 total) for your second rank ASAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2 of Combat Maneuvers, improving the early game:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up the last rank of Krynch and first three ranks of &#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039; or &#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it&#039;s not necessarily an early game priority since you don&#039;t get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3 of Combat Maneuvers, fleshing out skills and diversifying your abilities through the midgame:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up three or more ranks of &#039;&#039;&#039;Bearhug&#039;&#039;&#039;, two or more ranks of &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;, all three ranks of &#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;, three or more ranks of &#039;&#039;&#039;Feint&#039;&#039;&#039;, and the remaining ranks of Grapple or Kick Specialization. If you went Kick Specialization, add &#039;&#039;&#039;Combat Mobility&#039;&#039;&#039; to the list sooner than later. If you picked a halfling or gnome, add Acrobat&#039;s Leap, but otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 of Combat Maneuvers, putting the last pieces in place:&lt;br /&gt;
&lt;br /&gt;
Pick up Combat Mobility (if you didn&#039;t already have it) and all three ranks of &#039;&#039;&#039;Ki Focus&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5 of Combat Maneuvers, player&#039;s choice:&lt;br /&gt;
&lt;br /&gt;
Whatever you want. Finish Bearhug, Bull Rush, and Feint or don&#039;t, depending how you like them. You can veer off in different directions with more niche maneuver options or not. Up to you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Armor upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy TD-boosting armor of +7 or more from a playershop. It&#039;ll cost 1-5 million silver and serve you fantastically. Add services of Enchant, Sanctify, and Ensorcell over time in roughly that order while adding padding via the WPS wagons. (Enchant and Sanctify can switch places easily enough, but Ensorcell is definitely last.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spending almost nothing (~1 million silver): Buy basic lightning flaring handwear and footwear.&lt;br /&gt;
* Spending moderately (~35k pay event currency (equivalent of 35 million silver)): Buy off-the-shelf Animalistic Spirit from Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.&lt;br /&gt;
* Spending a ton (~150k pay event currency): Buy Phytomorphic handwear from Duskruin. Add Phytomorphic upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Phytomorphic upgrades and unlocks.&lt;br /&gt;
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Phytomorphic upgrades and unlocks for your footwear.&lt;br /&gt;
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.&lt;br /&gt;
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.&lt;br /&gt;
&lt;br /&gt;
And if you&#039;re the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you&#039;re probably not reading this guide. &#039;&#039;But just in case&#039;&#039;, for fun, and to entertain the other 99.5%...&lt;br /&gt;
&lt;br /&gt;
* Whaling out beyond most people&#039;s imagination just because you can (~4.24 million pay event currency):  Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Phytomorphic script at Duskruin. Add a slew of Phytomorphic upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
&lt;br /&gt;
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They&#039;ve never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it&#039;s still around. I&#039;m guessing they learned the hard way that top end flares are so astonishingly powerful with UC&#039;s low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Other upgrades when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can&#039;t afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks are easy! Go have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Denouement: An Unexpected Journey==&lt;br /&gt;
&lt;br /&gt;
First, thank you for reading The Autumnwinds&#039; Magical Monk Guide.&lt;br /&gt;
&lt;br /&gt;
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I&#039;m thankful for every reader.&lt;br /&gt;
&lt;br /&gt;
Sometimes I write a &amp;quot;guide&amp;quot; partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I&#039;d take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally &#039;&#039;was&#039;&#039; a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters&#039; skills when they want a template of where to take their post-cap training.&lt;br /&gt;
&lt;br /&gt;
This one was for you guys, though. I hope it&#039;s been helpful, I hope it&#039;s gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.&lt;br /&gt;
&lt;br /&gt;
That said, if you were here only for mechanical informational purposes, I&#039;m pretty much done with those. There&#039;s one more at the very end for people with multiple character slots (not multiple accounts, but &#039;&#039;character slots&#039;&#039;), but otherwise, you can head out! I wish you a good day or good night and hopefully I&#039;ll see you around the lands.&lt;br /&gt;
&lt;br /&gt;
Thank you again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-denouement&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious on the backstory of why this guide exists and why now? Click here and we&#039;ll close out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-denouement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the rest of you, if you&#039;ll indulge my rambling a bit longer...&lt;br /&gt;
&lt;br /&gt;
The Magical Monk Guide existing is an emergent happy accident.&lt;br /&gt;
&lt;br /&gt;
The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK&#039;s strongest.&lt;br /&gt;
&lt;br /&gt;
I thought, but didn&#039;t have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don&#039;t have the history, nostalgia, momentum, or player population of other professions.&lt;br /&gt;
&lt;br /&gt;
To be honest, even if I had said it was impossible, that wouldn&#039;t have stopped Phenia. Even as I type this, I can picture how I&#039;d try to temper her expectations and she&#039;d come back with &amp;quot;Well, I&#039;m going to try anyway!&amp;quot; Phenia aimed high, never mind the odds.&lt;br /&gt;
&lt;br /&gt;
When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia&#039;s name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia.&lt;br /&gt;
&lt;br /&gt;
I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a &amp;quot;Monk tip!&amp;quot;--plus a &amp;quot;Bonus tip!&amp;quot; about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide!&lt;br /&gt;
&lt;br /&gt;
By coincidence, I&#039;d also been answering a few people&#039;s questions in the main GS Discord server&#039;s monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia&#039;s spot as the monk division lead, I agreed. I don&#039;t think I &#039;&#039;could&#039;&#039; have declined. Over that string of seven weeks, I was basically doing what she needed already.&lt;br /&gt;
&lt;br /&gt;
That morning, I decided I should write a new guide to replace Flimbo&#039;s old one.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know what I expected would come out of it, but it wasn&#039;t this. With a motive like honoring my departed friend, I &#039;&#039;knew&#039;&#039; I&#039;d put my all into it--but I didn&#039;t expect to write this much or this in-depth, I didn&#039;t expect to cover the topics I did, and, most of all, I didn&#039;t expect that I&#039;d be learning myself, not just passing along what I knew beforehand.&lt;br /&gt;
&lt;br /&gt;
I&#039;d never thought about a non-Kroderine Soul monk without Mental Acuity. I&#039;d barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I&#039;d barely thought about synergy between monks and other professions. I&#039;d never investigated how one rank of Sanctify interacted with Kai&#039;s Strike. I&#039;d never investigated how or if Stance of the Mongoose worked with unarmed combat. I&#039;d never even investigated how or if Clash worked with a specified UC attack type.&lt;br /&gt;
&lt;br /&gt;
But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you&#039;ve learned too.&lt;br /&gt;
&lt;br /&gt;
When Phenia said she wanted the monk division to be RYSK&#039;s strongest, I assumed she was talking about numbers. Maybe she was; I don&#039;t know either way. I &#039;&#039;do&#039;&#039; know that we want you monk players to be &#039;&#039;your&#039;&#039; strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you&#039;ll be your strongest. Any part I might have played in helping you get there is an honor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, for fun and because I can, here&#039;s one last obscure mechanical interaction for the road.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have a couple character slots where, even though I don&#039;t play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they&#039;d have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.)&lt;br /&gt;
&lt;br /&gt;
What&#039;s probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one&#039;s login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character &#039;&#039;had&#039;&#039; gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn&#039;t even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains.&lt;br /&gt;
&lt;br /&gt;
Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Farewell, have fun, and be good to one another!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Rags_to_Riches:_The_Rings_of_Lumnis_Story&amp;diff=252095</id>
		<title>Leafiara (prime)/Mechanical Musings/Rags to Riches: The Rings of Lumnis Story</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Rags_to_Riches:_The_Rings_of_Lumnis_Story&amp;diff=252095"/>
		<updated>2026-01-19T07:05:59Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = Rags to Riches: The Rings of Lumnis Story&lt;br /&gt;
|topic = Experience, Rings of Lumnis&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-05-02&lt;br /&gt;
|updated = 2026-01-18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2026 Disclaimer and Update==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;The below is preserved as a legacy guide that I don&#039;t want to rewrite from the ground up, but suffice it to say that, at this point in time, I recommend the average player buy Fash&#039;lo&#039;nae&#039;s Tutelage items and forego Rings of Lumnis brooches beyond 100 or maybe 300 runs.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The exception&#039;&#039;&#039; is if either or both of the following are true:&lt;br /&gt;
* You have enough spending money that using all possible means of exp acceleration regardless of bang for your buck is exactly what you wish to do&lt;br /&gt;
* You play little enough so as to not absorb at least 39,600 base exp per week (if not donating to the Temple of Lumnis) or 54,200 base exp per week (if donating to the Temple of Lumnis), nor even get close, and yet you &#039;&#039;do&#039;&#039; play enough that getting through the Spiritual runs of your Rings of Lumnis brooch wouldn&#039;t be difficult&lt;br /&gt;
&lt;br /&gt;
For everyone else, the new Fash&#039;lo&#039;nae&#039;s Tutelage item costs 3,500 Simucoins and can provide up to roughly an incredible 1,285,714 exp over a 90-day period for 3500 Simucoins. 100 Rings of Lumnis runs cost 10,000 Simucoins--2.857 times as much--while providing 284,700 exp per year. This means that, measuring exp per dollar, the brooch will only surpass Fash&#039;lo&#039;nae&#039;s Tutelage after ~12.9 years of play. It only swings further in favor of Tutelage at higher tiers that are less cost-effective. For example, 300 Rings of Lumnis cost 30,000 Simucoins--8.57 times as much--while providing 651,525 exp per year. In this case, the brooch will take ~16.9 years of play to surpass Tutelage.&lt;br /&gt;
&lt;br /&gt;
The only potential downside to Fash&#039;lo&#039;nae&#039;s Tutelage is that, to extract its full benefit of 100k bonus exp per week, you have to play for an additional 25,000 exp above and beyond the amount needed for your Gift of Lumnis absorption. That amount will be 14,600+25,000 exp by default or 29,200+25,000 exp if you&#039;re paying for the Temple of Lumnis bonuses.&lt;br /&gt;
&lt;br /&gt;
However, even if you don&#039;t play Tutelage for the full 25,000 exp, you still get proportional benefit to whatever amount of exp you do play. i.e. if you play for 12,500 exp beyond your Gift of Lumnis each week, then the benefit would still be 50k bonus exp per week, equaling roughly 640k exp over a 90-day period. 100 Rings of Lumnis brooch runs would still only win after ~6.45 years of play and 300 runs would still only win after ~8.45 years of play.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t want to minimize the extra playtime factor of Tutelage, so I&#039;ll acknowledge that asking people to play for 25,000 more exp per week is possibly up to 12.5 more hours playing per week assuming a baseline of ~2k exp per hour (which is achievable by most characters). However, the downside of little playtime doesn&#039;t work only against Tutelage, but also potentially against Brooches of Lumnis.&lt;br /&gt;
&lt;br /&gt;
The lower end brooch examples that I&#039;ve been mentioning so far--100 or 300 runs--can be knocked out fairly quickly since they only require commitments of hunting for 780 extra exp and 1,785 extra exp per day, which probably respectively require 4 minutes or less and 10 minutes or less per day. Those are, certainly, much easier than maximizing Tutelage for 12.5 hours per week. However, a higher end brooch example like 1,850 runs would require hunting for 5,664 extra exp per day. Some characters in swarmy areas with strong AoE abilities can get that in relatively no time, but others might need up to half an hour.&lt;br /&gt;
&lt;br /&gt;
In short, unless money is no object and/or you have little time to play (while also being able to fry quickly in the time you do play), buy Fash&#039;lo&#039;nae&#039;s Tutelage as a far better deal than Rings of Lumnis brooches. Buying both does, of course, remain an option if you money truly is no object! And if that&#039;s you, read on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
&lt;br /&gt;
Since 5118, Elanthian adventurers have traveled each year to the Needle of Pentas on the Isle of Ornath to participate in the Trials of Lumnis, a series of puzzles and trivia to test their logic and knowledge. Likewise, since 2018, the Rings of Lumnis event has presented GemStone IV players each years with tests of their own thoughts, raising questions such as &amp;quot;&#039;&#039;&#039;Is this for me?&#039;&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;&#039;What do I stand to gain?&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The short answer for most people is &amp;quot;extra experience at accelerated rates,&amp;quot; but fully explaining just how much so--and the other alternatives--is another matter. These are reasonably complex mechanical questions, which is one reason that the Rings of Lumnis event struggled in its earliest days. Wyrom recounted the following history on Discord:&lt;br /&gt;
&lt;br /&gt;
 Wyrom — 03/20/2021&lt;br /&gt;
 RoL took a pretty heavy time investment for its debut run.  Probably more so than most events.  A good chunk of live events is planning and scheduling.  For RoL, it required lots of coding, more so than Duskruin.  It also had heavy QC, more so than EG.  &#039;&#039;&#039;The initial run was a flop, so much that it came off the official Simu event list for the next year.  But because players were asking for it, we just turned it on.&#039;&#039;&#039;  There were tweaks that happened, but I don&#039;t really see us doing anything major with RoL again.  We want to add more puzzles, but I&#039;m fairly certain the unknown factors like solving puzzles led to its initial flop.&lt;br /&gt;
&lt;br /&gt;
However, as the title of this article implies, Rings of Lumnis would go on to perform as a stellar event by any measure. Wyrom would later state the following:&lt;br /&gt;
&lt;br /&gt;
 Wyrom — 06/14/2021&lt;br /&gt;
 Major events being Duskruin, RW, and EG.  Though &#039;&#039;&#039;RoL outperformed everything this year&#039;&#039;&#039;, so we probably should reconsider that event.&lt;br /&gt;
 &lt;br /&gt;
 Wyrom — 10/11/2021&lt;br /&gt;
 Years and years ago, RoL got pushed into the minor event category, so we though[t] about having it always available.  But &#039;&#039;&#039;it then blew up, and there is no way I can label it as a minor event anymore.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What happened in those years between? Let the story unfold as we dig into the details of Rings of Lumnis, starting with its signature item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Spiritual Ring: Supercharging Players and the Event Itself==&lt;br /&gt;
&lt;br /&gt;
Since the beginning, the &#039;&#039;&#039;[[Brooch of Lumnis|quintuple orb brooch]]&#039;&#039;&#039;, an account-bound pinworn item acquired only at the Rings of Lumnis event, offered players a choice of five benefits:&lt;br /&gt;
&lt;br /&gt;
* Planar: A larger experience pool capacity for half an hour.&lt;br /&gt;
* Spiritual: Instant experience absorption.&lt;br /&gt;
* Elemental: Improved odds with luck-based Adventurer&#039;s Guild bounties.&lt;br /&gt;
* Chaos: A random selection from the other four, but up to 10% more effective at it.&lt;br /&gt;
* Order: Increased bounty point rewards for half an hour.&lt;br /&gt;
&lt;br /&gt;
This article will eventually cover most of these benefits, especially since now you can have them all and it&#039;s no longer your choice of one, but I&#039;ll start by focusing heavily on the obvious:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;For most players who participated early on, and even to this day, the Spiritual benefit of instant experience absorption immediately jumped out as the most attractive.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exactly how attractive is it, though? The thresholds for benefits as of this writing are as follows, assuming one is buying from a premium subscription:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Exp Per Rub&#039;&#039;&#039;||&#039;&#039;&#039;X/Day Uses&#039;&#039;&#039;||&#039;&#039;&#039;Daily Exp&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp&#039;&#039;&#039;||&#039;&#039;&#039;Simucoin Cost&#039;&#039;&#039;||&#039;&#039;&#039;Premium Dollar Cost&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp Per Dollar&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||100||1||100||36,500||1,000||$8.69 (of a $9.99 package)||4200.23&lt;br /&gt;
|-&lt;br /&gt;
||30||200||1||200||73,000||3,000||$23.99 (of a $34.99 package)||3042.93&lt;br /&gt;
|-&lt;br /&gt;
||55||300||1||300||109,500||5,500||$42.30 (of $49.99)||2588.65&lt;br /&gt;
|-&lt;br /&gt;
||100||390||2||780||284,700||10,000|||$74.07 (of $99.99)||3843.66&lt;br /&gt;
|-&lt;br /&gt;
||300||595||3||1,785||651,525||30,000||$223.05 (of two $99.99 and one $49.99)||2920.98&lt;br /&gt;
|-&lt;br /&gt;
||750||761||4||3,044||1,111,060||75,000||$535.71 (of $999.99)||2073.995&lt;br /&gt;
|-&lt;br /&gt;
||1,250||869||5||4,345||1,585,925||125,000||$892.85 (of $999.99)||1776.25&lt;br /&gt;
|-&lt;br /&gt;
||1,850||944||6||5,664||2,067,360||185,000||$1,321.42 (of two $999.99s)||1564.499&lt;br /&gt;
|-&lt;br /&gt;
||2,500||1,009||7||7,063||2,577,995||250,000||$1,785.70 (of two $999.99s)||1443.69&lt;br /&gt;
|-&lt;br /&gt;
||3,250||1,084||8||8,672||3,165,280||325,000||$2,321.41 (of three $999.99s)||1363.52&lt;br /&gt;
|-&lt;br /&gt;
||5,000||1,259||9||11,331||4,135,815||500,000||$3,571.39 (of four $999.99s)||1158.04&lt;br /&gt;
|-&lt;br /&gt;
||7,500||1,509||10||15,090||5,507,850||750,000||$5,357.09 (of six $999.99s)||1028.14&lt;br /&gt;
|-&lt;br /&gt;
||12,000||1,959||11||21,549||7,865,385||1,200,000||$8,571.34 (of nine $999.99s)||917.64&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The short of it is:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;As long as you play enough to use the Rings of Lumnis brooch&#039;s Spiritual benefit, it offers by far the game&#039;s most efficient bang for your buck to improve experience gain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I could even go further and argue that it offers the best &#039;&#039;mechanical&#039;&#039; gain of any pay event. I realize this is a bold claim in the face of Duskruin, but even the most powerful flares only have a chance to activate while the Rings of Lumnis brooch offers high value in a guaranteed form. In fact, let&#039;s run that comparison of &#039;&#039;the most powerful&#039;&#039; flares to a similar price spent on the brooch:&lt;br /&gt;
&lt;br /&gt;
* Duskruin&#039;s xazkruvrixis metal, which has flares that instantly kill creatures, costs roughly $952 worth of bloodscrip.&lt;br /&gt;
* A Rings of Lumnis brooch with 1250 runs of the Spiritual ring, which gives the user 1.6 million experience &#039;&#039;every year,&#039;&#039; costs $892.85 worth of event entries.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s put that 1.6 million experience per year into perspective.&lt;br /&gt;
&lt;br /&gt;
A casual player who only plays exactly enough each week to finish their Gift of Lumnis earns about 1.9m annual exp ordinarily, so the brooch described above would skyrocket their exp gain to 184% of what it was. If starting fresh from level 0, they would reach level 61 within a year and level 95 within two years. Alternatively, if we look at a veteran or more hardcore player who&#039;s already capped, they would earn an additional 1920 training points (if converting PTPs to MTPs or vice versa) or 32 Ascension training points every year from the brooch alone.&lt;br /&gt;
&lt;br /&gt;
It boggles my mind that these brooches exist, but it&#039;s just as baffling to raise the question:&lt;br /&gt;
&lt;br /&gt;
 Why did this unbelievable mechanical benefit take time to catch on instead of selling like hotcakes immediately?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing It By Ear: How Rings of Lumnis got Better in Reality and Perception==&lt;br /&gt;
&lt;br /&gt;
Several factors held the Rings of Lumnis event back at the start, yet most are things of the past by now.&lt;br /&gt;
&lt;br /&gt;
One was the uncertainty factor described by Wyrom near the start of this page. Asking players to solve puzzles by guessing at verbs or answering trivia by scouring the wiki is a taller mountain to climb than asking them to defeat creatures at Duskruin and Ebon Gate or search areas at Duskruin and Rumor Woods. However, these days the answers to the puzzles and trivia are widely known and available, including even a [[Research:Rings_of_Lumnis|spoiler section on the wiki]] if one really needs it, making Rings of Lumnis more accessible.&lt;br /&gt;
&lt;br /&gt;
Only being able to keep one of the brooch&#039;s five types of benefits active before 2021 also left many players advancing exclusively in Spiritual and not spending on the other types of puzzles, but more on that later.&lt;br /&gt;
&lt;br /&gt;
One of the biggest improvements to the event, starting only days into its first run, was the addition of lightening and deepening notes as rewards. You don&#039;t--and never did--need to actually complete the Rings of Lumnis puzzles to upgrade your brooch. Merely entering the puzzle upgrades it even if you forfeit, ensuring that you get value for your Simucoins.&lt;br /&gt;
&lt;br /&gt;
Of course, players soon realized this and some began just entering and forfeiting repeatedly, seeing little reason to finish puzzles they&#039;d already encountered--if not also ones they hadn&#039;t. In response, staff added lightening and deepening notes as rewards for completion. (There are also more rare prizes like RPA orbs and most years have even had a handful of jackpot level prizes like unique lunar halos or spirit servants.) These notes allow automated lightening and deepening of your items on your schedule, so the Rings of Lumnis value proposition became not only getting experience (or, if preferred, one of the other benefits), but saving yourself or someone else a great deal of time that could have been spent waiting in merchant lines.&lt;br /&gt;
&lt;br /&gt;
 Almost the entire supply of lightening and deepening notes that are so ubiquitous in playershops today has come from players running Rings of Lumnis.&lt;br /&gt;
&lt;br /&gt;
One thing that did and probably still does hold Rings of Lumnis back, however, is that substantial brooch benefits are predicated on some combination of heavy play, heavy spending, or heavy merchanting. My earlier example used the ~1.6 million bonus exp mark, which is pretty staggering, but it also costs almost $900 and not everyone&#039;s willing to spend that. So, even though you could spend (at the low end) less than $9 to get 36,500 bonus exp a year and ten lightening or deepening notes and that&#039;s technically a great deal, it&#039;s also a small enough benefit that it might not &amp;quot;feel&amp;quot; enticing to players. I could probably argue that brooch benefits aren&#039;t felt as a big impact until at least the $74.07 threshold of 100 runs for 284,700 bonus exp per year, if not the $223.05 threshold of 651,525 exp.&lt;br /&gt;
&lt;br /&gt;
(As an aside, in case anyone is wondering, the Rings of Lumnis secondary market is historically nowhere near as robust as the Duskruin secondary market, in which players are frequently willing to sell entries for silvers. That does change a bit when event boxes are on the table, but as of this writing in 2024, the only time that happened was the 2023 Rings of Lumnis and it&#039;s not happening again this year.)&lt;br /&gt;
&lt;br /&gt;
My personal take is that the core reason Rings of Lumnis took a while to catch on is that, even though the value proposition is great, it requires analysis and &#039;&#039;math&#039;&#039; to grasp just &#039;&#039;how&#039;&#039; great it is. It&#039;s caught on through word of mouth, charts, and analogies (for example, the $74.07 threshold is comparable to more than six and a half violet orbs every year!) since not every player is willing to look that deeply into it. After all, while the mechanical benefits are a min-maxer&#039;s dream, GemStone IV is a roleplaying game and many do play primarily for that reason.&lt;br /&gt;
&lt;br /&gt;
...and that&#039;s a perfect segue to my next point:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Hidden Benefits of Time Saving and Account Boosting==&lt;br /&gt;
&lt;br /&gt;
Until now I&#039;ve been framing the brooch&#039;s instant exp absorption in the most basic terms: an additive benefit on top of your usual hunting, used by a single character. In reality, though, it doesn&#039;t need to be either of those things.&lt;br /&gt;
&lt;br /&gt;
When I first wrote this sentence, I had been idling on a node in game for three hours and I just didn&#039;t sweat it or feel the pressure that I &amp;quot;should&amp;quot; be out getting exp. It doesn&#039;t matter anymore. I hunt significantly less often than several years ago because I&#039;m doing other things--writing on the wiki, chatting on Discord, running Silverwood Manor events or Twilight Hall events, idling and talking with people--but I still gain exp matching the pace I&#039;ve planned around.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t even require a huge number of Spiritual runs to feel way more at luxury. Most people hover in the realm of earning 1800 to 2500 exp per hour when playing semi-seriously, so even a fairly modest $74.07 brooch that gives 5,460 exp per week gives a player about 2.184 to 3.03 hours of leeway.&lt;br /&gt;
&lt;br /&gt;
That said, a significant number of Spiritual runs--like, say, 1250 or more--can be a double-edged sword. Though it relieves the pressure of staying consistently active in the hunt-rest cycle, it can &#039;&#039;add&#039;&#039; the pressure of feeling the need to run through every Spiritual use each day. This can come in the form of, for example, one exhaustive power hunt with frequent absorbs, doing an instant absorb after each of the first X bounties turned in for the day, or participating in large scale group hunts like Reim or warcamps where exp flows like water.&lt;br /&gt;
&lt;br /&gt;
Another benefit of the brooch is that, as mentioned before, it&#039;s account-bound rather than character-bound, so you can give uses to another character on a premium slot for any reason you like. When Sanctify was on the verge of being released, I had begun working on another cleric who was in her mid-10s and shifted some of my Planar brooch rubs to her for a couple of weeks to bring her up to speed and start sanctifying items.&lt;br /&gt;
&lt;br /&gt;
Yes, I said Planar, not Spiritual. As nice as it is to have the freedom to shift gears and start heavily pushing a backup character with Spiritual if you want, the Planar benefit can also make a gigantic difference for a premium player who&#039;s really capitalizing on alt slots. Used carefully and split up across characters, you can more or less permanently increase the size of their exp pools. Let&#039;s break down Planar in the next section!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maximizing an Upgraded Multi-Ring Brooch==&lt;br /&gt;
&lt;br /&gt;
Since 2021, players have been able to pay a million silvers to upgrade their brooches, enabling them to add runs in every ring and therefore have every benefit. Each ring has its own number of uses per day, however. Someone can have, for example, a brooch with 300 Spiritual runs to give 595 absorbed exp three times per day, 100 Planar runs to give half an hour of +390 exp pool size twice per day, and 100 Order runs to give half an hour of +390 bounty points twice per day.&lt;br /&gt;
&lt;br /&gt;
Revisiting a simplified version of our chart...&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Exp Pool or Bounty Point Increase Per Rub&#039;&#039;&#039;||&#039;&#039;&#039;X/Day Uses&#039;&#039;&#039;||&#039;&#039;&#039;Minutes Per Day&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||100||1||30&lt;br /&gt;
|-&lt;br /&gt;
||30||200||1||30&lt;br /&gt;
|-&lt;br /&gt;
||55||300||1||30&lt;br /&gt;
|-&lt;br /&gt;
||100||390||2||60&lt;br /&gt;
|-&lt;br /&gt;
||300||595||3||90&lt;br /&gt;
|-&lt;br /&gt;
||750||761||4||120&lt;br /&gt;
|-&lt;br /&gt;
||1,250||869||5||150&lt;br /&gt;
|-&lt;br /&gt;
||1,850||944||6||180&lt;br /&gt;
|-&lt;br /&gt;
||2,500||1,009||7||210&lt;br /&gt;
|-&lt;br /&gt;
||3,250||1,084||8||240&lt;br /&gt;
|-&lt;br /&gt;
||5,000||1,259||9||270&lt;br /&gt;
|-&lt;br /&gt;
||7,500||1,509||10||300&lt;br /&gt;
|-&lt;br /&gt;
||12,000||1,959||11||330&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
...the scaling on Planar and Order is nominally identical to Spiritual, meaning that 1 absorbed exp = 1 additional exp in the pool = 1 additional bounty point. &#039;&#039;However,&#039;&#039; while Spiritual happens instantaneously and is then gone, Planar and Order each last half an hour per rub.&lt;br /&gt;
&lt;br /&gt;
In the case of Order, this means you can often get more than one use out of it. Rub the brooch just before turning in a bounty to get bonus bounty points, then complete another one within the half hour and get bonus bounty points on that too. Order is good at what it does, but I won&#039;t spend any more time on that since &#039;&#039;what it does&#039;&#039; is a niche benefit primarily helpful to players who need a steady supply of bounty points for enhancive charging or even fixskills (like, for example, if they fixskill every time Duskruin comes around or supply fixskills to wizards, clerics, and sorcerers working on improving their items).&lt;br /&gt;
&lt;br /&gt;
The benefits of the Planar ring, while not as immediately and obviously attractive as the Spiritual ring, can be substantial. On the surface level, a Spiritual benefit of (just to pick a number) 600 experience instantly absorbed per rub likely seems far better than the equivalent Planar benefit of increasing your exp pool by 600 for half an hour and gradually absorbing that over time.&lt;br /&gt;
&lt;br /&gt;
However, there are caveats and niche circumstances in which the Planar benefit can be &#039;&#039;better&#039;&#039; than the Spiritual benefit, depending on your playstyle and resources.&lt;br /&gt;
&lt;br /&gt;
First, for every 200 exp in your pool, you absorb one more experience per pulse than normal. So, using our example of a Planar brooch with 600 bonus, you&#039;d nominally have +3 experience per pulse for half an hour, which is 90 experience on top of the 600.&lt;br /&gt;
&lt;br /&gt;
Better yet, though, a Planar boost can technically extend past half an hour if you time it correctly. By turning in a bounty right before a Planar boost expires, your saturated mind state will be based on the increased exp pool. In my case, this means ~2000 experience to absorb instead of ~1500, so I retain bigger experience pulses not just for the ordinary half hour, but also during the time it takes to absorb the the additional exp above and beyond what I would have had ordinarily.&lt;br /&gt;
&lt;br /&gt;
So far, the above two points can only make a case for Planar ever exceeding Spiritual, even in the most niche scenario, if someone is playing heavily enough to be online for the full duration of exp pulses.&lt;br /&gt;
&lt;br /&gt;
However, due to how offline experience absorption works, arguably a far better use case than the above is using a Planar boost on the most &#039;&#039;infrequently&#039;&#039; played of characters. Here&#039;s an illustration:&lt;br /&gt;
&lt;br /&gt;
 Right before a player goes to bed, her level 15 character with a normal exp pool size of 900 takes on a bounty. When her normal exp pool fills up, she uses a Planar boost to increase it by 761, then fills her head again as she completes the bounty five minutes later. She turns it in, reaching a saturated point of ~2100 exp, then shuts off GS for the night.&lt;br /&gt;
 &lt;br /&gt;
 She only plays this character once per day before bed to finish out her Gift of Lumnis, so by the time she comes back, it&#039;s about 23 hours later. Using the offline exp absorption rate of 15 per 10 minutes, the character has absorbed 2070 experience.&lt;br /&gt;
 &lt;br /&gt;
 Crucially, if she &#039;&#039;hadn&#039;t&#039;&#039; used the Planar boost, then her saturated exp pool would have been around 1400, so she would have come back to exactly that much experience absorbed. In other words, the character gained a net benefit of 670 experience from this 761 experience Planar boost.&lt;br /&gt;
 &lt;br /&gt;
 However, she&#039;s not done. You see, the Planar boost lasts half an hour and we said that so far she only had it active for five minutes while finishing her bounty. Now she gets a new bounty and we&#039;ll say it takes ten minutes to complete and turn in, so she does that and shuts off for the night again, ending with ~2100 exp.&lt;br /&gt;
 &lt;br /&gt;
 This time she comes back to play 24 hours later and has absorbed all 2100 exp, which again is 700 more than she would have if she didn&#039;t have a Planar boost active. At this point she&#039;s now gotten a 1370 experience benefit from a rub of a 761 experience Planar ring.&lt;br /&gt;
 &lt;br /&gt;
 ...but the Planar boost still has 15 minutes left, so if she can finish another bounty in that time, she can get &#039;&#039;2070&#039;&#039; experience (by the time she logs on again tomorrow night) from this one Planar rub.&lt;br /&gt;
&lt;br /&gt;
In reality, it&#039;s even better than that because this example doesn&#039;t mention the larger exp pulses or the increased instant absorption from bounty turn-ins with a bigger exp pool. Still, as nice as those are, they&#039;re minutiae compared to the overarching point:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;On a character played only once a day, a Planar rub can be equivalent to multiple Spiritual rubs. If you can complete bounties quickly enough on such a character, it&#039;s essentially like permanently increasing your exp pool.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
But let&#039;s step back for a second. If the character&#039;s brooch is good for an exp pool of 761, then it has four uses per day, so why does it matter that she can get 2070 exp out of one rub over the course of three days? What happens to the other eleven rubs?&lt;br /&gt;
&lt;br /&gt;
Well, there are three broad possibilities. One is better than its Spiritual counterpart, one is worse, and the other depends (but will generally favor Spiritual).&lt;br /&gt;
&lt;br /&gt;
In the example as it was written--a player who consistently hunts exactly seven times per week--the extra rubs are pointless and she most likely would have been better off going with Spiritual. The daily exp absorbed per Planar rub via offline absorption is 670 whereas Spiritual would have been the full 761, so Spiritual can only win if her hunts are typically short enough or against underleveled enough creatures that using a Spiritual rub is either A) unlikely to get its full amount or B) would likely leave her at noticeably less than a full mind by the time she&#039;s finished, therefore reducing the amount of exp instantly absorbed when turning in her bounty.&lt;br /&gt;
&lt;br /&gt;
The second possibility involves stacking Planar rubs. If we changed our example from a player who hunts once per day to a player who hunts once per day except for Saturdays, when she plays anywhere from 4-8 hours, then she has her full exp pool permanently active due to gaining more hours of boost than she&#039;s using six days a week.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve done this myself. With my earlier example of a mid-10s cleric, at one point I had stacked over eight hours of Planar boost by adding an hour (two rubs) each day while only hunting her once. Since she was a premium alt who had stocked hundreds of instant mind clearers over years of daily logins, I then basically just power hunted to blast through her early levels and get to Sanctifying. (And, yes, I said I stacked &#039;&#039;over eight hours&#039;&#039;--because, unlike conventional spell effects, Rings of Lumnis brooch benefits aren&#039;t constrained to a four hour and ten minute maximum.)&lt;br /&gt;
&lt;br /&gt;
Barring a scenario like that with tons of mind clearers stocked ahead of time, though, a Spiritual brooch will still pay off more even for a player who only plays heavily once per week.&lt;br /&gt;
&lt;br /&gt;
So the third possibility, and the one where Planar really does shine, involves premium accounts. If we used an example of a player who hunts &#039;&#039;four characters&#039;&#039; once per day each, she could split the brooch uses among them and basically they would &#039;&#039;all&#039;&#039; end up with larger exp pools as a reward for her item management juggling.&lt;br /&gt;
&lt;br /&gt;
Having said all that, I&#039;ll reiterate that you can also just build up Planar &#039;&#039;and&#039;&#039; Spiritual on the same brooch!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Tangent on the Orb Alternative==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a comparison of yearly exp from Rings of Lumnis brooches to [[Roleplaying_award#Roleplaying_Experience_Award_Levels|indigo orbs or violet orbs]], which are respectively worth 21,875 or 42,875 exp. You can think of Rings of Lumnis entries like a one-time fee for a lifetime subscription to some number of yearly orbs!&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp&#039;&#039;&#039;||&#039;&#039;&#039;Equivalent in Indigo Orbs&#039;&#039;&#039;||&#039;&#039;&#039;Equivalent in Violet Orbs&#039;&#039;&#039;||&#039;&#039;&#039;Simucoin Cost&#039;&#039;&#039;||&#039;&#039;&#039;Premium Dollar Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||36,500||1.6686||0.8513||1,000||$8.69 (of a $9.99 package)&lt;br /&gt;
|-&lt;br /&gt;
||30||73,000||3.3371||1.7026||3,000||$23.99 (of a $34.99 package)&lt;br /&gt;
|-&lt;br /&gt;
||55||109,500||5.0057||2.5539||5,500||$42.30 (of $49.99)&lt;br /&gt;
|-&lt;br /&gt;
||100||284,700||13.0149||6.6402||10,000|||$74.07 (of $99.99)&lt;br /&gt;
|-&lt;br /&gt;
||300||651,525||29.784||15.1959||30,000||$223.05 (of two $99.99 and one $49.99)&lt;br /&gt;
|-&lt;br /&gt;
||750||1,111,060||50,7913||25.9139||75,000||$535.71 (of $999.99)&lt;br /&gt;
|-&lt;br /&gt;
||1,250||1,585,925||72.4994||36.9895||125,000||$892.85 (of $999.99)&lt;br /&gt;
|-&lt;br /&gt;
||1,850||2,067,360||94.5079||48.2183||185,000||$1,321.42 (of two $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||2,500||2,577,995||117.8512||60.128||250,000||$1,785.70 (of two $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||3,250||3,165,280||144.6985||73.8258||325,000||$2,321.41 (of three $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||5,000||4,135,815||189.0658||96.4622||500,000||$3,571.39 (of four $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||7,500||5,507,850||251.7874||128.46297||750,000||$5,357.09 (of six $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||12,000||7,865,385||359.5605||183.4492||1,200,000||$8,571.34 (of nine $999.99s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I want to put this in perspective. Let&#039;s say that Wyrom offers a violet orb at Duskruin for 5000 bloodscrip. 5000 bloodscrip can be earned from 16.67 Duskruin entries. We&#039;ll round up and call it 1700 Simucoins. Let&#039;s also say you&#039;re buying Simucoins in the $49.99 package on a premium account. At that point, 5000 bloodscrip, and therefore the violet orb, costs $13.07--and that&#039;s why I never buy them.&lt;br /&gt;
&lt;br /&gt;
At the 100 Rings of Lumnis entries mark, the exp equivalent of a yearly violet orb--not a one-off--costs $11.1548, which is cheaper &#039;&#039;and&#039;&#039; a recurring benefit. At the 300 Rings of Lumnis entries mark, the exp equivalent of a yearly violet orb costs $14.6783, which is slightly more than $13.07, but is again a recurring benefit.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s skip ahead to what&#039;s technically the least bang for your buck in Rings of Lumnis. At 12,000 entries, the exp equivalent of a yearly violet orb costs $46.7232. Obviously this is much more than $13.07, but if you play for at least 3.575 years, it swings around and becomes a better deal. The longer you keep playing afterward, the better it gets.&lt;br /&gt;
&lt;br /&gt;
These are the kinds of things I probably shouldn&#039;t even talk about since it might stop people from buying unattuned indigo orbs or violet orbs that I put in my playershop, but the mathematical truth is that if you&#039;re a GemStone player who&#039;s here for the long term &#039;&#039;and&#039;&#039; who has time to get through brooch rubs every day (or almost every day), then Rings of Lumnis entries are always a better deal than any price--in bloodscrip, raikhen, or silver--I&#039;ve ever seen orbs offered at. Orbs are only worthwhile if you have little time to play, if you go through long stretches of not playing, if you have a short-term goal that you want to hit very quickly, or other situations like that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Note: There&#039;s still more to come since this guide hasn&#039;t covered the Chaos benefit yet! Didn&#039;t want to hold off for that, though, since this is perfectly suitable as a first draft covering what are by far the three most used benefits.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Rings of Lumnis]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Rags_to_Riches:_The_Rings_of_Lumnis_Story&amp;diff=252092</id>
		<title>Leafiara (prime)/Mechanical Musings/Rags to Riches: The Rings of Lumnis Story</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Rags_to_Riches:_The_Rings_of_Lumnis_Story&amp;diff=252092"/>
		<updated>2026-01-19T05:59:38Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = Rags to Riches: The Rings of Lumnis Story&lt;br /&gt;
|topic = Experience, Rings of Lumnis&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-05-02&lt;br /&gt;
|updated = 2026-01-18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2026 Disclaimer and Update==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;The below is preserved as a legacy guide that I don&#039;t want to rewrite from the ground up, but suffice it to say that I recommend against Rings of Lumnis brooches beyond 100 or maybe 300 runs at this point in time for the average player.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The exception&#039;&#039;&#039; is if either or both of the following are true:&lt;br /&gt;
* You have enough spending money that using all possible means of exp acceleration regardless of bang for your buck is exactly what you wish to do&lt;br /&gt;
* You play little enough so as to not absorb at least 39,600 base exp per week (if not donating to the Temple of Lumnis) or 54,200 base exp per week (if donating to the Temple of Lumnis), nor even get close, and yet you &#039;&#039;do&#039;&#039; play enough that getting through the Spiritual runs of your Rings of Lumnis brooch wouldn&#039;t be difficult&lt;br /&gt;
&lt;br /&gt;
For everyone else, the new Fash&#039;lo&#039;nae&#039;s Tutelage item costs 3,500 Simucoins and can provide up to roughly an incredible 1,285,714 exp over a 90-day period for 3500 Simucoins. 100 Rings of Lumnis runs cost 10,000 Simucoins--2.857 times as much--while providing 284,700 exp per year. This means that, measuring exp per dollar, the brooch will only surpass Fash&#039;lo&#039;nae&#039;s Tutelage after ~12.9 years of play. It only swings further in favor of Tutelage at higher tiers that are less cost-effective. For example, 300 Rings of Lumnis cost 30,000 Simucoins--8.57 times as much--while providing 651,525 exp per year. In this case, the brooch will take ~16.9 years of play to surpass Tutelage.&lt;br /&gt;
&lt;br /&gt;
The only potential downside to Fash&#039;lo&#039;nae&#039;s Tutelage is that, to extract its full benefit of 100k bonus exp per week, you have to play for an additional 25,000 exp above and beyond the amount needed for your Gift of Lumnis absorption. That amount will be 14,600+25,000 exp by default or 29,200+25,000 exp if you&#039;re paying for the Temple of Lumnis bonuses.&lt;br /&gt;
&lt;br /&gt;
However, even if you don&#039;t play Tutelage for the full 25,000 exp, you still get proportional benefit to whatever amount of exp you do play. i.e. if you play for 12,500 exp beyond your Gift of Lumnis each week, then the benefit would still be 50k bonus exp per week, equaling roughly 640k exp over a 90-day period. 100 Rings of Lumnis brooch runs would still only win after ~6.45 years of play and 300 runs would still only win after ~8.45 years of play.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t want to minimize the extra playtime factor of Tutelage, so I&#039;ll acknowledge that asking people to play for 25,000 more exp per week is possibly up to 12.5 more hours playing per week assuming a baseline of ~2k exp per hour (which is achievable by most characters). However, the downside of little playtime doesn&#039;t work only against Tutelage, but also potentially against Brooches of Lumnis.&lt;br /&gt;
&lt;br /&gt;
The lower end brooch examples that I&#039;ve been mentioning so far--100 or 300 runs--can be knocked out fairly quickly since they only require commitments of hunting for 780 extra exp and 1,785 extra exp per day, which probably respectively require 4 minutes or less and 10 minutes or less per day. Those are, certainly, much easier than maximizing Tutelage for 12.5 hours per week. However, a higher end brooch example like 1,850 runs would require hunting for 5,664 extra exp per day. Some characters in swarmy areas with strong AoE abilities can get that in relatively no time, but others might need up to half an hour.&lt;br /&gt;
&lt;br /&gt;
In short, unless money is no object and/or you have little time to play (while also being able to fry quickly in the time you do play), buy Fash&#039;lo&#039;nae&#039;s Tutelage as a far better deal than Rings of Lumnis brooches. Buying both does, of course, remain an option if you money truly is no object! And if that&#039;s you, read on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
&lt;br /&gt;
Since 5118, Elanthian adventurers have traveled each year to the Needle of Pentas on the Isle of Ornath to participate in the Trials of Lumnis, a series of puzzles and trivia to test their logic and knowledge. Likewise, since 2018, the Rings of Lumnis event has presented GemStone IV players each years with tests of their own thoughts, raising questions such as &amp;quot;&#039;&#039;&#039;Is this for me?&#039;&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;&#039;What do I stand to gain?&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The short answer for most people is &amp;quot;extra experience at accelerated rates,&amp;quot; but fully explaining just how much so--and the other alternatives--is another matter. These are reasonably complex mechanical questions, which is one reason that the Rings of Lumnis event struggled in its earliest days. Wyrom recounted the following history on Discord:&lt;br /&gt;
&lt;br /&gt;
 Wyrom — 03/20/2021&lt;br /&gt;
 RoL took a pretty heavy time investment for its debut run.  Probably more so than most events.  A good chunk of live events is planning and scheduling.  For RoL, it required lots of coding, more so than Duskruin.  It also had heavy QC, more so than EG.  &#039;&#039;&#039;The initial run was a flop, so much that it came off the official Simu event list for the next year.  But because players were asking for it, we just turned it on.&#039;&#039;&#039;  There were tweaks that happened, but I don&#039;t really see us doing anything major with RoL again.  We want to add more puzzles, but I&#039;m fairly certain the unknown factors like solving puzzles led to its initial flop.&lt;br /&gt;
&lt;br /&gt;
However, as the title of this article implies, Rings of Lumnis would go on to perform as a stellar event by any measure. Wyrom would later state the following:&lt;br /&gt;
&lt;br /&gt;
 Wyrom — 06/14/2021&lt;br /&gt;
 Major events being Duskruin, RW, and EG.  Though &#039;&#039;&#039;RoL outperformed everything this year&#039;&#039;&#039;, so we probably should reconsider that event.&lt;br /&gt;
 &lt;br /&gt;
 Wyrom — 10/11/2021&lt;br /&gt;
 Years and years ago, RoL got pushed into the minor event category, so we though[t] about having it always available.  But &#039;&#039;&#039;it then blew up, and there is no way I can label it as a minor event anymore.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What happened in those years between? Let the story unfold as we dig into the details of Rings of Lumnis, starting with its signature item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Spiritual Ring: Supercharging Players and the Event Itself==&lt;br /&gt;
&lt;br /&gt;
Since the beginning, the &#039;&#039;&#039;[[Brooch of Lumnis|quintuple orb brooch]]&#039;&#039;&#039;, an account-bound pinworn item acquired only at the Rings of Lumnis event, offered players a choice of five benefits:&lt;br /&gt;
&lt;br /&gt;
* Planar: A larger experience pool capacity for half an hour.&lt;br /&gt;
* Spiritual: Instant experience absorption.&lt;br /&gt;
* Elemental: Improved odds with luck-based Adventurer&#039;s Guild bounties.&lt;br /&gt;
* Chaos: A random selection from the other four, but up to 10% more effective at it.&lt;br /&gt;
* Order: Increased bounty point rewards for half an hour.&lt;br /&gt;
&lt;br /&gt;
This article will eventually cover most of these benefits, especially since now you can have them all and it&#039;s no longer your choice of one, but I&#039;ll start by focusing heavily on the obvious:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;For most players who participated early on, and even to this day, the Spiritual benefit of instant experience absorption immediately jumped out as the most attractive.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exactly how attractive is it, though? The thresholds for benefits as of this writing are as follows, assuming one is buying from a premium subscription:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Exp Per Rub&#039;&#039;&#039;||&#039;&#039;&#039;X/Day Uses&#039;&#039;&#039;||&#039;&#039;&#039;Daily Exp&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp&#039;&#039;&#039;||&#039;&#039;&#039;Simucoin Cost&#039;&#039;&#039;||&#039;&#039;&#039;Premium Dollar Cost&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp Per Dollar&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||100||1||100||36,500||1,000||$8.69 (of a $9.99 package)||4200.23&lt;br /&gt;
|-&lt;br /&gt;
||30||200||1||200||73,000||3,000||$23.99 (of a $34.99 package)||3042.93&lt;br /&gt;
|-&lt;br /&gt;
||55||300||1||300||109,500||5,500||$42.30 (of $49.99)||2588.65&lt;br /&gt;
|-&lt;br /&gt;
||100||390||2||780||284,700||10,000|||$74.07 (of $99.99)||3843.66&lt;br /&gt;
|-&lt;br /&gt;
||300||595||3||1,785||651,525||30,000||$223.05 (of two $99.99 and one $49.99)||2920.98&lt;br /&gt;
|-&lt;br /&gt;
||750||761||4||3,044||1,111,060||75,000||$535.71 (of $999.99)||2073.995&lt;br /&gt;
|-&lt;br /&gt;
||1,250||869||5||4,345||1,585,925||125,000||$892.85 (of $999.99)||1776.25&lt;br /&gt;
|-&lt;br /&gt;
||1,850||944||6||5,664||2,067,360||185,000||$1,321.42 (of two $999.99s)||1564.499&lt;br /&gt;
|-&lt;br /&gt;
||2,500||1,009||7||7,063||2,577,995||250,000||$1,785.70 (of two $999.99s)||1443.69&lt;br /&gt;
|-&lt;br /&gt;
||3,250||1,084||8||8,672||3,165,280||325,000||$2,321.41 (of three $999.99s)||1363.52&lt;br /&gt;
|-&lt;br /&gt;
||5,000||1,259||9||11,331||4,135,815||500,000||$3,571.39 (of four $999.99s)||1158.04&lt;br /&gt;
|-&lt;br /&gt;
||7,500||1,509||10||15,090||5,507,850||750,000||$5,357.09 (of six $999.99s)||1028.14&lt;br /&gt;
|-&lt;br /&gt;
||12,000||1,959||11||21,549||7,865,385||1,200,000||$8,571.34 (of nine $999.99s)||917.64&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The short of it is:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;As long as you play enough to use the Rings of Lumnis brooch&#039;s Spiritual benefit, it offers by far the game&#039;s most efficient bang for your buck to improve experience gain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I could even go further and argue that it offers the best &#039;&#039;mechanical&#039;&#039; gain of any pay event. I realize this is a bold claim in the face of Duskruin, but even the most powerful flares only have a chance to activate while the Rings of Lumnis brooch offers high value in a guaranteed form. In fact, let&#039;s run that comparison of &#039;&#039;the most powerful&#039;&#039; flares to a similar price spent on the brooch:&lt;br /&gt;
&lt;br /&gt;
* Duskruin&#039;s xazkruvrixis metal, which has flares that instantly kill creatures, costs roughly $952 worth of bloodscrip.&lt;br /&gt;
* A Rings of Lumnis brooch with 1250 runs of the Spiritual ring, which gives the user 1.6 million experience &#039;&#039;every year,&#039;&#039; costs $892.85 worth of event entries.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s put that 1.6 million experience per year into perspective.&lt;br /&gt;
&lt;br /&gt;
A casual player who only plays exactly enough each week to finish their Gift of Lumnis earns about 1.9m annual exp ordinarily, so the brooch described above would skyrocket their exp gain to 184% of what it was. If starting fresh from level 0, they would reach level 61 within a year and level 95 within two years. Alternatively, if we look at a veteran or more hardcore player who&#039;s already capped, they would earn an additional 1920 training points (if converting PTPs to MTPs or vice versa) or 32 Ascension training points every year from the brooch alone.&lt;br /&gt;
&lt;br /&gt;
It boggles my mind that these brooches exist, but it&#039;s just as baffling to raise the question:&lt;br /&gt;
&lt;br /&gt;
 Why did this unbelievable mechanical benefit take time to catch on instead of selling like hotcakes immediately?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing It By Ear: How Rings of Lumnis got Better in Reality and Perception==&lt;br /&gt;
&lt;br /&gt;
Several factors held the Rings of Lumnis event back at the start, yet most are things of the past by now.&lt;br /&gt;
&lt;br /&gt;
One was the uncertainty factor described by Wyrom near the start of this page. Asking players to solve puzzles by guessing at verbs or answering trivia by scouring the wiki is a taller mountain to climb than asking them to defeat creatures at Duskruin and Ebon Gate or search areas at Duskruin and Rumor Woods. However, these days the answers to the puzzles and trivia are widely known and available, including even a [[Research:Rings_of_Lumnis|spoiler section on the wiki]] if one really needs it, making Rings of Lumnis more accessible.&lt;br /&gt;
&lt;br /&gt;
Only being able to keep one of the brooch&#039;s five types of benefits active before 2021 also left many players advancing exclusively in Spiritual and not spending on the other types of puzzles, but more on that later.&lt;br /&gt;
&lt;br /&gt;
One of the biggest improvements to the event, starting only days into its first run, was the addition of lightening and deepening notes as rewards. You don&#039;t--and never did--need to actually complete the Rings of Lumnis puzzles to upgrade your brooch. Merely entering the puzzle upgrades it even if you forfeit, ensuring that you get value for your Simucoins.&lt;br /&gt;
&lt;br /&gt;
Of course, players soon realized this and some began just entering and forfeiting repeatedly, seeing little reason to finish puzzles they&#039;d already encountered--if not also ones they hadn&#039;t. In response, staff added lightening and deepening notes as rewards for completion. (There are also more rare prizes like RPA orbs and most years have even had a handful of jackpot level prizes like unique lunar halos or spirit servants.) These notes allow automated lightening and deepening of your items on your schedule, so the Rings of Lumnis value proposition became not only getting experience (or, if preferred, one of the other benefits), but saving yourself or someone else a great deal of time that could have been spent waiting in merchant lines.&lt;br /&gt;
&lt;br /&gt;
 Almost the entire supply of lightening and deepening notes that are so ubiquitous in playershops today has come from players running Rings of Lumnis.&lt;br /&gt;
&lt;br /&gt;
One thing that did and probably still does hold Rings of Lumnis back, however, is that substantial brooch benefits are predicated on some combination of heavy play, heavy spending, or heavy merchanting. My earlier example used the ~1.6 million bonus exp mark, which is pretty staggering, but it also costs almost $900 and not everyone&#039;s willing to spend that. So, even though you could spend (at the low end) less than $9 to get 36,500 bonus exp a year and ten lightening or deepening notes and that&#039;s technically a great deal, it&#039;s also a small enough benefit that it might not &amp;quot;feel&amp;quot; enticing to players. I could probably argue that brooch benefits aren&#039;t felt as a big impact until at least the $74.07 threshold of 100 runs for 284,700 bonus exp per year, if not the $223.05 threshold of 651,525 exp.&lt;br /&gt;
&lt;br /&gt;
(As an aside, in case anyone is wondering, the Rings of Lumnis secondary market is historically nowhere near as robust as the Duskruin secondary market, in which players are frequently willing to sell entries for silvers. That does change a bit when event boxes are on the table, but as of this writing in 2024, the only time that happened was the 2023 Rings of Lumnis and it&#039;s not happening again this year.)&lt;br /&gt;
&lt;br /&gt;
My personal take is that the core reason Rings of Lumnis took a while to catch on is that, even though the value proposition is great, it requires analysis and &#039;&#039;math&#039;&#039; to grasp just &#039;&#039;how&#039;&#039; great it is. It&#039;s caught on through word of mouth, charts, and analogies (for example, the $74.07 threshold is comparable to more than six and a half violet orbs every year!) since not every player is willing to look that deeply into it. After all, while the mechanical benefits are a min-maxer&#039;s dream, GemStone IV is a roleplaying game and many do play primarily for that reason.&lt;br /&gt;
&lt;br /&gt;
...and that&#039;s a perfect segue to my next point:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Hidden Benefits of Time Saving and Account Boosting==&lt;br /&gt;
&lt;br /&gt;
Until now I&#039;ve been framing the brooch&#039;s instant exp absorption in the most basic terms: an additive benefit on top of your usual hunting, used by a single character. In reality, though, it doesn&#039;t need to be either of those things.&lt;br /&gt;
&lt;br /&gt;
When I first wrote this sentence, I had been idling on a node in game for three hours and I just didn&#039;t sweat it or feel the pressure that I &amp;quot;should&amp;quot; be out getting exp. It doesn&#039;t matter anymore. I hunt significantly less often than several years ago because I&#039;m doing other things--writing on the wiki, chatting on Discord, running Silverwood Manor events or Twilight Hall events, idling and talking with people--but I still gain exp matching the pace I&#039;ve planned around.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t even require a huge number of Spiritual runs to feel way more at luxury. Most people hover in the realm of earning 1800 to 2500 exp per hour when playing semi-seriously, so even a fairly modest $74.07 brooch that gives 5,460 exp per week gives a player about 2.184 to 3.03 hours of leeway.&lt;br /&gt;
&lt;br /&gt;
That said, a significant number of Spiritual runs--like, say, 1250 or more--can be a double-edged sword. Though it relieves the pressure of staying consistently active in the hunt-rest cycle, it can &#039;&#039;add&#039;&#039; the pressure of feeling the need to run through every Spiritual use each day. This can come in the form of, for example, one exhaustive power hunt with frequent absorbs, doing an instant absorb after each of the first X bounties turned in for the day, or participating in large scale group hunts like Reim or warcamps where exp flows like water.&lt;br /&gt;
&lt;br /&gt;
Another benefit of the brooch is that, as mentioned before, it&#039;s account-bound rather than character-bound, so you can give uses to another character on a premium slot for any reason you like. When Sanctify was on the verge of being released, I had begun working on another cleric who was in her mid-10s and shifted some of my Planar brooch rubs to her for a couple of weeks to bring her up to speed and start sanctifying items.&lt;br /&gt;
&lt;br /&gt;
Yes, I said Planar, not Spiritual. As nice as it is to have the freedom to shift gears and start heavily pushing a backup character with Spiritual if you want, the Planar benefit can also make a gigantic difference for a premium player who&#039;s really capitalizing on alt slots. Used carefully and split up across characters, you can more or less permanently increase the size of their exp pools. Let&#039;s break down Planar in the next section!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maximizing an Upgraded Multi-Ring Brooch==&lt;br /&gt;
&lt;br /&gt;
Since 2021, players have been able to pay a million silvers to upgrade their brooches, enabling them to add runs in every ring and therefore have every benefit. Each ring has its own number of uses per day, however. Someone can have, for example, a brooch with 300 Spiritual runs to give 595 absorbed exp three times per day, 100 Planar runs to give half an hour of +390 exp pool size twice per day, and 100 Order runs to give half an hour of +390 bounty points twice per day.&lt;br /&gt;
&lt;br /&gt;
Revisiting a simplified version of our chart...&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Exp Pool or Bounty Point Increase Per Rub&#039;&#039;&#039;||&#039;&#039;&#039;X/Day Uses&#039;&#039;&#039;||&#039;&#039;&#039;Minutes Per Day&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||100||1||30&lt;br /&gt;
|-&lt;br /&gt;
||30||200||1||30&lt;br /&gt;
|-&lt;br /&gt;
||55||300||1||30&lt;br /&gt;
|-&lt;br /&gt;
||100||390||2||60&lt;br /&gt;
|-&lt;br /&gt;
||300||595||3||90&lt;br /&gt;
|-&lt;br /&gt;
||750||761||4||120&lt;br /&gt;
|-&lt;br /&gt;
||1,250||869||5||150&lt;br /&gt;
|-&lt;br /&gt;
||1,850||944||6||180&lt;br /&gt;
|-&lt;br /&gt;
||2,500||1,009||7||210&lt;br /&gt;
|-&lt;br /&gt;
||3,250||1,084||8||240&lt;br /&gt;
|-&lt;br /&gt;
||5,000||1,259||9||270&lt;br /&gt;
|-&lt;br /&gt;
||7,500||1,509||10||300&lt;br /&gt;
|-&lt;br /&gt;
||12,000||1,959||11||330&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
...the scaling on Planar and Order is nominally identical to Spiritual, meaning that 1 absorbed exp = 1 additional exp in the pool = 1 additional bounty point. &#039;&#039;However,&#039;&#039; while Spiritual happens instantaneously and is then gone, Planar and Order each last half an hour per rub.&lt;br /&gt;
&lt;br /&gt;
In the case of Order, this means you can often get more than one use out of it. Rub the brooch just before turning in a bounty to get bonus bounty points, then complete another one within the half hour and get bonus bounty points on that too. Order is good at what it does, but I won&#039;t spend any more time on that since &#039;&#039;what it does&#039;&#039; is a niche benefit primarily helpful to players who need a steady supply of bounty points for enhancive charging or even fixskills (like, for example, if they fixskill every time Duskruin comes around or supply fixskills to wizards, clerics, and sorcerers working on improving their items).&lt;br /&gt;
&lt;br /&gt;
The benefits of the Planar ring, while not as immediately and obviously attractive as the Spiritual ring, can be substantial. On the surface level, a Spiritual benefit of (just to pick a number) 600 experience instantly absorbed per rub likely seems far better than the equivalent Planar benefit of increasing your exp pool by 600 for half an hour and gradually absorbing that over time.&lt;br /&gt;
&lt;br /&gt;
However, there are caveats and niche circumstances in which the Planar benefit can be &#039;&#039;better&#039;&#039; than the Spiritual benefit, depending on your playstyle and resources.&lt;br /&gt;
&lt;br /&gt;
First, for every 200 exp in your pool, you absorb one more experience per pulse than normal. So, using our example of a Planar brooch with 600 bonus, you&#039;d nominally have +3 experience per pulse for half an hour, which is 90 experience on top of the 600.&lt;br /&gt;
&lt;br /&gt;
Better yet, though, a Planar boost can technically extend past half an hour if you time it correctly. By turning in a bounty right before a Planar boost expires, your saturated mind state will be based on the increased exp pool. In my case, this means ~2000 experience to absorb instead of ~1500, so I retain bigger experience pulses not just for the ordinary half hour, but also during the time it takes to absorb the the additional exp above and beyond what I would have had ordinarily.&lt;br /&gt;
&lt;br /&gt;
So far, the above two points can only make a case for Planar ever exceeding Spiritual, even in the most niche scenario, if someone is playing heavily enough to be online for the full duration of exp pulses.&lt;br /&gt;
&lt;br /&gt;
However, due to how offline experience absorption works, arguably a far better use case than the above is using a Planar boost on the most &#039;&#039;infrequently&#039;&#039; played of characters. Here&#039;s an illustration:&lt;br /&gt;
&lt;br /&gt;
 Right before a player goes to bed, her level 15 character with a normal exp pool size of 900 takes on a bounty. When her normal exp pool fills up, she uses a Planar boost to increase it by 761, then fills her head again as she completes the bounty five minutes later. She turns it in, reaching a saturated point of ~2100 exp, then shuts off GS for the night.&lt;br /&gt;
 &lt;br /&gt;
 She only plays this character once per day before bed to finish out her Gift of Lumnis, so by the time she comes back, it&#039;s about 23 hours later. Using the offline exp absorption rate of 15 per 10 minutes, the character has absorbed 2070 experience.&lt;br /&gt;
 &lt;br /&gt;
 Crucially, if she &#039;&#039;hadn&#039;t&#039;&#039; used the Planar boost, then her saturated exp pool would have been around 1400, so she would have come back to exactly that much experience absorbed. In other words, the character gained a net benefit of 670 experience from this 761 experience Planar boost.&lt;br /&gt;
 &lt;br /&gt;
 However, she&#039;s not done. You see, the Planar boost lasts half an hour and we said that so far she only had it active for five minutes while finishing her bounty. Now she gets a new bounty and we&#039;ll say it takes ten minutes to complete and turn in, so she does that and shuts off for the night again, ending with ~2100 exp.&lt;br /&gt;
 &lt;br /&gt;
 This time she comes back to play 24 hours later and has absorbed all 2100 exp, which again is 700 more than she would have if she didn&#039;t have a Planar boost active. At this point she&#039;s now gotten a 1370 experience benefit from a rub of a 761 experience Planar ring.&lt;br /&gt;
 &lt;br /&gt;
 ...but the Planar boost still has 15 minutes left, so if she can finish another bounty in that time, she can get &#039;&#039;2070&#039;&#039; experience (by the time she logs on again tomorrow night) from this one Planar rub.&lt;br /&gt;
&lt;br /&gt;
In reality, it&#039;s even better than that because this example doesn&#039;t mention the larger exp pulses or the increased instant absorption from bounty turn-ins with a bigger exp pool. Still, as nice as those are, they&#039;re minutiae compared to the overarching point:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;On a character played only once a day, a Planar rub can be equivalent to multiple Spiritual rubs. If you can complete bounties quickly enough on such a character, it&#039;s essentially like permanently increasing your exp pool.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
But let&#039;s step back for a second. If the character&#039;s brooch is good for an exp pool of 761, then it has four uses per day, so why does it matter that she can get 2070 exp out of one rub over the course of three days? What happens to the other eleven rubs?&lt;br /&gt;
&lt;br /&gt;
Well, there are three broad possibilities. One is better than its Spiritual counterpart, one is worse, and the other depends (but will generally favor Spiritual).&lt;br /&gt;
&lt;br /&gt;
In the example as it was written--a player who consistently hunts exactly seven times per week--the extra rubs are pointless and she most likely would have been better off going with Spiritual. The daily exp absorbed per Planar rub via offline absorption is 670 whereas Spiritual would have been the full 761, so Spiritual can only win if her hunts are typically short enough or against underleveled enough creatures that using a Spiritual rub is either A) unlikely to get its full amount or B) would likely leave her at noticeably less than a full mind by the time she&#039;s finished, therefore reducing the amount of exp instantly absorbed when turning in her bounty.&lt;br /&gt;
&lt;br /&gt;
The second possibility involves stacking Planar rubs. If we changed our example from a player who hunts once per day to a player who hunts once per day except for Saturdays, when she plays anywhere from 4-8 hours, then she has her full exp pool permanently active due to gaining more hours of boost than she&#039;s using six days a week.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve done this myself. With my earlier example of a mid-10s cleric, at one point I had stacked over eight hours of Planar boost by adding an hour (two rubs) each day while only hunting her once. Since she was a premium alt who had stocked hundreds of instant mind clearers over years of daily logins, I then basically just power hunted to blast through her early levels and get to Sanctifying. (And, yes, I said I stacked &#039;&#039;over eight hours&#039;&#039;--because, unlike conventional spell effects, Rings of Lumnis brooch benefits aren&#039;t constrained to a four hour and ten minute maximum.)&lt;br /&gt;
&lt;br /&gt;
Barring a scenario like that with tons of mind clearers stocked ahead of time, though, a Spiritual brooch will still pay off more even for a player who only plays heavily once per week.&lt;br /&gt;
&lt;br /&gt;
So the third possibility, and the one where Planar really does shine, involves premium accounts. If we used an example of a player who hunts &#039;&#039;four characters&#039;&#039; once per day each, she could split the brooch uses among them and basically they would &#039;&#039;all&#039;&#039; end up with larger exp pools as a reward for her item management juggling.&lt;br /&gt;
&lt;br /&gt;
Having said all that, I&#039;ll reiterate that you can also just build up Planar &#039;&#039;and&#039;&#039; Spiritual on the same brooch!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Tangent on the Orb Alternative==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a comparison of yearly exp from Rings of Lumnis brooches to [[Roleplaying_award#Roleplaying_Experience_Award_Levels|indigo orbs or violet orbs]], which are respectively worth 21,875 or 42,875 exp. You can think of Rings of Lumnis entries like a one-time fee for a lifetime subscription to some number of yearly orbs!&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp&#039;&#039;&#039;||&#039;&#039;&#039;Equivalent in Indigo Orbs&#039;&#039;&#039;||&#039;&#039;&#039;Equivalent in Violet Orbs&#039;&#039;&#039;||&#039;&#039;&#039;Simucoin Cost&#039;&#039;&#039;||&#039;&#039;&#039;Premium Dollar Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||36,500||1.6686||0.8513||1,000||$8.69 (of a $9.99 package)&lt;br /&gt;
|-&lt;br /&gt;
||30||73,000||3.3371||1.7026||3,000||$23.99 (of a $34.99 package)&lt;br /&gt;
|-&lt;br /&gt;
||55||109,500||5.0057||2.5539||5,500||$42.30 (of $49.99)&lt;br /&gt;
|-&lt;br /&gt;
||100||284,700||13.0149||6.6402||10,000|||$74.07 (of $99.99)&lt;br /&gt;
|-&lt;br /&gt;
||300||651,525||29.784||15.1959||30,000||$223.05 (of two $99.99 and one $49.99)&lt;br /&gt;
|-&lt;br /&gt;
||750||1,111,060||50,7913||25.9139||75,000||$535.71 (of $999.99)&lt;br /&gt;
|-&lt;br /&gt;
||1,250||1,585,925||72.4994||36.9895||125,000||$892.85 (of $999.99)&lt;br /&gt;
|-&lt;br /&gt;
||1,850||2,067,360||94.5079||48.2183||185,000||$1,321.42 (of two $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||2,500||2,577,995||117.8512||60.128||250,000||$1,785.70 (of two $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||3,250||3,165,280||144.6985||73.8258||325,000||$2,321.41 (of three $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||5,000||4,135,815||189.0658||96.4622||500,000||$3,571.39 (of four $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||7,500||5,507,850||251.7874||128.46297||750,000||$5,357.09 (of six $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||12,000||7,865,385||359.5605||183.4492||1,200,000||$8,571.34 (of nine $999.99s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I want to put this in perspective. Let&#039;s say that Wyrom offers a violet orb at Duskruin for 5000 bloodscrip. 5000 bloodscrip can be earned from 16.67 Duskruin entries. We&#039;ll round up and call it 1700 Simucoins. Let&#039;s also say you&#039;re buying Simucoins in the $49.99 package on a premium account. At that point, 5000 bloodscrip, and therefore the violet orb, costs $13.07--and that&#039;s why I never buy them.&lt;br /&gt;
&lt;br /&gt;
At the 100 Rings of Lumnis entries mark, the exp equivalent of a yearly violet orb--not a one-off--costs $11.1548, which is cheaper &#039;&#039;and&#039;&#039; a recurring benefit. At the 300 Rings of Lumnis entries mark, the exp equivalent of a yearly violet orb costs $14.6783, which is slightly more than $13.07, but is again a recurring benefit.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s skip ahead to what&#039;s technically the least bang for your buck in Rings of Lumnis. At 12,000 entries, the exp equivalent of a yearly violet orb costs $46.7232. Obviously this is much more than $13.07, but if you play for at least 3.575 years, it swings around and becomes a better deal. The longer you keep playing afterward, the better it gets.&lt;br /&gt;
&lt;br /&gt;
These are the kinds of things I probably shouldn&#039;t even talk about since it might stop people from buying unattuned indigo orbs or violet orbs that I put in my playershop, but the mathematical truth is that if you&#039;re a GemStone player who&#039;s here for the long term &#039;&#039;and&#039;&#039; who has time to get through brooch rubs every day (or almost every day), then Rings of Lumnis entries are always a better deal than any price--in bloodscrip, raikhen, or silver--I&#039;ve ever seen orbs offered at. Orbs are only worthwhile if you have little time to play, if you go through long stretches of not playing, if you have a short-term goal that you want to hit very quickly, or other situations like that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Note: There&#039;s still more to come since this guide hasn&#039;t covered the Chaos benefit yet! Didn&#039;t want to hold off for that, though, since this is perfectly suitable as a first draft covering what are by far the three most used benefits.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Rings of Lumnis]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Rags_to_Riches:_The_Rings_of_Lumnis_Story&amp;diff=252091</id>
		<title>Leafiara (prime)/Mechanical Musings/Rags to Riches: The Rings of Lumnis Story</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Rags_to_Riches:_The_Rings_of_Lumnis_Story&amp;diff=252091"/>
		<updated>2026-01-19T05:55:38Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = Rags to Riches: The Rings of Lumnis Story&lt;br /&gt;
|topic = Experience, Rings of Lumnis&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-05-02&lt;br /&gt;
|updated = 2026-01-18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2026 Disclaimer and Update==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;The below is preserved as a legacy guide that I don&#039;t want to rewrite from the ground up, but suffice it to say that I recommend against Rings of Lumnis brooches beyond 100 or maybe 300 runs at this point in time for the average player.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The exception&#039;&#039;&#039; is if either or both of the following are true:&lt;br /&gt;
* You have enough spending money that using all possible means of exp acceleration regardless of bang for your buck is exactly what you wish to do&lt;br /&gt;
* You play little enough so as to not absorb at least 39,600 base exp per week (if not donating to the Temple of Lumnis) or 54,200 base exp per week (if donating to the Temple of Lumnis), nor even get close, and yet you &#039;&#039;do&#039;&#039; play enough that getting through the Spiritual runs of your Rings of Lumnis brooch wouldn&#039;t be difficult&lt;br /&gt;
&lt;br /&gt;
For everyone else, the new Fash&#039;lo&#039;nae&#039;s Tutelage item costs 3,500 Simucoins and can provide up to roughly an incredible 1,285,714 exp over a 90-day period for 3500 Simucoins. 100 Rings of Lumnis runs cost 10,000 Simucoins--2.857 times as much--while providing 284,700 exp per year. This means that, measuring exp per dollar, the brooch will only surpass Fash&#039;lo&#039;nae&#039;s Tutelage after ~12.9 years of play. It only swings further in favor of Tutelage at higher tiers that are less cost-effective. For example, 300 Rings of Lumnis cost 30,000 Simucoins--8.57 times as much--while providing 651,525 exp per year. In this case, the brooch will take ~16.9 years of play to surpass Tutelage.&lt;br /&gt;
&lt;br /&gt;
The only potential downside to Fash&#039;lo&#039;nae&#039;s Tutelage is that, to extract its full benefit of 100k bonus exp per week, you have to play for an additional 25,000 exp above and beyond the amount needed for your Gift of Lumnis absorption. That amount will be 14,600 exp by default or 29,200 exp if you&#039;re paying for the Temple of Lumnis bonuses.&lt;br /&gt;
&lt;br /&gt;
However, even if you don&#039;t play for the full 25,000 exp, you still get proportional benefit from Tutelage to whatever amount of exp you do play. i.e. if you play for 12,500 exp beyond your Gift of Lumnis each week, then the benefit would still be 50k bonus exp per week, equaling roughly 640k exp over a 90-day period. 100 Rings of Lumnis brooch runs would still only win after ~6.45 years of play and 300 runs would still only win after ~8.45 years of play.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t want to minimize the extra playtime factor of Tutelage, so I&#039;ll acknowledge that asking people to play for 25,000 more exp per week is possibly up to 12.5 more hours playing per week assuming a baseline of ~2k exp per hour (which is achievable by most characters). However, the downside of little playtime doesn&#039;t work only against Tutelage, but also potentially against Brooches of Lumnis.&lt;br /&gt;
&lt;br /&gt;
The lower end brooch examples that I&#039;ve been mentioning so far--100 or 300 runs--can be knocked out fairly quickly since they only require commitments of hunting for 780 extra exp and 1,785 extra exp per day, which probably respectively require 4 minutes or less and 10 minutes or less per day. Those are, certainly, much easier than maximizing Tutelage for 12.5 hours per week. However, a higher end brooch example like 1,850 runs would require hunting for 5,664 extra exp per day. Some characters in swarmy areas with strong AoE abilities can get that in relatively no time, but others might need up to half an hour.&lt;br /&gt;
&lt;br /&gt;
In short, unless money is no object and/or you have little time to play (while also being able to fry quickly in the time you do play), buy Fash&#039;lo&#039;nae&#039;s Tutelage as a far better deal than Rings of Lumnis brooches. Buying both does, of course, remain an option if you money truly is no object! And if that&#039;s you, read on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
&lt;br /&gt;
Since 5118, Elanthian adventurers have traveled each year to the Needle of Pentas on the Isle of Ornath to participate in the Trials of Lumnis, a series of puzzles and trivia to test their logic and knowledge. Likewise, since 2018, the Rings of Lumnis event has presented GemStone IV players each years with tests of their own thoughts, raising questions such as &amp;quot;&#039;&#039;&#039;Is this for me?&#039;&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;&#039;What do I stand to gain?&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The short answer for most people is &amp;quot;extra experience at accelerated rates,&amp;quot; but fully explaining just how much so--and the other alternatives--is another matter. These are reasonably complex mechanical questions, which is one reason that the Rings of Lumnis event struggled in its earliest days. Wyrom recounted the following history on Discord:&lt;br /&gt;
&lt;br /&gt;
 Wyrom — 03/20/2021&lt;br /&gt;
 RoL took a pretty heavy time investment for its debut run.  Probably more so than most events.  A good chunk of live events is planning and scheduling.  For RoL, it required lots of coding, more so than Duskruin.  It also had heavy QC, more so than EG.  &#039;&#039;&#039;The initial run was a flop, so much that it came off the official Simu event list for the next year.  But because players were asking for it, we just turned it on.&#039;&#039;&#039;  There were tweaks that happened, but I don&#039;t really see us doing anything major with RoL again.  We want to add more puzzles, but I&#039;m fairly certain the unknown factors like solving puzzles led to its initial flop.&lt;br /&gt;
&lt;br /&gt;
However, as the title of this article implies, Rings of Lumnis would go on to perform as a stellar event by any measure. Wyrom would later state the following:&lt;br /&gt;
&lt;br /&gt;
 Wyrom — 06/14/2021&lt;br /&gt;
 Major events being Duskruin, RW, and EG.  Though &#039;&#039;&#039;RoL outperformed everything this year&#039;&#039;&#039;, so we probably should reconsider that event.&lt;br /&gt;
 &lt;br /&gt;
 Wyrom — 10/11/2021&lt;br /&gt;
 Years and years ago, RoL got pushed into the minor event category, so we though[t] about having it always available.  But &#039;&#039;&#039;it then blew up, and there is no way I can label it as a minor event anymore.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What happened in those years between? Let the story unfold as we dig into the details of Rings of Lumnis, starting with its signature item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Spiritual Ring: Supercharging Players and the Event Itself==&lt;br /&gt;
&lt;br /&gt;
Since the beginning, the &#039;&#039;&#039;[[Brooch of Lumnis|quintuple orb brooch]]&#039;&#039;&#039;, an account-bound pinworn item acquired only at the Rings of Lumnis event, offered players a choice of five benefits:&lt;br /&gt;
&lt;br /&gt;
* Planar: A larger experience pool capacity for half an hour.&lt;br /&gt;
* Spiritual: Instant experience absorption.&lt;br /&gt;
* Elemental: Improved odds with luck-based Adventurer&#039;s Guild bounties.&lt;br /&gt;
* Chaos: A random selection from the other four, but up to 10% more effective at it.&lt;br /&gt;
* Order: Increased bounty point rewards for half an hour.&lt;br /&gt;
&lt;br /&gt;
This article will eventually cover most of these benefits, especially since now you can have them all and it&#039;s no longer your choice of one, but I&#039;ll start by focusing heavily on the obvious:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;For most players who participated early on, and even to this day, the Spiritual benefit of instant experience absorption immediately jumped out as the most attractive.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exactly how attractive is it, though? The thresholds for benefits as of this writing are as follows, assuming one is buying from a premium subscription:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Exp Per Rub&#039;&#039;&#039;||&#039;&#039;&#039;X/Day Uses&#039;&#039;&#039;||&#039;&#039;&#039;Daily Exp&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp&#039;&#039;&#039;||&#039;&#039;&#039;Simucoin Cost&#039;&#039;&#039;||&#039;&#039;&#039;Premium Dollar Cost&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp Per Dollar&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||100||1||100||36,500||1,000||$8.69 (of a $9.99 package)||4200.23&lt;br /&gt;
|-&lt;br /&gt;
||30||200||1||200||73,000||3,000||$23.99 (of a $34.99 package)||3042.93&lt;br /&gt;
|-&lt;br /&gt;
||55||300||1||300||109,500||5,500||$42.30 (of $49.99)||2588.65&lt;br /&gt;
|-&lt;br /&gt;
||100||390||2||780||284,700||10,000|||$74.07 (of $99.99)||3843.66&lt;br /&gt;
|-&lt;br /&gt;
||300||595||3||1,785||651,525||30,000||$223.05 (of two $99.99 and one $49.99)||2920.98&lt;br /&gt;
|-&lt;br /&gt;
||750||761||4||3,044||1,111,060||75,000||$535.71 (of $999.99)||2073.995&lt;br /&gt;
|-&lt;br /&gt;
||1,250||869||5||4,345||1,585,925||125,000||$892.85 (of $999.99)||1776.25&lt;br /&gt;
|-&lt;br /&gt;
||1,850||944||6||5,664||2,067,360||185,000||$1,321.42 (of two $999.99s)||1564.499&lt;br /&gt;
|-&lt;br /&gt;
||2,500||1,009||7||7,063||2,577,995||250,000||$1,785.70 (of two $999.99s)||1443.69&lt;br /&gt;
|-&lt;br /&gt;
||3,250||1,084||8||8,672||3,165,280||325,000||$2,321.41 (of three $999.99s)||1363.52&lt;br /&gt;
|-&lt;br /&gt;
||5,000||1,259||9||11,331||4,135,815||500,000||$3,571.39 (of four $999.99s)||1158.04&lt;br /&gt;
|-&lt;br /&gt;
||7,500||1,509||10||15,090||5,507,850||750,000||$5,357.09 (of six $999.99s)||1028.14&lt;br /&gt;
|-&lt;br /&gt;
||12,000||1,959||11||21,549||7,865,385||1,200,000||$8,571.34 (of nine $999.99s)||917.64&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The short of it is:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;As long as you play enough to use the Rings of Lumnis brooch&#039;s Spiritual benefit, it offers by far the game&#039;s most efficient bang for your buck to improve experience gain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I could even go further and argue that it offers the best &#039;&#039;mechanical&#039;&#039; gain of any pay event. I realize this is a bold claim in the face of Duskruin, but even the most powerful flares only have a chance to activate while the Rings of Lumnis brooch offers high value in a guaranteed form. In fact, let&#039;s run that comparison of &#039;&#039;the most powerful&#039;&#039; flares to a similar price spent on the brooch:&lt;br /&gt;
&lt;br /&gt;
* Duskruin&#039;s xazkruvrixis metal, which has flares that instantly kill creatures, costs roughly $952 worth of bloodscrip.&lt;br /&gt;
* A Rings of Lumnis brooch with 1250 runs of the Spiritual ring, which gives the user 1.6 million experience &#039;&#039;every year,&#039;&#039; costs $892.85 worth of event entries.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s put that 1.6 million experience per year into perspective.&lt;br /&gt;
&lt;br /&gt;
A casual player who only plays exactly enough each week to finish their Gift of Lumnis earns about 1.9m annual exp ordinarily, so the brooch described above would skyrocket their exp gain to 184% of what it was. If starting fresh from level 0, they would reach level 61 within a year and level 95 within two years. Alternatively, if we look at a veteran or more hardcore player who&#039;s already capped, they would earn an additional 1920 training points (if converting PTPs to MTPs or vice versa) or 32 Ascension training points every year from the brooch alone.&lt;br /&gt;
&lt;br /&gt;
It boggles my mind that these brooches exist, but it&#039;s just as baffling to raise the question:&lt;br /&gt;
&lt;br /&gt;
 Why did this unbelievable mechanical benefit take time to catch on instead of selling like hotcakes immediately?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing It By Ear: How Rings of Lumnis got Better in Reality and Perception==&lt;br /&gt;
&lt;br /&gt;
Several factors held the Rings of Lumnis event back at the start, yet most are things of the past by now.&lt;br /&gt;
&lt;br /&gt;
One was the uncertainty factor described by Wyrom near the start of this page. Asking players to solve puzzles by guessing at verbs or answering trivia by scouring the wiki is a taller mountain to climb than asking them to defeat creatures at Duskruin and Ebon Gate or search areas at Duskruin and Rumor Woods. However, these days the answers to the puzzles and trivia are widely known and available, including even a [[Research:Rings_of_Lumnis|spoiler section on the wiki]] if one really needs it, making Rings of Lumnis more accessible.&lt;br /&gt;
&lt;br /&gt;
Only being able to keep one of the brooch&#039;s five types of benefits active before 2021 also left many players advancing exclusively in Spiritual and not spending on the other types of puzzles, but more on that later.&lt;br /&gt;
&lt;br /&gt;
One of the biggest improvements to the event, starting only days into its first run, was the addition of lightening and deepening notes as rewards. You don&#039;t--and never did--need to actually complete the Rings of Lumnis puzzles to upgrade your brooch. Merely entering the puzzle upgrades it even if you forfeit, ensuring that you get value for your Simucoins.&lt;br /&gt;
&lt;br /&gt;
Of course, players soon realized this and some began just entering and forfeiting repeatedly, seeing little reason to finish puzzles they&#039;d already encountered--if not also ones they hadn&#039;t. In response, staff added lightening and deepening notes as rewards for completion. (There are also more rare prizes like RPA orbs and most years have even had a handful of jackpot level prizes like unique lunar halos or spirit servants.) These notes allow automated lightening and deepening of your items on your schedule, so the Rings of Lumnis value proposition became not only getting experience (or, if preferred, one of the other benefits), but saving yourself or someone else a great deal of time that could have been spent waiting in merchant lines.&lt;br /&gt;
&lt;br /&gt;
 Almost the entire supply of lightening and deepening notes that are so ubiquitous in playershops today has come from players running Rings of Lumnis.&lt;br /&gt;
&lt;br /&gt;
One thing that did and probably still does hold Rings of Lumnis back, however, is that substantial brooch benefits are predicated on some combination of heavy play, heavy spending, or heavy merchanting. My earlier example used the ~1.6 million bonus exp mark, which is pretty staggering, but it also costs almost $900 and not everyone&#039;s willing to spend that. So, even though you could spend (at the low end) less than $9 to get 36,500 bonus exp a year and ten lightening or deepening notes and that&#039;s technically a great deal, it&#039;s also a small enough benefit that it might not &amp;quot;feel&amp;quot; enticing to players. I could probably argue that brooch benefits aren&#039;t felt as a big impact until at least the $74.07 threshold of 100 runs for 284,700 bonus exp per year, if not the $223.05 threshold of 651,525 exp.&lt;br /&gt;
&lt;br /&gt;
(As an aside, in case anyone is wondering, the Rings of Lumnis secondary market is historically nowhere near as robust as the Duskruin secondary market, in which players are frequently willing to sell entries for silvers. That does change a bit when event boxes are on the table, but as of this writing in 2024, the only time that happened was the 2023 Rings of Lumnis and it&#039;s not happening again this year.)&lt;br /&gt;
&lt;br /&gt;
My personal take is that the core reason Rings of Lumnis took a while to catch on is that, even though the value proposition is great, it requires analysis and &#039;&#039;math&#039;&#039; to grasp just &#039;&#039;how&#039;&#039; great it is. It&#039;s caught on through word of mouth, charts, and analogies (for example, the $74.07 threshold is comparable to more than six and a half violet orbs every year!) since not every player is willing to look that deeply into it. After all, while the mechanical benefits are a min-maxer&#039;s dream, GemStone IV is a roleplaying game and many do play primarily for that reason.&lt;br /&gt;
&lt;br /&gt;
...and that&#039;s a perfect segue to my next point:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Hidden Benefits of Time Saving and Account Boosting==&lt;br /&gt;
&lt;br /&gt;
Until now I&#039;ve been framing the brooch&#039;s instant exp absorption in the most basic terms: an additive benefit on top of your usual hunting, used by a single character. In reality, though, it doesn&#039;t need to be either of those things.&lt;br /&gt;
&lt;br /&gt;
When I first wrote this sentence, I had been idling on a node in game for three hours and I just didn&#039;t sweat it or feel the pressure that I &amp;quot;should&amp;quot; be out getting exp. It doesn&#039;t matter anymore. I hunt significantly less often than several years ago because I&#039;m doing other things--writing on the wiki, chatting on Discord, running Silverwood Manor events or Twilight Hall events, idling and talking with people--but I still gain exp matching the pace I&#039;ve planned around.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t even require a huge number of Spiritual runs to feel way more at luxury. Most people hover in the realm of earning 1800 to 2500 exp per hour when playing semi-seriously, so even a fairly modest $74.07 brooch that gives 5,460 exp per week gives a player about 2.184 to 3.03 hours of leeway.&lt;br /&gt;
&lt;br /&gt;
That said, a significant number of Spiritual runs--like, say, 1250 or more--can be a double-edged sword. Though it relieves the pressure of staying consistently active in the hunt-rest cycle, it can &#039;&#039;add&#039;&#039; the pressure of feeling the need to run through every Spiritual use each day. This can come in the form of, for example, one exhaustive power hunt with frequent absorbs, doing an instant absorb after each of the first X bounties turned in for the day, or participating in large scale group hunts like Reim or warcamps where exp flows like water.&lt;br /&gt;
&lt;br /&gt;
Another benefit of the brooch is that, as mentioned before, it&#039;s account-bound rather than character-bound, so you can give uses to another character on a premium slot for any reason you like. When Sanctify was on the verge of being released, I had begun working on another cleric who was in her mid-10s and shifted some of my Planar brooch rubs to her for a couple of weeks to bring her up to speed and start sanctifying items.&lt;br /&gt;
&lt;br /&gt;
Yes, I said Planar, not Spiritual. As nice as it is to have the freedom to shift gears and start heavily pushing a backup character with Spiritual if you want, the Planar benefit can also make a gigantic difference for a premium player who&#039;s really capitalizing on alt slots. Used carefully and split up across characters, you can more or less permanently increase the size of their exp pools. Let&#039;s break down Planar in the next section!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maximizing an Upgraded Multi-Ring Brooch==&lt;br /&gt;
&lt;br /&gt;
Since 2021, players have been able to pay a million silvers to upgrade their brooches, enabling them to add runs in every ring and therefore have every benefit. Each ring has its own number of uses per day, however. Someone can have, for example, a brooch with 300 Spiritual runs to give 595 absorbed exp three times per day, 100 Planar runs to give half an hour of +390 exp pool size twice per day, and 100 Order runs to give half an hour of +390 bounty points twice per day.&lt;br /&gt;
&lt;br /&gt;
Revisiting a simplified version of our chart...&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Exp Pool or Bounty Point Increase Per Rub&#039;&#039;&#039;||&#039;&#039;&#039;X/Day Uses&#039;&#039;&#039;||&#039;&#039;&#039;Minutes Per Day&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||100||1||30&lt;br /&gt;
|-&lt;br /&gt;
||30||200||1||30&lt;br /&gt;
|-&lt;br /&gt;
||55||300||1||30&lt;br /&gt;
|-&lt;br /&gt;
||100||390||2||60&lt;br /&gt;
|-&lt;br /&gt;
||300||595||3||90&lt;br /&gt;
|-&lt;br /&gt;
||750||761||4||120&lt;br /&gt;
|-&lt;br /&gt;
||1,250||869||5||150&lt;br /&gt;
|-&lt;br /&gt;
||1,850||944||6||180&lt;br /&gt;
|-&lt;br /&gt;
||2,500||1,009||7||210&lt;br /&gt;
|-&lt;br /&gt;
||3,250||1,084||8||240&lt;br /&gt;
|-&lt;br /&gt;
||5,000||1,259||9||270&lt;br /&gt;
|-&lt;br /&gt;
||7,500||1,509||10||300&lt;br /&gt;
|-&lt;br /&gt;
||12,000||1,959||11||330&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
...the scaling on Planar and Order is nominally identical to Spiritual, meaning that 1 absorbed exp = 1 additional exp in the pool = 1 additional bounty point. &#039;&#039;However,&#039;&#039; while Spiritual happens instantaneously and is then gone, Planar and Order each last half an hour per rub.&lt;br /&gt;
&lt;br /&gt;
In the case of Order, this means you can often get more than one use out of it. Rub the brooch just before turning in a bounty to get bonus bounty points, then complete another one within the half hour and get bonus bounty points on that too. Order is good at what it does, but I won&#039;t spend any more time on that since &#039;&#039;what it does&#039;&#039; is a niche benefit primarily helpful to players who need a steady supply of bounty points for enhancive charging or even fixskills (like, for example, if they fixskill every time Duskruin comes around or supply fixskills to wizards, clerics, and sorcerers working on improving their items).&lt;br /&gt;
&lt;br /&gt;
The benefits of the Planar ring, while not as immediately and obviously attractive as the Spiritual ring, can be substantial. On the surface level, a Spiritual benefit of (just to pick a number) 600 experience instantly absorbed per rub likely seems far better than the equivalent Planar benefit of increasing your exp pool by 600 for half an hour and gradually absorbing that over time.&lt;br /&gt;
&lt;br /&gt;
However, there are caveats and niche circumstances in which the Planar benefit can be &#039;&#039;better&#039;&#039; than the Spiritual benefit, depending on your playstyle and resources.&lt;br /&gt;
&lt;br /&gt;
First, for every 200 exp in your pool, you absorb one more experience per pulse than normal. So, using our example of a Planar brooch with 600 bonus, you&#039;d nominally have +3 experience per pulse for half an hour, which is 90 experience on top of the 600.&lt;br /&gt;
&lt;br /&gt;
Better yet, though, a Planar boost can technically extend past half an hour if you time it correctly. By turning in a bounty right before a Planar boost expires, your saturated mind state will be based on the increased exp pool. In my case, this means ~2000 experience to absorb instead of ~1500, so I retain bigger experience pulses not just for the ordinary half hour, but also during the time it takes to absorb the the additional exp above and beyond what I would have had ordinarily.&lt;br /&gt;
&lt;br /&gt;
So far, the above two points can only make a case for Planar ever exceeding Spiritual, even in the most niche scenario, if someone is playing heavily enough to be online for the full duration of exp pulses.&lt;br /&gt;
&lt;br /&gt;
However, due to how offline experience absorption works, arguably a far better use case than the above is using a Planar boost on the most &#039;&#039;infrequently&#039;&#039; played of characters. Here&#039;s an illustration:&lt;br /&gt;
&lt;br /&gt;
 Right before a player goes to bed, her level 15 character with a normal exp pool size of 900 takes on a bounty. When her normal exp pool fills up, she uses a Planar boost to increase it by 761, then fills her head again as she completes the bounty five minutes later. She turns it in, reaching a saturated point of ~2100 exp, then shuts off GS for the night.&lt;br /&gt;
 &lt;br /&gt;
 She only plays this character once per day before bed to finish out her Gift of Lumnis, so by the time she comes back, it&#039;s about 23 hours later. Using the offline exp absorption rate of 15 per 10 minutes, the character has absorbed 2070 experience.&lt;br /&gt;
 &lt;br /&gt;
 Crucially, if she &#039;&#039;hadn&#039;t&#039;&#039; used the Planar boost, then her saturated exp pool would have been around 1400, so she would have come back to exactly that much experience absorbed. In other words, the character gained a net benefit of 670 experience from this 761 experience Planar boost.&lt;br /&gt;
 &lt;br /&gt;
 However, she&#039;s not done. You see, the Planar boost lasts half an hour and we said that so far she only had it active for five minutes while finishing her bounty. Now she gets a new bounty and we&#039;ll say it takes ten minutes to complete and turn in, so she does that and shuts off for the night again, ending with ~2100 exp.&lt;br /&gt;
 &lt;br /&gt;
 This time she comes back to play 24 hours later and has absorbed all 2100 exp, which again is 700 more than she would have if she didn&#039;t have a Planar boost active. At this point she&#039;s now gotten a 1370 experience benefit from a rub of a 761 experience Planar ring.&lt;br /&gt;
 &lt;br /&gt;
 ...but the Planar boost still has 15 minutes left, so if she can finish another bounty in that time, she can get &#039;&#039;2070&#039;&#039; experience (by the time she logs on again tomorrow night) from this one Planar rub.&lt;br /&gt;
&lt;br /&gt;
In reality, it&#039;s even better than that because this example doesn&#039;t mention the larger exp pulses or the increased instant absorption from bounty turn-ins with a bigger exp pool. Still, as nice as those are, they&#039;re minutiae compared to the overarching point:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;On a character played only once a day, a Planar rub can be equivalent to multiple Spiritual rubs. If you can complete bounties quickly enough on such a character, it&#039;s essentially like permanently increasing your exp pool.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
But let&#039;s step back for a second. If the character&#039;s brooch is good for an exp pool of 761, then it has four uses per day, so why does it matter that she can get 2070 exp out of one rub over the course of three days? What happens to the other eleven rubs?&lt;br /&gt;
&lt;br /&gt;
Well, there are three broad possibilities. One is better than its Spiritual counterpart, one is worse, and the other depends (but will generally favor Spiritual).&lt;br /&gt;
&lt;br /&gt;
In the example as it was written--a player who consistently hunts exactly seven times per week--the extra rubs are pointless and she most likely would have been better off going with Spiritual. The daily exp absorbed per Planar rub via offline absorption is 670 whereas Spiritual would have been the full 761, so Spiritual can only win if her hunts are typically short enough or against underleveled enough creatures that using a Spiritual rub is either A) unlikely to get its full amount or B) would likely leave her at noticeably less than a full mind by the time she&#039;s finished, therefore reducing the amount of exp instantly absorbed when turning in her bounty.&lt;br /&gt;
&lt;br /&gt;
The second possibility involves stacking Planar rubs. If we changed our example from a player who hunts once per day to a player who hunts once per day except for Saturdays, when she plays anywhere from 4-8 hours, then she has her full exp pool permanently active due to gaining more hours of boost than she&#039;s using six days a week.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve done this myself. With my earlier example of a mid-10s cleric, at one point I had stacked over eight hours of Planar boost by adding an hour (two rubs) each day while only hunting her once. Since she was a premium alt who had stocked hundreds of instant mind clearers over years of daily logins, I then basically just power hunted to blast through her early levels and get to Sanctifying. (And, yes, I said I stacked &#039;&#039;over eight hours&#039;&#039;--because, unlike conventional spell effects, Rings of Lumnis brooch benefits aren&#039;t constrained to a four hour and ten minute maximum.)&lt;br /&gt;
&lt;br /&gt;
Barring a scenario like that with tons of mind clearers stocked ahead of time, though, a Spiritual brooch will still pay off more even for a player who only plays heavily once per week.&lt;br /&gt;
&lt;br /&gt;
So the third possibility, and the one where Planar really does shine, involves premium accounts. If we used an example of a player who hunts &#039;&#039;four characters&#039;&#039; once per day each, she could split the brooch uses among them and basically they would &#039;&#039;all&#039;&#039; end up with larger exp pools as a reward for her item management juggling.&lt;br /&gt;
&lt;br /&gt;
Having said all that, I&#039;ll reiterate that you can also just build up Planar &#039;&#039;and&#039;&#039; Spiritual on the same brooch!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Tangent on the Orb Alternative==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a comparison of yearly exp from Rings of Lumnis brooches to [[Roleplaying_award#Roleplaying_Experience_Award_Levels|indigo orbs or violet orbs]], which are respectively worth 21,875 or 42,875 exp. You can think of Rings of Lumnis entries like a one-time fee for a lifetime subscription to some number of yearly orbs!&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp&#039;&#039;&#039;||&#039;&#039;&#039;Equivalent in Indigo Orbs&#039;&#039;&#039;||&#039;&#039;&#039;Equivalent in Violet Orbs&#039;&#039;&#039;||&#039;&#039;&#039;Simucoin Cost&#039;&#039;&#039;||&#039;&#039;&#039;Premium Dollar Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||36,500||1.6686||0.8513||1,000||$8.69 (of a $9.99 package)&lt;br /&gt;
|-&lt;br /&gt;
||30||73,000||3.3371||1.7026||3,000||$23.99 (of a $34.99 package)&lt;br /&gt;
|-&lt;br /&gt;
||55||109,500||5.0057||2.5539||5,500||$42.30 (of $49.99)&lt;br /&gt;
|-&lt;br /&gt;
||100||284,700||13.0149||6.6402||10,000|||$74.07 (of $99.99)&lt;br /&gt;
|-&lt;br /&gt;
||300||651,525||29.784||15.1959||30,000||$223.05 (of two $99.99 and one $49.99)&lt;br /&gt;
|-&lt;br /&gt;
||750||1,111,060||50,7913||25.9139||75,000||$535.71 (of $999.99)&lt;br /&gt;
|-&lt;br /&gt;
||1,250||1,585,925||72.4994||36.9895||125,000||$892.85 (of $999.99)&lt;br /&gt;
|-&lt;br /&gt;
||1,850||2,067,360||94.5079||48.2183||185,000||$1,321.42 (of two $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||2,500||2,577,995||117.8512||60.128||250,000||$1,785.70 (of two $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||3,250||3,165,280||144.6985||73.8258||325,000||$2,321.41 (of three $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||5,000||4,135,815||189.0658||96.4622||500,000||$3,571.39 (of four $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||7,500||5,507,850||251.7874||128.46297||750,000||$5,357.09 (of six $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||12,000||7,865,385||359.5605||183.4492||1,200,000||$8,571.34 (of nine $999.99s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I want to put this in perspective. Let&#039;s say that Wyrom offers a violet orb at Duskruin for 5000 bloodscrip. 5000 bloodscrip can be earned from 16.67 Duskruin entries. We&#039;ll round up and call it 1700 Simucoins. Let&#039;s also say you&#039;re buying Simucoins in the $49.99 package on a premium account. At that point, 5000 bloodscrip, and therefore the violet orb, costs $13.07--and that&#039;s why I never buy them.&lt;br /&gt;
&lt;br /&gt;
At the 100 Rings of Lumnis entries mark, the exp equivalent of a yearly violet orb--not a one-off--costs $11.1548, which is cheaper &#039;&#039;and&#039;&#039; a recurring benefit. At the 300 Rings of Lumnis entries mark, the exp equivalent of a yearly violet orb costs $14.6783, which is slightly more than $13.07, but is again a recurring benefit.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s skip ahead to what&#039;s technically the least bang for your buck in Rings of Lumnis. At 12,000 entries, the exp equivalent of a yearly violet orb costs $46.7232. Obviously this is much more than $13.07, but if you play for at least 3.575 years, it swings around and becomes a better deal. The longer you keep playing afterward, the better it gets.&lt;br /&gt;
&lt;br /&gt;
These are the kinds of things I probably shouldn&#039;t even talk about since it might stop people from buying unattuned indigo orbs or violet orbs that I put in my playershop, but the mathematical truth is that if you&#039;re a GemStone player who&#039;s here for the long term &#039;&#039;and&#039;&#039; who has time to get through brooch rubs every day (or almost every day), then Rings of Lumnis entries are always a better deal than any price--in bloodscrip, raikhen, or silver--I&#039;ve ever seen orbs offered at. Orbs are only worthwhile if you have little time to play, if you go through long stretches of not playing, if you have a short-term goal that you want to hit very quickly, or other situations like that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Note: There&#039;s still more to come since this guide hasn&#039;t covered the Chaos benefit yet! Didn&#039;t want to hold off for that, though, since this is perfectly suitable as a first draft covering what are by far the three most used benefits.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Rings of Lumnis]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Rags_to_Riches:_The_Rings_of_Lumnis_Story&amp;diff=252090</id>
		<title>Leafiara (prime)/Mechanical Musings/Rags to Riches: The Rings of Lumnis Story</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Rags_to_Riches:_The_Rings_of_Lumnis_Story&amp;diff=252090"/>
		<updated>2026-01-19T05:30:06Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = Rags to Riches: The Rings of Lumnis Story&lt;br /&gt;
|topic = Experience, Rings of Lumnis&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-05-02&lt;br /&gt;
|updated = 2026-01-18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2026 Disclaimer and Update==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;The below is preserved as a legacy guide that I don&#039;t want to rewrite from the ground up, but suffice it to say that I recommend against Rings of Lumnis brooches beyond 100 runs at this point in time, if even purchasing a brooch at all&#039;&#039;&#039;&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This is &#039;&#039;&#039;unless&#039;&#039;&#039; either or both of the following are true:&lt;br /&gt;
* You have enough spending money available that using all possible means of exp acceleration regardless of bang for your buck is exactly what you wish to do&lt;br /&gt;
* You play little enough so as to not absorb at least 39,600 base exp per week (if not donating to the Temple of Lumnis) or 54,200 base exp per week (if donating to the Temple of Lumnis), nor even get close&lt;br /&gt;
&lt;br /&gt;
For everyone else, the new Fash&#039;lo&#039;nae&#039;s Tutelage item costs 3,500 Simucoins and can provide up to roughly an incredible 1,285,714 exp over a 90-day period for 3500 Simucoins. 100 Rings of Lumnis runs cost 10,000 Simucoins--2.857 times as much--while providing 284,700 exp per year. This means that, measuring exp per dollar, the brooch will only surpass Fash&#039;lo&#039;nae&#039;s Tutelage after ~12.9 years of play. It only swings further in favor of Tutelage at higher tiers that are less cost-effective. For example, 300 Rings of Lumnis cost 30,000 Simucoins--8.57 times as much--while providing 651,525 exp per year. In this case, the brooch will take ~16.9 years of play to surpass Tutelage.&lt;br /&gt;
&lt;br /&gt;
The only potential downside to Fash&#039;lo&#039;nae&#039;s Tutelage is that, to extract its full benefit of 100k bonus exp per week, you have to play for an additional 25,000 exp above and beyond the amount needed for your Gift of Lumnis absorption. That amount will be 14,600 exp by default or 29,200 exp if you&#039;re paying for the Temple of Lumnis bonuses. However, even if you don&#039;t play for the full 25,000 exp, you still get proportional benefit to whatever amount of exp you do play. i.e. if you play for 12,500 exp beyond your Gift of Lumnis each week, then the benefit would still 50k bonus exp per week, equaling roughly 640k exp over a 90-day period. 100 Rings of Lumnis brooch runs would still only win after ~6.45 years of play and 300 runs would still only win after ~8.45 years of play.&lt;br /&gt;
&lt;br /&gt;
In short, unless money is no object and/or you have little time to play, buy Fash&#039;lo&#039;nae&#039;s Tutelage as a far better deal than Rings of Lumnis brooches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
&lt;br /&gt;
Since 5118, Elanthian adventurers have traveled each year to the Needle of Pentas on the Isle of Ornath to participate in the Trials of Lumnis, a series of puzzles and trivia to test their logic and knowledge. Likewise, since 2018, the Rings of Lumnis event has presented GemStone IV players each years with tests of their own thoughts, raising questions such as &amp;quot;&#039;&#039;&#039;Is this for me?&#039;&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;&#039;What do I stand to gain?&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The short answer for most people is &amp;quot;extra experience at accelerated rates,&amp;quot; but fully explaining just how much so--and the other alternatives--is another matter. These are reasonably complex mechanical questions, which is one reason that the Rings of Lumnis event struggled in its earliest days. Wyrom recounted the following history on Discord:&lt;br /&gt;
&lt;br /&gt;
 Wyrom — 03/20/2021&lt;br /&gt;
 RoL took a pretty heavy time investment for its debut run.  Probably more so than most events.  A good chunk of live events is planning and scheduling.  For RoL, it required lots of coding, more so than Duskruin.  It also had heavy QC, more so than EG.  &#039;&#039;&#039;The initial run was a flop, so much that it came off the official Simu event list for the next year.  But because players were asking for it, we just turned it on.&#039;&#039;&#039;  There were tweaks that happened, but I don&#039;t really see us doing anything major with RoL again.  We want to add more puzzles, but I&#039;m fairly certain the unknown factors like solving puzzles led to its initial flop.&lt;br /&gt;
&lt;br /&gt;
However, as the title of this article implies, Rings of Lumnis would go on to perform as a stellar event by any measure. Wyrom would later state the following:&lt;br /&gt;
&lt;br /&gt;
 Wyrom — 06/14/2021&lt;br /&gt;
 Major events being Duskruin, RW, and EG.  Though &#039;&#039;&#039;RoL outperformed everything this year&#039;&#039;&#039;, so we probably should reconsider that event.&lt;br /&gt;
 &lt;br /&gt;
 Wyrom — 10/11/2021&lt;br /&gt;
 Years and years ago, RoL got pushed into the minor event category, so we though[t] about having it always available.  But &#039;&#039;&#039;it then blew up, and there is no way I can label it as a minor event anymore.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What happened in those years between? Let the story unfold as we dig into the details of Rings of Lumnis, starting with its signature item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Spiritual Ring: Supercharging Players and the Event Itself==&lt;br /&gt;
&lt;br /&gt;
Since the beginning, the &#039;&#039;&#039;[[Brooch of Lumnis|quintuple orb brooch]]&#039;&#039;&#039;, an account-bound pinworn item acquired only at the Rings of Lumnis event, offered players a choice of five benefits:&lt;br /&gt;
&lt;br /&gt;
* Planar: A larger experience pool capacity for half an hour.&lt;br /&gt;
* Spiritual: Instant experience absorption.&lt;br /&gt;
* Elemental: Improved odds with luck-based Adventurer&#039;s Guild bounties.&lt;br /&gt;
* Chaos: A random selection from the other four, but up to 10% more effective at it.&lt;br /&gt;
* Order: Increased bounty point rewards for half an hour.&lt;br /&gt;
&lt;br /&gt;
This article will eventually cover most of these benefits, especially since now you can have them all and it&#039;s no longer your choice of one, but I&#039;ll start by focusing heavily on the obvious:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;For most players who participated early on, and even to this day, the Spiritual benefit of instant experience absorption immediately jumped out as the most attractive.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exactly how attractive is it, though? The thresholds for benefits as of this writing are as follows, assuming one is buying from a premium subscription:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Exp Per Rub&#039;&#039;&#039;||&#039;&#039;&#039;X/Day Uses&#039;&#039;&#039;||&#039;&#039;&#039;Daily Exp&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp&#039;&#039;&#039;||&#039;&#039;&#039;Simucoin Cost&#039;&#039;&#039;||&#039;&#039;&#039;Premium Dollar Cost&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp Per Dollar&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||100||1||100||36,500||1,000||$8.69 (of a $9.99 package)||4200.23&lt;br /&gt;
|-&lt;br /&gt;
||30||200||1||200||73,000||3,000||$23.99 (of a $34.99 package)||3042.93&lt;br /&gt;
|-&lt;br /&gt;
||55||300||1||300||109,500||5,500||$42.30 (of $49.99)||2588.65&lt;br /&gt;
|-&lt;br /&gt;
||100||390||2||780||284,700||10,000|||$74.07 (of $99.99)||3843.66&lt;br /&gt;
|-&lt;br /&gt;
||300||595||3||1,785||651,525||30,000||$223.05 (of two $99.99 and one $49.99)||2920.98&lt;br /&gt;
|-&lt;br /&gt;
||750||761||4||3,044||1,111,060||75,000||$535.71 (of $999.99)||2073.995&lt;br /&gt;
|-&lt;br /&gt;
||1,250||869||5||4,345||1,585,925||125,000||$892.85 (of $999.99)||1776.25&lt;br /&gt;
|-&lt;br /&gt;
||1,850||944||6||5,664||2,067,360||185,000||$1,321.42 (of two $999.99s)||1564.499&lt;br /&gt;
|-&lt;br /&gt;
||2,500||1,009||7||7,063||2,577,995||250,000||$1,785.70 (of two $999.99s)||1443.69&lt;br /&gt;
|-&lt;br /&gt;
||3,250||1,084||8||8,672||3,165,280||325,000||$2,321.41 (of three $999.99s)||1363.52&lt;br /&gt;
|-&lt;br /&gt;
||5,000||1,259||9||11,331||4,135,815||500,000||$3,571.39 (of four $999.99s)||1158.04&lt;br /&gt;
|-&lt;br /&gt;
||7,500||1,509||10||15,090||5,507,850||750,000||$5,357.09 (of six $999.99s)||1028.14&lt;br /&gt;
|-&lt;br /&gt;
||12,000||1,959||11||21,549||7,865,385||1,200,000||$8,571.34 (of nine $999.99s)||917.64&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The short of it is:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;As long as you play enough to use the Rings of Lumnis brooch&#039;s Spiritual benefit, it offers by far the game&#039;s most efficient bang for your buck to improve experience gain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I could even go further and argue that it offers the best &#039;&#039;mechanical&#039;&#039; gain of any pay event. I realize this is a bold claim in the face of Duskruin, but even the most powerful flares only have a chance to activate while the Rings of Lumnis brooch offers high value in a guaranteed form. In fact, let&#039;s run that comparison of &#039;&#039;the most powerful&#039;&#039; flares to a similar price spent on the brooch:&lt;br /&gt;
&lt;br /&gt;
* Duskruin&#039;s xazkruvrixis metal, which has flares that instantly kill creatures, costs roughly $952 worth of bloodscrip.&lt;br /&gt;
* A Rings of Lumnis brooch with 1250 runs of the Spiritual ring, which gives the user 1.6 million experience &#039;&#039;every year,&#039;&#039; costs $892.85 worth of event entries.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s put that 1.6 million experience per year into perspective.&lt;br /&gt;
&lt;br /&gt;
A casual player who only plays exactly enough each week to finish their Gift of Lumnis earns about 1.9m annual exp ordinarily, so the brooch described above would skyrocket their exp gain to 184% of what it was. If starting fresh from level 0, they would reach level 61 within a year and level 95 within two years. Alternatively, if we look at a veteran or more hardcore player who&#039;s already capped, they would earn an additional 1920 training points (if converting PTPs to MTPs or vice versa) or 32 Ascension training points every year from the brooch alone.&lt;br /&gt;
&lt;br /&gt;
It boggles my mind that these brooches exist, but it&#039;s just as baffling to raise the question:&lt;br /&gt;
&lt;br /&gt;
 Why did this unbelievable mechanical benefit take time to catch on instead of selling like hotcakes immediately?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing It By Ear: How Rings of Lumnis got Better in Reality and Perception==&lt;br /&gt;
&lt;br /&gt;
Several factors held the Rings of Lumnis event back at the start, yet most are things of the past by now.&lt;br /&gt;
&lt;br /&gt;
One was the uncertainty factor described by Wyrom near the start of this page. Asking players to solve puzzles by guessing at verbs or answering trivia by scouring the wiki is a taller mountain to climb than asking them to defeat creatures at Duskruin and Ebon Gate or search areas at Duskruin and Rumor Woods. However, these days the answers to the puzzles and trivia are widely known and available, including even a [[Research:Rings_of_Lumnis|spoiler section on the wiki]] if one really needs it, making Rings of Lumnis more accessible.&lt;br /&gt;
&lt;br /&gt;
Only being able to keep one of the brooch&#039;s five types of benefits active before 2021 also left many players advancing exclusively in Spiritual and not spending on the other types of puzzles, but more on that later.&lt;br /&gt;
&lt;br /&gt;
One of the biggest improvements to the event, starting only days into its first run, was the addition of lightening and deepening notes as rewards. You don&#039;t--and never did--need to actually complete the Rings of Lumnis puzzles to upgrade your brooch. Merely entering the puzzle upgrades it even if you forfeit, ensuring that you get value for your Simucoins.&lt;br /&gt;
&lt;br /&gt;
Of course, players soon realized this and some began just entering and forfeiting repeatedly, seeing little reason to finish puzzles they&#039;d already encountered--if not also ones they hadn&#039;t. In response, staff added lightening and deepening notes as rewards for completion. (There are also more rare prizes like RPA orbs and most years have even had a handful of jackpot level prizes like unique lunar halos or spirit servants.) These notes allow automated lightening and deepening of your items on your schedule, so the Rings of Lumnis value proposition became not only getting experience (or, if preferred, one of the other benefits), but saving yourself or someone else a great deal of time that could have been spent waiting in merchant lines.&lt;br /&gt;
&lt;br /&gt;
 Almost the entire supply of lightening and deepening notes that are so ubiquitous in playershops today has come from players running Rings of Lumnis.&lt;br /&gt;
&lt;br /&gt;
One thing that did and probably still does hold Rings of Lumnis back, however, is that substantial brooch benefits are predicated on some combination of heavy play, heavy spending, or heavy merchanting. My earlier example used the ~1.6 million bonus exp mark, which is pretty staggering, but it also costs almost $900 and not everyone&#039;s willing to spend that. So, even though you could spend (at the low end) less than $9 to get 36,500 bonus exp a year and ten lightening or deepening notes and that&#039;s technically a great deal, it&#039;s also a small enough benefit that it might not &amp;quot;feel&amp;quot; enticing to players. I could probably argue that brooch benefits aren&#039;t felt as a big impact until at least the $74.07 threshold of 100 runs for 284,700 bonus exp per year, if not the $223.05 threshold of 651,525 exp.&lt;br /&gt;
&lt;br /&gt;
(As an aside, in case anyone is wondering, the Rings of Lumnis secondary market is historically nowhere near as robust as the Duskruin secondary market, in which players are frequently willing to sell entries for silvers. That does change a bit when event boxes are on the table, but as of this writing in 2024, the only time that happened was the 2023 Rings of Lumnis and it&#039;s not happening again this year.)&lt;br /&gt;
&lt;br /&gt;
My personal take is that the core reason Rings of Lumnis took a while to catch on is that, even though the value proposition is great, it requires analysis and &#039;&#039;math&#039;&#039; to grasp just &#039;&#039;how&#039;&#039; great it is. It&#039;s caught on through word of mouth, charts, and analogies (for example, the $74.07 threshold is comparable to more than six and a half violet orbs every year!) since not every player is willing to look that deeply into it. After all, while the mechanical benefits are a min-maxer&#039;s dream, GemStone IV is a roleplaying game and many do play primarily for that reason.&lt;br /&gt;
&lt;br /&gt;
...and that&#039;s a perfect segue to my next point:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Hidden Benefits of Time Saving and Account Boosting==&lt;br /&gt;
&lt;br /&gt;
Until now I&#039;ve been framing the brooch&#039;s instant exp absorption in the most basic terms: an additive benefit on top of your usual hunting, used by a single character. In reality, though, it doesn&#039;t need to be either of those things.&lt;br /&gt;
&lt;br /&gt;
When I first wrote this sentence, I had been idling on a node in game for three hours and I just didn&#039;t sweat it or feel the pressure that I &amp;quot;should&amp;quot; be out getting exp. It doesn&#039;t matter anymore. I hunt significantly less often than several years ago because I&#039;m doing other things--writing on the wiki, chatting on Discord, running Silverwood Manor events or Twilight Hall events, idling and talking with people--but I still gain exp matching the pace I&#039;ve planned around.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t even require a huge number of Spiritual runs to feel way more at luxury. Most people hover in the realm of earning 1800 to 2500 exp per hour when playing semi-seriously, so even a fairly modest $74.07 brooch that gives 5,460 exp per week gives a player about 2.184 to 3.03 hours of leeway.&lt;br /&gt;
&lt;br /&gt;
That said, a significant number of Spiritual runs--like, say, 1250 or more--can be a double-edged sword. Though it relieves the pressure of staying consistently active in the hunt-rest cycle, it can &#039;&#039;add&#039;&#039; the pressure of feeling the need to run through every Spiritual use each day. This can come in the form of, for example, one exhaustive power hunt with frequent absorbs, doing an instant absorb after each of the first X bounties turned in for the day, or participating in large scale group hunts like Reim or warcamps where exp flows like water.&lt;br /&gt;
&lt;br /&gt;
Another benefit of the brooch is that, as mentioned before, it&#039;s account-bound rather than character-bound, so you can give uses to another character on a premium slot for any reason you like. When Sanctify was on the verge of being released, I had begun working on another cleric who was in her mid-10s and shifted some of my Planar brooch rubs to her for a couple of weeks to bring her up to speed and start sanctifying items.&lt;br /&gt;
&lt;br /&gt;
Yes, I said Planar, not Spiritual. As nice as it is to have the freedom to shift gears and start heavily pushing a backup character with Spiritual if you want, the Planar benefit can also make a gigantic difference for a premium player who&#039;s really capitalizing on alt slots. Used carefully and split up across characters, you can more or less permanently increase the size of their exp pools. Let&#039;s break down Planar in the next section!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maximizing an Upgraded Multi-Ring Brooch==&lt;br /&gt;
&lt;br /&gt;
Since 2021, players have been able to pay a million silvers to upgrade their brooches, enabling them to add runs in every ring and therefore have every benefit. Each ring has its own number of uses per day, however. Someone can have, for example, a brooch with 300 Spiritual runs to give 595 absorbed exp three times per day, 100 Planar runs to give half an hour of +390 exp pool size twice per day, and 100 Order runs to give half an hour of +390 bounty points twice per day.&lt;br /&gt;
&lt;br /&gt;
Revisiting a simplified version of our chart...&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Exp Pool or Bounty Point Increase Per Rub&#039;&#039;&#039;||&#039;&#039;&#039;X/Day Uses&#039;&#039;&#039;||&#039;&#039;&#039;Minutes Per Day&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||100||1||30&lt;br /&gt;
|-&lt;br /&gt;
||30||200||1||30&lt;br /&gt;
|-&lt;br /&gt;
||55||300||1||30&lt;br /&gt;
|-&lt;br /&gt;
||100||390||2||60&lt;br /&gt;
|-&lt;br /&gt;
||300||595||3||90&lt;br /&gt;
|-&lt;br /&gt;
||750||761||4||120&lt;br /&gt;
|-&lt;br /&gt;
||1,250||869||5||150&lt;br /&gt;
|-&lt;br /&gt;
||1,850||944||6||180&lt;br /&gt;
|-&lt;br /&gt;
||2,500||1,009||7||210&lt;br /&gt;
|-&lt;br /&gt;
||3,250||1,084||8||240&lt;br /&gt;
|-&lt;br /&gt;
||5,000||1,259||9||270&lt;br /&gt;
|-&lt;br /&gt;
||7,500||1,509||10||300&lt;br /&gt;
|-&lt;br /&gt;
||12,000||1,959||11||330&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
...the scaling on Planar and Order is nominally identical to Spiritual, meaning that 1 absorbed exp = 1 additional exp in the pool = 1 additional bounty point. &#039;&#039;However,&#039;&#039; while Spiritual happens instantaneously and is then gone, Planar and Order each last half an hour per rub.&lt;br /&gt;
&lt;br /&gt;
In the case of Order, this means you can often get more than one use out of it. Rub the brooch just before turning in a bounty to get bonus bounty points, then complete another one within the half hour and get bonus bounty points on that too. Order is good at what it does, but I won&#039;t spend any more time on that since &#039;&#039;what it does&#039;&#039; is a niche benefit primarily helpful to players who need a steady supply of bounty points for enhancive charging or even fixskills (like, for example, if they fixskill every time Duskruin comes around or supply fixskills to wizards, clerics, and sorcerers working on improving their items).&lt;br /&gt;
&lt;br /&gt;
The benefits of the Planar ring, while not as immediately and obviously attractive as the Spiritual ring, can be substantial. On the surface level, a Spiritual benefit of (just to pick a number) 600 experience instantly absorbed per rub likely seems far better than the equivalent Planar benefit of increasing your exp pool by 600 for half an hour and gradually absorbing that over time.&lt;br /&gt;
&lt;br /&gt;
However, there are caveats and niche circumstances in which the Planar benefit can be &#039;&#039;better&#039;&#039; than the Spiritual benefit, depending on your playstyle and resources.&lt;br /&gt;
&lt;br /&gt;
First, for every 200 exp in your pool, you absorb one more experience per pulse than normal. So, using our example of a Planar brooch with 600 bonus, you&#039;d nominally have +3 experience per pulse for half an hour, which is 90 experience on top of the 600.&lt;br /&gt;
&lt;br /&gt;
Better yet, though, a Planar boost can technically extend past half an hour if you time it correctly. By turning in a bounty right before a Planar boost expires, your saturated mind state will be based on the increased exp pool. In my case, this means ~2000 experience to absorb instead of ~1500, so I retain bigger experience pulses not just for the ordinary half hour, but also during the time it takes to absorb the the additional exp above and beyond what I would have had ordinarily.&lt;br /&gt;
&lt;br /&gt;
So far, the above two points can only make a case for Planar ever exceeding Spiritual, even in the most niche scenario, if someone is playing heavily enough to be online for the full duration of exp pulses.&lt;br /&gt;
&lt;br /&gt;
However, due to how offline experience absorption works, arguably a far better use case than the above is using a Planar boost on the most &#039;&#039;infrequently&#039;&#039; played of characters. Here&#039;s an illustration:&lt;br /&gt;
&lt;br /&gt;
 Right before a player goes to bed, her level 15 character with a normal exp pool size of 900 takes on a bounty. When her normal exp pool fills up, she uses a Planar boost to increase it by 761, then fills her head again as she completes the bounty five minutes later. She turns it in, reaching a saturated point of ~2100 exp, then shuts off GS for the night.&lt;br /&gt;
 &lt;br /&gt;
 She only plays this character once per day before bed to finish out her Gift of Lumnis, so by the time she comes back, it&#039;s about 23 hours later. Using the offline exp absorption rate of 15 per 10 minutes, the character has absorbed 2070 experience.&lt;br /&gt;
 &lt;br /&gt;
 Crucially, if she &#039;&#039;hadn&#039;t&#039;&#039; used the Planar boost, then her saturated exp pool would have been around 1400, so she would have come back to exactly that much experience absorbed. In other words, the character gained a net benefit of 670 experience from this 761 experience Planar boost.&lt;br /&gt;
 &lt;br /&gt;
 However, she&#039;s not done. You see, the Planar boost lasts half an hour and we said that so far she only had it active for five minutes while finishing her bounty. Now she gets a new bounty and we&#039;ll say it takes ten minutes to complete and turn in, so she does that and shuts off for the night again, ending with ~2100 exp.&lt;br /&gt;
 &lt;br /&gt;
 This time she comes back to play 24 hours later and has absorbed all 2100 exp, which again is 700 more than she would have if she didn&#039;t have a Planar boost active. At this point she&#039;s now gotten a 1370 experience benefit from a rub of a 761 experience Planar ring.&lt;br /&gt;
 &lt;br /&gt;
 ...but the Planar boost still has 15 minutes left, so if she can finish another bounty in that time, she can get &#039;&#039;2070&#039;&#039; experience (by the time she logs on again tomorrow night) from this one Planar rub.&lt;br /&gt;
&lt;br /&gt;
In reality, it&#039;s even better than that because this example doesn&#039;t mention the larger exp pulses or the increased instant absorption from bounty turn-ins with a bigger exp pool. Still, as nice as those are, they&#039;re minutiae compared to the overarching point:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;On a character played only once a day, a Planar rub can be equivalent to multiple Spiritual rubs. If you can complete bounties quickly enough on such a character, it&#039;s essentially like permanently increasing your exp pool.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
But let&#039;s step back for a second. If the character&#039;s brooch is good for an exp pool of 761, then it has four uses per day, so why does it matter that she can get 2070 exp out of one rub over the course of three days? What happens to the other eleven rubs?&lt;br /&gt;
&lt;br /&gt;
Well, there are three broad possibilities. One is better than its Spiritual counterpart, one is worse, and the other depends (but will generally favor Spiritual).&lt;br /&gt;
&lt;br /&gt;
In the example as it was written--a player who consistently hunts exactly seven times per week--the extra rubs are pointless and she most likely would have been better off going with Spiritual. The daily exp absorbed per Planar rub via offline absorption is 670 whereas Spiritual would have been the full 761, so Spiritual can only win if her hunts are typically short enough or against underleveled enough creatures that using a Spiritual rub is either A) unlikely to get its full amount or B) would likely leave her at noticeably less than a full mind by the time she&#039;s finished, therefore reducing the amount of exp instantly absorbed when turning in her bounty.&lt;br /&gt;
&lt;br /&gt;
The second possibility involves stacking Planar rubs. If we changed our example from a player who hunts once per day to a player who hunts once per day except for Saturdays, when she plays anywhere from 4-8 hours, then she has her full exp pool permanently active due to gaining more hours of boost than she&#039;s using six days a week.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve done this myself. With my earlier example of a mid-10s cleric, at one point I had stacked over eight hours of Planar boost by adding an hour (two rubs) each day while only hunting her once. Since she was a premium alt who had stocked hundreds of instant mind clearers over years of daily logins, I then basically just power hunted to blast through her early levels and get to Sanctifying. (And, yes, I said I stacked &#039;&#039;over eight hours&#039;&#039;--because, unlike conventional spell effects, Rings of Lumnis brooch benefits aren&#039;t constrained to a four hour and ten minute maximum.)&lt;br /&gt;
&lt;br /&gt;
Barring a scenario like that with tons of mind clearers stocked ahead of time, though, a Spiritual brooch will still pay off more even for a player who only plays heavily once per week.&lt;br /&gt;
&lt;br /&gt;
So the third possibility, and the one where Planar really does shine, involves premium accounts. If we used an example of a player who hunts &#039;&#039;four characters&#039;&#039; once per day each, she could split the brooch uses among them and basically they would &#039;&#039;all&#039;&#039; end up with larger exp pools as a reward for her item management juggling.&lt;br /&gt;
&lt;br /&gt;
Having said all that, I&#039;ll reiterate that you can also just build up Planar &#039;&#039;and&#039;&#039; Spiritual on the same brooch!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Tangent on the Orb Alternative==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a comparison of yearly exp from Rings of Lumnis brooches to [[Roleplaying_award#Roleplaying_Experience_Award_Levels|indigo orbs or violet orbs]], which are respectively worth 21,875 or 42,875 exp. You can think of Rings of Lumnis entries like a one-time fee for a lifetime subscription to some number of yearly orbs!&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp&#039;&#039;&#039;||&#039;&#039;&#039;Equivalent in Indigo Orbs&#039;&#039;&#039;||&#039;&#039;&#039;Equivalent in Violet Orbs&#039;&#039;&#039;||&#039;&#039;&#039;Simucoin Cost&#039;&#039;&#039;||&#039;&#039;&#039;Premium Dollar Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||36,500||1.6686||0.8513||1,000||$8.69 (of a $9.99 package)&lt;br /&gt;
|-&lt;br /&gt;
||30||73,000||3.3371||1.7026||3,000||$23.99 (of a $34.99 package)&lt;br /&gt;
|-&lt;br /&gt;
||55||109,500||5.0057||2.5539||5,500||$42.30 (of $49.99)&lt;br /&gt;
|-&lt;br /&gt;
||100||284,700||13.0149||6.6402||10,000|||$74.07 (of $99.99)&lt;br /&gt;
|-&lt;br /&gt;
||300||651,525||29.784||15.1959||30,000||$223.05 (of two $99.99 and one $49.99)&lt;br /&gt;
|-&lt;br /&gt;
||750||1,111,060||50,7913||25.9139||75,000||$535.71 (of $999.99)&lt;br /&gt;
|-&lt;br /&gt;
||1,250||1,585,925||72.4994||36.9895||125,000||$892.85 (of $999.99)&lt;br /&gt;
|-&lt;br /&gt;
||1,850||2,067,360||94.5079||48.2183||185,000||$1,321.42 (of two $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||2,500||2,577,995||117.8512||60.128||250,000||$1,785.70 (of two $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||3,250||3,165,280||144.6985||73.8258||325,000||$2,321.41 (of three $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||5,000||4,135,815||189.0658||96.4622||500,000||$3,571.39 (of four $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||7,500||5,507,850||251.7874||128.46297||750,000||$5,357.09 (of six $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||12,000||7,865,385||359.5605||183.4492||1,200,000||$8,571.34 (of nine $999.99s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I want to put this in perspective. Let&#039;s say that Wyrom offers a violet orb at Duskruin for 5000 bloodscrip. 5000 bloodscrip can be earned from 16.67 Duskruin entries. We&#039;ll round up and call it 1700 Simucoins. Let&#039;s also say you&#039;re buying Simucoins in the $49.99 package on a premium account. At that point, 5000 bloodscrip, and therefore the violet orb, costs $13.07--and that&#039;s why I never buy them.&lt;br /&gt;
&lt;br /&gt;
At the 100 Rings of Lumnis entries mark, the exp equivalent of a yearly violet orb--not a one-off--costs $11.1548, which is cheaper &#039;&#039;and&#039;&#039; a recurring benefit. At the 300 Rings of Lumnis entries mark, the exp equivalent of a yearly violet orb costs $14.6783, which is slightly more than $13.07, but is again a recurring benefit.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s skip ahead to what&#039;s technically the least bang for your buck in Rings of Lumnis. At 12,000 entries, the exp equivalent of a yearly violet orb costs $46.7232. Obviously this is much more than $13.07, but if you play for at least 3.575 years, it swings around and becomes a better deal. The longer you keep playing afterward, the better it gets.&lt;br /&gt;
&lt;br /&gt;
These are the kinds of things I probably shouldn&#039;t even talk about since it might stop people from buying unattuned indigo orbs or violet orbs that I put in my playershop, but the mathematical truth is that if you&#039;re a GemStone player who&#039;s here for the long term &#039;&#039;and&#039;&#039; who has time to get through brooch rubs every day (or almost every day), then Rings of Lumnis entries are always a better deal than any price--in bloodscrip, raikhen, or silver--I&#039;ve ever seen orbs offered at. Orbs are only worthwhile if you have little time to play, if you go through long stretches of not playing, if you have a short-term goal that you want to hit very quickly, or other situations like that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Note: There&#039;s still more to come since this guide hasn&#039;t covered the Chaos benefit yet! Didn&#039;t want to hold off for that, though, since this is perfectly suitable as a first draft covering what are by far the three most used benefits.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Rings of Lumnis]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Rags_to_Riches:_The_Rings_of_Lumnis_Story&amp;diff=252089</id>
		<title>Leafiara (prime)/Mechanical Musings/Rags to Riches: The Rings of Lumnis Story</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Rags_to_Riches:_The_Rings_of_Lumnis_Story&amp;diff=252089"/>
		<updated>2026-01-19T05:26:00Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = Rags to Riches: The Rings of Lumnis Story&lt;br /&gt;
|topic = Experience, Rings of Lumnis&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-05-02&lt;br /&gt;
|updated = 2026-01-18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2026 Disclaimer and Update==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;The below is preserved as a legacy guide that I don&#039;t want to rewrite from the ground up, but suffice it to say that I recommend against Rings of Lumnis brooches beyond 100 runs at this point in time, if even purchasing a brooch at all&#039;&#039;&#039;&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This is &#039;&#039;&#039;unless&#039;&#039;&#039; either or both of the following are true:&lt;br /&gt;
* You have enough spending money available that using all possible means of exp acceleration regardless of bang for your buck is exactly what you wish to do&lt;br /&gt;
* You play little enough so as to not absorb at least 39,600 base exp per week (if not donating to the Temple of Lumnis) or 54,200 base exp per week (if donating to the Temple of Lumnis), nor even get close&lt;br /&gt;
&lt;br /&gt;
For everyone else, the new Fash&#039;lo&#039;nae&#039;s Tutelage item costs 3,500 Simucoins and can provide up to roughly an incredible 1,280,000 exp over a 90-day period for 3500 Simucoins. 100 Rings of Lumnis runs cost 10,000 Simucoins--2.857 times as much--while providing 284,700 exp per year. This means that, measuring exp per dollar, the brooch will only surpass Fash&#039;lo&#039;nae&#039;s Tutelage after ~12.8456 years of play. It only swings further in favor of Tutelage at higher tiers that are less cost-effective. For example, 300 Rings of Lumnis cost 30,000 Simucoins--8.57 times as much--while providing 651,525 exp per year. In this case, the brooch will take ~16.8396 years of play to surpass Tutelage.&lt;br /&gt;
&lt;br /&gt;
The only potential downside to Fash&#039;lo&#039;nae&#039;s Tutelage is that, to extract full benefit, you have to play for an additional 25,000 exp above and beyond the amount needed for your Gift of Lumnis absorption, which will be 14,600 exp by default or 29,200 exp if you&#039;re paying for the Temple of Lumnis bonuses. However, even if you don&#039;t play for the full 25,000 extra exp, you still get proportional benefit; i.e. if you could play for 12,500 exp above and beyond your Gift of Lumnis each week, then the benefit would still be roughly 640,000 exp over a 90-day period. 100 Rings of Lumnis brooch runs would still only win after ~6.4228 years of play and 300 runs would still only win after ~8.4198 years of play.&lt;br /&gt;
&lt;br /&gt;
In short, unless money is no object and/or you have little time to play, buy Fash&#039;lo&#039;nae&#039;s Tutelage, a far better deal than Rings of Lumnis brooches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
&lt;br /&gt;
Since 5118, Elanthian adventurers have traveled each year to the Needle of Pentas on the Isle of Ornath to participate in the Trials of Lumnis, a series of puzzles and trivia to test their logic and knowledge. Likewise, since 2018, the Rings of Lumnis event has presented GemStone IV players each years with tests of their own thoughts, raising questions such as &amp;quot;&#039;&#039;&#039;Is this for me?&#039;&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;&#039;What do I stand to gain?&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The short answer for most people is &amp;quot;extra experience at accelerated rates,&amp;quot; but fully explaining just how much so--and the other alternatives--is another matter. These are reasonably complex mechanical questions, which is one reason that the Rings of Lumnis event struggled in its earliest days. Wyrom recounted the following history on Discord:&lt;br /&gt;
&lt;br /&gt;
 Wyrom — 03/20/2021&lt;br /&gt;
 RoL took a pretty heavy time investment for its debut run.  Probably more so than most events.  A good chunk of live events is planning and scheduling.  For RoL, it required lots of coding, more so than Duskruin.  It also had heavy QC, more so than EG.  &#039;&#039;&#039;The initial run was a flop, so much that it came off the official Simu event list for the next year.  But because players were asking for it, we just turned it on.&#039;&#039;&#039;  There were tweaks that happened, but I don&#039;t really see us doing anything major with RoL again.  We want to add more puzzles, but I&#039;m fairly certain the unknown factors like solving puzzles led to its initial flop.&lt;br /&gt;
&lt;br /&gt;
However, as the title of this article implies, Rings of Lumnis would go on to perform as a stellar event by any measure. Wyrom would later state the following:&lt;br /&gt;
&lt;br /&gt;
 Wyrom — 06/14/2021&lt;br /&gt;
 Major events being Duskruin, RW, and EG.  Though &#039;&#039;&#039;RoL outperformed everything this year&#039;&#039;&#039;, so we probably should reconsider that event.&lt;br /&gt;
 &lt;br /&gt;
 Wyrom — 10/11/2021&lt;br /&gt;
 Years and years ago, RoL got pushed into the minor event category, so we though[t] about having it always available.  But &#039;&#039;&#039;it then blew up, and there is no way I can label it as a minor event anymore.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What happened in those years between? Let the story unfold as we dig into the details of Rings of Lumnis, starting with its signature item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Spiritual Ring: Supercharging Players and the Event Itself==&lt;br /&gt;
&lt;br /&gt;
Since the beginning, the &#039;&#039;&#039;[[Brooch of Lumnis|quintuple orb brooch]]&#039;&#039;&#039;, an account-bound pinworn item acquired only at the Rings of Lumnis event, offered players a choice of five benefits:&lt;br /&gt;
&lt;br /&gt;
* Planar: A larger experience pool capacity for half an hour.&lt;br /&gt;
* Spiritual: Instant experience absorption.&lt;br /&gt;
* Elemental: Improved odds with luck-based Adventurer&#039;s Guild bounties.&lt;br /&gt;
* Chaos: A random selection from the other four, but up to 10% more effective at it.&lt;br /&gt;
* Order: Increased bounty point rewards for half an hour.&lt;br /&gt;
&lt;br /&gt;
This article will eventually cover most of these benefits, especially since now you can have them all and it&#039;s no longer your choice of one, but I&#039;ll start by focusing heavily on the obvious:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;For most players who participated early on, and even to this day, the Spiritual benefit of instant experience absorption immediately jumped out as the most attractive.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exactly how attractive is it, though? The thresholds for benefits as of this writing are as follows, assuming one is buying from a premium subscription:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Exp Per Rub&#039;&#039;&#039;||&#039;&#039;&#039;X/Day Uses&#039;&#039;&#039;||&#039;&#039;&#039;Daily Exp&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp&#039;&#039;&#039;||&#039;&#039;&#039;Simucoin Cost&#039;&#039;&#039;||&#039;&#039;&#039;Premium Dollar Cost&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp Per Dollar&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||100||1||100||36,500||1,000||$8.69 (of a $9.99 package)||4200.23&lt;br /&gt;
|-&lt;br /&gt;
||30||200||1||200||73,000||3,000||$23.99 (of a $34.99 package)||3042.93&lt;br /&gt;
|-&lt;br /&gt;
||55||300||1||300||109,500||5,500||$42.30 (of $49.99)||2588.65&lt;br /&gt;
|-&lt;br /&gt;
||100||390||2||780||284,700||10,000|||$74.07 (of $99.99)||3843.66&lt;br /&gt;
|-&lt;br /&gt;
||300||595||3||1,785||651,525||30,000||$223.05 (of two $99.99 and one $49.99)||2920.98&lt;br /&gt;
|-&lt;br /&gt;
||750||761||4||3,044||1,111,060||75,000||$535.71 (of $999.99)||2073.995&lt;br /&gt;
|-&lt;br /&gt;
||1,250||869||5||4,345||1,585,925||125,000||$892.85 (of $999.99)||1776.25&lt;br /&gt;
|-&lt;br /&gt;
||1,850||944||6||5,664||2,067,360||185,000||$1,321.42 (of two $999.99s)||1564.499&lt;br /&gt;
|-&lt;br /&gt;
||2,500||1,009||7||7,063||2,577,995||250,000||$1,785.70 (of two $999.99s)||1443.69&lt;br /&gt;
|-&lt;br /&gt;
||3,250||1,084||8||8,672||3,165,280||325,000||$2,321.41 (of three $999.99s)||1363.52&lt;br /&gt;
|-&lt;br /&gt;
||5,000||1,259||9||11,331||4,135,815||500,000||$3,571.39 (of four $999.99s)||1158.04&lt;br /&gt;
|-&lt;br /&gt;
||7,500||1,509||10||15,090||5,507,850||750,000||$5,357.09 (of six $999.99s)||1028.14&lt;br /&gt;
|-&lt;br /&gt;
||12,000||1,959||11||21,549||7,865,385||1,200,000||$8,571.34 (of nine $999.99s)||917.64&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The short of it is:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;As long as you play enough to use the Rings of Lumnis brooch&#039;s Spiritual benefit, it offers by far the game&#039;s most efficient bang for your buck to improve experience gain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I could even go further and argue that it offers the best &#039;&#039;mechanical&#039;&#039; gain of any pay event. I realize this is a bold claim in the face of Duskruin, but even the most powerful flares only have a chance to activate while the Rings of Lumnis brooch offers high value in a guaranteed form. In fact, let&#039;s run that comparison of &#039;&#039;the most powerful&#039;&#039; flares to a similar price spent on the brooch:&lt;br /&gt;
&lt;br /&gt;
* Duskruin&#039;s xazkruvrixis metal, which has flares that instantly kill creatures, costs roughly $952 worth of bloodscrip.&lt;br /&gt;
* A Rings of Lumnis brooch with 1250 runs of the Spiritual ring, which gives the user 1.6 million experience &#039;&#039;every year,&#039;&#039; costs $892.85 worth of event entries.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s put that 1.6 million experience per year into perspective.&lt;br /&gt;
&lt;br /&gt;
A casual player who only plays exactly enough each week to finish their Gift of Lumnis earns about 1.9m annual exp ordinarily, so the brooch described above would skyrocket their exp gain to 184% of what it was. If starting fresh from level 0, they would reach level 61 within a year and level 95 within two years. Alternatively, if we look at a veteran or more hardcore player who&#039;s already capped, they would earn an additional 1920 training points (if converting PTPs to MTPs or vice versa) or 32 Ascension training points every year from the brooch alone.&lt;br /&gt;
&lt;br /&gt;
It boggles my mind that these brooches exist, but it&#039;s just as baffling to raise the question:&lt;br /&gt;
&lt;br /&gt;
 Why did this unbelievable mechanical benefit take time to catch on instead of selling like hotcakes immediately?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing It By Ear: How Rings of Lumnis got Better in Reality and Perception==&lt;br /&gt;
&lt;br /&gt;
Several factors held the Rings of Lumnis event back at the start, yet most are things of the past by now.&lt;br /&gt;
&lt;br /&gt;
One was the uncertainty factor described by Wyrom near the start of this page. Asking players to solve puzzles by guessing at verbs or answering trivia by scouring the wiki is a taller mountain to climb than asking them to defeat creatures at Duskruin and Ebon Gate or search areas at Duskruin and Rumor Woods. However, these days the answers to the puzzles and trivia are widely known and available, including even a [[Research:Rings_of_Lumnis|spoiler section on the wiki]] if one really needs it, making Rings of Lumnis more accessible.&lt;br /&gt;
&lt;br /&gt;
Only being able to keep one of the brooch&#039;s five types of benefits active before 2021 also left many players advancing exclusively in Spiritual and not spending on the other types of puzzles, but more on that later.&lt;br /&gt;
&lt;br /&gt;
One of the biggest improvements to the event, starting only days into its first run, was the addition of lightening and deepening notes as rewards. You don&#039;t--and never did--need to actually complete the Rings of Lumnis puzzles to upgrade your brooch. Merely entering the puzzle upgrades it even if you forfeit, ensuring that you get value for your Simucoins.&lt;br /&gt;
&lt;br /&gt;
Of course, players soon realized this and some began just entering and forfeiting repeatedly, seeing little reason to finish puzzles they&#039;d already encountered--if not also ones they hadn&#039;t. In response, staff added lightening and deepening notes as rewards for completion. (There are also more rare prizes like RPA orbs and most years have even had a handful of jackpot level prizes like unique lunar halos or spirit servants.) These notes allow automated lightening and deepening of your items on your schedule, so the Rings of Lumnis value proposition became not only getting experience (or, if preferred, one of the other benefits), but saving yourself or someone else a great deal of time that could have been spent waiting in merchant lines.&lt;br /&gt;
&lt;br /&gt;
 Almost the entire supply of lightening and deepening notes that are so ubiquitous in playershops today has come from players running Rings of Lumnis.&lt;br /&gt;
&lt;br /&gt;
One thing that did and probably still does hold Rings of Lumnis back, however, is that substantial brooch benefits are predicated on some combination of heavy play, heavy spending, or heavy merchanting. My earlier example used the ~1.6 million bonus exp mark, which is pretty staggering, but it also costs almost $900 and not everyone&#039;s willing to spend that. So, even though you could spend (at the low end) less than $9 to get 36,500 bonus exp a year and ten lightening or deepening notes and that&#039;s technically a great deal, it&#039;s also a small enough benefit that it might not &amp;quot;feel&amp;quot; enticing to players. I could probably argue that brooch benefits aren&#039;t felt as a big impact until at least the $74.07 threshold of 100 runs for 284,700 bonus exp per year, if not the $223.05 threshold of 651,525 exp.&lt;br /&gt;
&lt;br /&gt;
(As an aside, in case anyone is wondering, the Rings of Lumnis secondary market is historically nowhere near as robust as the Duskruin secondary market, in which players are frequently willing to sell entries for silvers. That does change a bit when event boxes are on the table, but as of this writing in 2024, the only time that happened was the 2023 Rings of Lumnis and it&#039;s not happening again this year.)&lt;br /&gt;
&lt;br /&gt;
My personal take is that the core reason Rings of Lumnis took a while to catch on is that, even though the value proposition is great, it requires analysis and &#039;&#039;math&#039;&#039; to grasp just &#039;&#039;how&#039;&#039; great it is. It&#039;s caught on through word of mouth, charts, and analogies (for example, the $74.07 threshold is comparable to more than six and a half violet orbs every year!) since not every player is willing to look that deeply into it. After all, while the mechanical benefits are a min-maxer&#039;s dream, GemStone IV is a roleplaying game and many do play primarily for that reason.&lt;br /&gt;
&lt;br /&gt;
...and that&#039;s a perfect segue to my next point:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Hidden Benefits of Time Saving and Account Boosting==&lt;br /&gt;
&lt;br /&gt;
Until now I&#039;ve been framing the brooch&#039;s instant exp absorption in the most basic terms: an additive benefit on top of your usual hunting, used by a single character. In reality, though, it doesn&#039;t need to be either of those things.&lt;br /&gt;
&lt;br /&gt;
When I first wrote this sentence, I had been idling on a node in game for three hours and I just didn&#039;t sweat it or feel the pressure that I &amp;quot;should&amp;quot; be out getting exp. It doesn&#039;t matter anymore. I hunt significantly less often than several years ago because I&#039;m doing other things--writing on the wiki, chatting on Discord, running Silverwood Manor events or Twilight Hall events, idling and talking with people--but I still gain exp matching the pace I&#039;ve planned around.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t even require a huge number of Spiritual runs to feel way more at luxury. Most people hover in the realm of earning 1800 to 2500 exp per hour when playing semi-seriously, so even a fairly modest $74.07 brooch that gives 5,460 exp per week gives a player about 2.184 to 3.03 hours of leeway.&lt;br /&gt;
&lt;br /&gt;
That said, a significant number of Spiritual runs--like, say, 1250 or more--can be a double-edged sword. Though it relieves the pressure of staying consistently active in the hunt-rest cycle, it can &#039;&#039;add&#039;&#039; the pressure of feeling the need to run through every Spiritual use each day. This can come in the form of, for example, one exhaustive power hunt with frequent absorbs, doing an instant absorb after each of the first X bounties turned in for the day, or participating in large scale group hunts like Reim or warcamps where exp flows like water.&lt;br /&gt;
&lt;br /&gt;
Another benefit of the brooch is that, as mentioned before, it&#039;s account-bound rather than character-bound, so you can give uses to another character on a premium slot for any reason you like. When Sanctify was on the verge of being released, I had begun working on another cleric who was in her mid-10s and shifted some of my Planar brooch rubs to her for a couple of weeks to bring her up to speed and start sanctifying items.&lt;br /&gt;
&lt;br /&gt;
Yes, I said Planar, not Spiritual. As nice as it is to have the freedom to shift gears and start heavily pushing a backup character with Spiritual if you want, the Planar benefit can also make a gigantic difference for a premium player who&#039;s really capitalizing on alt slots. Used carefully and split up across characters, you can more or less permanently increase the size of their exp pools. Let&#039;s break down Planar in the next section!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maximizing an Upgraded Multi-Ring Brooch==&lt;br /&gt;
&lt;br /&gt;
Since 2021, players have been able to pay a million silvers to upgrade their brooches, enabling them to add runs in every ring and therefore have every benefit. Each ring has its own number of uses per day, however. Someone can have, for example, a brooch with 300 Spiritual runs to give 595 absorbed exp three times per day, 100 Planar runs to give half an hour of +390 exp pool size twice per day, and 100 Order runs to give half an hour of +390 bounty points twice per day.&lt;br /&gt;
&lt;br /&gt;
Revisiting a simplified version of our chart...&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Exp Pool or Bounty Point Increase Per Rub&#039;&#039;&#039;||&#039;&#039;&#039;X/Day Uses&#039;&#039;&#039;||&#039;&#039;&#039;Minutes Per Day&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||100||1||30&lt;br /&gt;
|-&lt;br /&gt;
||30||200||1||30&lt;br /&gt;
|-&lt;br /&gt;
||55||300||1||30&lt;br /&gt;
|-&lt;br /&gt;
||100||390||2||60&lt;br /&gt;
|-&lt;br /&gt;
||300||595||3||90&lt;br /&gt;
|-&lt;br /&gt;
||750||761||4||120&lt;br /&gt;
|-&lt;br /&gt;
||1,250||869||5||150&lt;br /&gt;
|-&lt;br /&gt;
||1,850||944||6||180&lt;br /&gt;
|-&lt;br /&gt;
||2,500||1,009||7||210&lt;br /&gt;
|-&lt;br /&gt;
||3,250||1,084||8||240&lt;br /&gt;
|-&lt;br /&gt;
||5,000||1,259||9||270&lt;br /&gt;
|-&lt;br /&gt;
||7,500||1,509||10||300&lt;br /&gt;
|-&lt;br /&gt;
||12,000||1,959||11||330&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
...the scaling on Planar and Order is nominally identical to Spiritual, meaning that 1 absorbed exp = 1 additional exp in the pool = 1 additional bounty point. &#039;&#039;However,&#039;&#039; while Spiritual happens instantaneously and is then gone, Planar and Order each last half an hour per rub.&lt;br /&gt;
&lt;br /&gt;
In the case of Order, this means you can often get more than one use out of it. Rub the brooch just before turning in a bounty to get bonus bounty points, then complete another one within the half hour and get bonus bounty points on that too. Order is good at what it does, but I won&#039;t spend any more time on that since &#039;&#039;what it does&#039;&#039; is a niche benefit primarily helpful to players who need a steady supply of bounty points for enhancive charging or even fixskills (like, for example, if they fixskill every time Duskruin comes around or supply fixskills to wizards, clerics, and sorcerers working on improving their items).&lt;br /&gt;
&lt;br /&gt;
The benefits of the Planar ring, while not as immediately and obviously attractive as the Spiritual ring, can be substantial. On the surface level, a Spiritual benefit of (just to pick a number) 600 experience instantly absorbed per rub likely seems far better than the equivalent Planar benefit of increasing your exp pool by 600 for half an hour and gradually absorbing that over time.&lt;br /&gt;
&lt;br /&gt;
However, there are caveats and niche circumstances in which the Planar benefit can be &#039;&#039;better&#039;&#039; than the Spiritual benefit, depending on your playstyle and resources.&lt;br /&gt;
&lt;br /&gt;
First, for every 200 exp in your pool, you absorb one more experience per pulse than normal. So, using our example of a Planar brooch with 600 bonus, you&#039;d nominally have +3 experience per pulse for half an hour, which is 90 experience on top of the 600.&lt;br /&gt;
&lt;br /&gt;
Better yet, though, a Planar boost can technically extend past half an hour if you time it correctly. By turning in a bounty right before a Planar boost expires, your saturated mind state will be based on the increased exp pool. In my case, this means ~2000 experience to absorb instead of ~1500, so I retain bigger experience pulses not just for the ordinary half hour, but also during the time it takes to absorb the the additional exp above and beyond what I would have had ordinarily.&lt;br /&gt;
&lt;br /&gt;
So far, the above two points can only make a case for Planar ever exceeding Spiritual, even in the most niche scenario, if someone is playing heavily enough to be online for the full duration of exp pulses.&lt;br /&gt;
&lt;br /&gt;
However, due to how offline experience absorption works, arguably a far better use case than the above is using a Planar boost on the most &#039;&#039;infrequently&#039;&#039; played of characters. Here&#039;s an illustration:&lt;br /&gt;
&lt;br /&gt;
 Right before a player goes to bed, her level 15 character with a normal exp pool size of 900 takes on a bounty. When her normal exp pool fills up, she uses a Planar boost to increase it by 761, then fills her head again as she completes the bounty five minutes later. She turns it in, reaching a saturated point of ~2100 exp, then shuts off GS for the night.&lt;br /&gt;
 &lt;br /&gt;
 She only plays this character once per day before bed to finish out her Gift of Lumnis, so by the time she comes back, it&#039;s about 23 hours later. Using the offline exp absorption rate of 15 per 10 minutes, the character has absorbed 2070 experience.&lt;br /&gt;
 &lt;br /&gt;
 Crucially, if she &#039;&#039;hadn&#039;t&#039;&#039; used the Planar boost, then her saturated exp pool would have been around 1400, so she would have come back to exactly that much experience absorbed. In other words, the character gained a net benefit of 670 experience from this 761 experience Planar boost.&lt;br /&gt;
 &lt;br /&gt;
 However, she&#039;s not done. You see, the Planar boost lasts half an hour and we said that so far she only had it active for five minutes while finishing her bounty. Now she gets a new bounty and we&#039;ll say it takes ten minutes to complete and turn in, so she does that and shuts off for the night again, ending with ~2100 exp.&lt;br /&gt;
 &lt;br /&gt;
 This time she comes back to play 24 hours later and has absorbed all 2100 exp, which again is 700 more than she would have if she didn&#039;t have a Planar boost active. At this point she&#039;s now gotten a 1370 experience benefit from a rub of a 761 experience Planar ring.&lt;br /&gt;
 &lt;br /&gt;
 ...but the Planar boost still has 15 minutes left, so if she can finish another bounty in that time, she can get &#039;&#039;2070&#039;&#039; experience (by the time she logs on again tomorrow night) from this one Planar rub.&lt;br /&gt;
&lt;br /&gt;
In reality, it&#039;s even better than that because this example doesn&#039;t mention the larger exp pulses or the increased instant absorption from bounty turn-ins with a bigger exp pool. Still, as nice as those are, they&#039;re minutiae compared to the overarching point:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;On a character played only once a day, a Planar rub can be equivalent to multiple Spiritual rubs. If you can complete bounties quickly enough on such a character, it&#039;s essentially like permanently increasing your exp pool.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
But let&#039;s step back for a second. If the character&#039;s brooch is good for an exp pool of 761, then it has four uses per day, so why does it matter that she can get 2070 exp out of one rub over the course of three days? What happens to the other eleven rubs?&lt;br /&gt;
&lt;br /&gt;
Well, there are three broad possibilities. One is better than its Spiritual counterpart, one is worse, and the other depends (but will generally favor Spiritual).&lt;br /&gt;
&lt;br /&gt;
In the example as it was written--a player who consistently hunts exactly seven times per week--the extra rubs are pointless and she most likely would have been better off going with Spiritual. The daily exp absorbed per Planar rub via offline absorption is 670 whereas Spiritual would have been the full 761, so Spiritual can only win if her hunts are typically short enough or against underleveled enough creatures that using a Spiritual rub is either A) unlikely to get its full amount or B) would likely leave her at noticeably less than a full mind by the time she&#039;s finished, therefore reducing the amount of exp instantly absorbed when turning in her bounty.&lt;br /&gt;
&lt;br /&gt;
The second possibility involves stacking Planar rubs. If we changed our example from a player who hunts once per day to a player who hunts once per day except for Saturdays, when she plays anywhere from 4-8 hours, then she has her full exp pool permanently active due to gaining more hours of boost than she&#039;s using six days a week.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve done this myself. With my earlier example of a mid-10s cleric, at one point I had stacked over eight hours of Planar boost by adding an hour (two rubs) each day while only hunting her once. Since she was a premium alt who had stocked hundreds of instant mind clearers over years of daily logins, I then basically just power hunted to blast through her early levels and get to Sanctifying. (And, yes, I said I stacked &#039;&#039;over eight hours&#039;&#039;--because, unlike conventional spell effects, Rings of Lumnis brooch benefits aren&#039;t constrained to a four hour and ten minute maximum.)&lt;br /&gt;
&lt;br /&gt;
Barring a scenario like that with tons of mind clearers stocked ahead of time, though, a Spiritual brooch will still pay off more even for a player who only plays heavily once per week.&lt;br /&gt;
&lt;br /&gt;
So the third possibility, and the one where Planar really does shine, involves premium accounts. If we used an example of a player who hunts &#039;&#039;four characters&#039;&#039; once per day each, she could split the brooch uses among them and basically they would &#039;&#039;all&#039;&#039; end up with larger exp pools as a reward for her item management juggling.&lt;br /&gt;
&lt;br /&gt;
Having said all that, I&#039;ll reiterate that you can also just build up Planar &#039;&#039;and&#039;&#039; Spiritual on the same brooch!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Tangent on the Orb Alternative==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a comparison of yearly exp from Rings of Lumnis brooches to [[Roleplaying_award#Roleplaying_Experience_Award_Levels|indigo orbs or violet orbs]], which are respectively worth 21,875 or 42,875 exp. You can think of Rings of Lumnis entries like a one-time fee for a lifetime subscription to some number of yearly orbs!&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp&#039;&#039;&#039;||&#039;&#039;&#039;Equivalent in Indigo Orbs&#039;&#039;&#039;||&#039;&#039;&#039;Equivalent in Violet Orbs&#039;&#039;&#039;||&#039;&#039;&#039;Simucoin Cost&#039;&#039;&#039;||&#039;&#039;&#039;Premium Dollar Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||36,500||1.6686||0.8513||1,000||$8.69 (of a $9.99 package)&lt;br /&gt;
|-&lt;br /&gt;
||30||73,000||3.3371||1.7026||3,000||$23.99 (of a $34.99 package)&lt;br /&gt;
|-&lt;br /&gt;
||55||109,500||5.0057||2.5539||5,500||$42.30 (of $49.99)&lt;br /&gt;
|-&lt;br /&gt;
||100||284,700||13.0149||6.6402||10,000|||$74.07 (of $99.99)&lt;br /&gt;
|-&lt;br /&gt;
||300||651,525||29.784||15.1959||30,000||$223.05 (of two $99.99 and one $49.99)&lt;br /&gt;
|-&lt;br /&gt;
||750||1,111,060||50,7913||25.9139||75,000||$535.71 (of $999.99)&lt;br /&gt;
|-&lt;br /&gt;
||1,250||1,585,925||72.4994||36.9895||125,000||$892.85 (of $999.99)&lt;br /&gt;
|-&lt;br /&gt;
||1,850||2,067,360||94.5079||48.2183||185,000||$1,321.42 (of two $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||2,500||2,577,995||117.8512||60.128||250,000||$1,785.70 (of two $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||3,250||3,165,280||144.6985||73.8258||325,000||$2,321.41 (of three $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||5,000||4,135,815||189.0658||96.4622||500,000||$3,571.39 (of four $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||7,500||5,507,850||251.7874||128.46297||750,000||$5,357.09 (of six $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||12,000||7,865,385||359.5605||183.4492||1,200,000||$8,571.34 (of nine $999.99s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I want to put this in perspective. Let&#039;s say that Wyrom offers a violet orb at Duskruin for 5000 bloodscrip. 5000 bloodscrip can be earned from 16.67 Duskruin entries. We&#039;ll round up and call it 1700 Simucoins. Let&#039;s also say you&#039;re buying Simucoins in the $49.99 package on a premium account. At that point, 5000 bloodscrip, and therefore the violet orb, costs $13.07--and that&#039;s why I never buy them.&lt;br /&gt;
&lt;br /&gt;
At the 100 Rings of Lumnis entries mark, the exp equivalent of a yearly violet orb--not a one-off--costs $11.1548, which is cheaper &#039;&#039;and&#039;&#039; a recurring benefit. At the 300 Rings of Lumnis entries mark, the exp equivalent of a yearly violet orb costs $14.6783, which is slightly more than $13.07, but is again a recurring benefit.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s skip ahead to what&#039;s technically the least bang for your buck in Rings of Lumnis. At 12,000 entries, the exp equivalent of a yearly violet orb costs $46.7232. Obviously this is much more than $13.07, but if you play for at least 3.575 years, it swings around and becomes a better deal. The longer you keep playing afterward, the better it gets.&lt;br /&gt;
&lt;br /&gt;
These are the kinds of things I probably shouldn&#039;t even talk about since it might stop people from buying unattuned indigo orbs or violet orbs that I put in my playershop, but the mathematical truth is that if you&#039;re a GemStone player who&#039;s here for the long term &#039;&#039;and&#039;&#039; who has time to get through brooch rubs every day (or almost every day), then Rings of Lumnis entries are always a better deal than any price--in bloodscrip, raikhen, or silver--I&#039;ve ever seen orbs offered at. Orbs are only worthwhile if you have little time to play, if you go through long stretches of not playing, if you have a short-term goal that you want to hit very quickly, or other situations like that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Note: There&#039;s still more to come since this guide hasn&#039;t covered the Chaos benefit yet! Didn&#039;t want to hold off for that, though, since this is perfectly suitable as a first draft covering what are by far the three most used benefits.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Rings of Lumnis]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Rags_to_Riches:_The_Rings_of_Lumnis_Story&amp;diff=252088</id>
		<title>Leafiara (prime)/Mechanical Musings/Rags to Riches: The Rings of Lumnis Story</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/Rags_to_Riches:_The_Rings_of_Lumnis_Story&amp;diff=252088"/>
		<updated>2026-01-19T05:24:36Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = Rags to Riches: The Rings of Lumnis Story&lt;br /&gt;
|topic = Experience, Rings of Lumnis&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-05-02&lt;br /&gt;
|updated = 2026-01-18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2026 Disclaimer and Update==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;The below is preserved as a legacy guide that I don&#039;t want to rewrite from the ground up, but suffice it to say that I recommend against Rings of Lumnis brooches beyond 100 runs at this point in time, if even purchasing a brooch at all&#039;&#039;&#039;&amp;lt;/font&amp;gt;, unless either A) you have enough spending money available that using all possible means of exp acceleration regardless of bang for your buck is exactly what you wish to do or B) you play little enough so as to not absorb at least 39,600 base exp per week (if not donating to the Temple of Lumnis) or 54,200 base exp per week (if donating to the Temple of Lumnis), nor even get close.&lt;br /&gt;
&lt;br /&gt;
For everyone else, the new Fash&#039;lo&#039;nae&#039;s Tutelage item costs 3,500 Simucoins and can provide up to roughly an incredible 1,280,000 exp over a 90-day period for 3500 Simucoins. 100 Rings of Lumnis runs cost 10,000 Simucoins--2.857 times as much--while providing 284,700 exp per year. This means that, measuring exp per dollar, the brooch will only surpass Fash&#039;lo&#039;nae&#039;s Tutelage after ~12.8456 years of play. It only swings further in favor of Tutelage at higher tiers that are less cost-effective. For example, 300 Rings of Lumnis cost 30,000 Simucoins--8.57 times as much--while providing 651,525 exp per year. In this case, the brooch will take ~16.8396 years of play to surpass Tutelage.&lt;br /&gt;
&lt;br /&gt;
The only potential downside to Fash&#039;lo&#039;nae&#039;s Tutelage is that, to extract full benefit, you have to play for an additional 25,000 exp above and beyond the amount needed for your Gift of Lumnis absorption, which will be 14,600 exp by default or 29,200 exp if you&#039;re paying for the Temple of Lumnis bonuses. However, even if you don&#039;t play for the full 25,000 extra exp, you still get proportional benefit; i.e. if you could play for 12,500 exp above and beyond your Gift of Lumnis each week, then the benefit would still be roughly 640,000 exp over a 90-day period. 100 Rings of Lumnis brooch runs would still only win after ~6.4228 years of play and 300 runs would still only win after ~8.4198 years of play.&lt;br /&gt;
&lt;br /&gt;
In short, unless money is no object and/or you have little time to play, buy Fash&#039;lo&#039;nae&#039;s Tutelage, a far better deal than Rings of Lumnis brooches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
&lt;br /&gt;
Since 5118, Elanthian adventurers have traveled each year to the Needle of Pentas on the Isle of Ornath to participate in the Trials of Lumnis, a series of puzzles and trivia to test their logic and knowledge. Likewise, since 2018, the Rings of Lumnis event has presented GemStone IV players each years with tests of their own thoughts, raising questions such as &amp;quot;&#039;&#039;&#039;Is this for me?&#039;&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;&#039;What do I stand to gain?&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The short answer for most people is &amp;quot;extra experience at accelerated rates,&amp;quot; but fully explaining just how much so--and the other alternatives--is another matter. These are reasonably complex mechanical questions, which is one reason that the Rings of Lumnis event struggled in its earliest days. Wyrom recounted the following history on Discord:&lt;br /&gt;
&lt;br /&gt;
 Wyrom — 03/20/2021&lt;br /&gt;
 RoL took a pretty heavy time investment for its debut run.  Probably more so than most events.  A good chunk of live events is planning and scheduling.  For RoL, it required lots of coding, more so than Duskruin.  It also had heavy QC, more so than EG.  &#039;&#039;&#039;The initial run was a flop, so much that it came off the official Simu event list for the next year.  But because players were asking for it, we just turned it on.&#039;&#039;&#039;  There were tweaks that happened, but I don&#039;t really see us doing anything major with RoL again.  We want to add more puzzles, but I&#039;m fairly certain the unknown factors like solving puzzles led to its initial flop.&lt;br /&gt;
&lt;br /&gt;
However, as the title of this article implies, Rings of Lumnis would go on to perform as a stellar event by any measure. Wyrom would later state the following:&lt;br /&gt;
&lt;br /&gt;
 Wyrom — 06/14/2021&lt;br /&gt;
 Major events being Duskruin, RW, and EG.  Though &#039;&#039;&#039;RoL outperformed everything this year&#039;&#039;&#039;, so we probably should reconsider that event.&lt;br /&gt;
 &lt;br /&gt;
 Wyrom — 10/11/2021&lt;br /&gt;
 Years and years ago, RoL got pushed into the minor event category, so we though[t] about having it always available.  But &#039;&#039;&#039;it then blew up, and there is no way I can label it as a minor event anymore.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What happened in those years between? Let the story unfold as we dig into the details of Rings of Lumnis, starting with its signature item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Spiritual Ring: Supercharging Players and the Event Itself==&lt;br /&gt;
&lt;br /&gt;
Since the beginning, the &#039;&#039;&#039;[[Brooch of Lumnis|quintuple orb brooch]]&#039;&#039;&#039;, an account-bound pinworn item acquired only at the Rings of Lumnis event, offered players a choice of five benefits:&lt;br /&gt;
&lt;br /&gt;
* Planar: A larger experience pool capacity for half an hour.&lt;br /&gt;
* Spiritual: Instant experience absorption.&lt;br /&gt;
* Elemental: Improved odds with luck-based Adventurer&#039;s Guild bounties.&lt;br /&gt;
* Chaos: A random selection from the other four, but up to 10% more effective at it.&lt;br /&gt;
* Order: Increased bounty point rewards for half an hour.&lt;br /&gt;
&lt;br /&gt;
This article will eventually cover most of these benefits, especially since now you can have them all and it&#039;s no longer your choice of one, but I&#039;ll start by focusing heavily on the obvious:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;For most players who participated early on, and even to this day, the Spiritual benefit of instant experience absorption immediately jumped out as the most attractive.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exactly how attractive is it, though? The thresholds for benefits as of this writing are as follows, assuming one is buying from a premium subscription:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Exp Per Rub&#039;&#039;&#039;||&#039;&#039;&#039;X/Day Uses&#039;&#039;&#039;||&#039;&#039;&#039;Daily Exp&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp&#039;&#039;&#039;||&#039;&#039;&#039;Simucoin Cost&#039;&#039;&#039;||&#039;&#039;&#039;Premium Dollar Cost&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp Per Dollar&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||100||1||100||36,500||1,000||$8.69 (of a $9.99 package)||4200.23&lt;br /&gt;
|-&lt;br /&gt;
||30||200||1||200||73,000||3,000||$23.99 (of a $34.99 package)||3042.93&lt;br /&gt;
|-&lt;br /&gt;
||55||300||1||300||109,500||5,500||$42.30 (of $49.99)||2588.65&lt;br /&gt;
|-&lt;br /&gt;
||100||390||2||780||284,700||10,000|||$74.07 (of $99.99)||3843.66&lt;br /&gt;
|-&lt;br /&gt;
||300||595||3||1,785||651,525||30,000||$223.05 (of two $99.99 and one $49.99)||2920.98&lt;br /&gt;
|-&lt;br /&gt;
||750||761||4||3,044||1,111,060||75,000||$535.71 (of $999.99)||2073.995&lt;br /&gt;
|-&lt;br /&gt;
||1,250||869||5||4,345||1,585,925||125,000||$892.85 (of $999.99)||1776.25&lt;br /&gt;
|-&lt;br /&gt;
||1,850||944||6||5,664||2,067,360||185,000||$1,321.42 (of two $999.99s)||1564.499&lt;br /&gt;
|-&lt;br /&gt;
||2,500||1,009||7||7,063||2,577,995||250,000||$1,785.70 (of two $999.99s)||1443.69&lt;br /&gt;
|-&lt;br /&gt;
||3,250||1,084||8||8,672||3,165,280||325,000||$2,321.41 (of three $999.99s)||1363.52&lt;br /&gt;
|-&lt;br /&gt;
||5,000||1,259||9||11,331||4,135,815||500,000||$3,571.39 (of four $999.99s)||1158.04&lt;br /&gt;
|-&lt;br /&gt;
||7,500||1,509||10||15,090||5,507,850||750,000||$5,357.09 (of six $999.99s)||1028.14&lt;br /&gt;
|-&lt;br /&gt;
||12,000||1,959||11||21,549||7,865,385||1,200,000||$8,571.34 (of nine $999.99s)||917.64&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The short of it is:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;As long as you play enough to use the Rings of Lumnis brooch&#039;s Spiritual benefit, it offers by far the game&#039;s most efficient bang for your buck to improve experience gain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I could even go further and argue that it offers the best &#039;&#039;mechanical&#039;&#039; gain of any pay event. I realize this is a bold claim in the face of Duskruin, but even the most powerful flares only have a chance to activate while the Rings of Lumnis brooch offers high value in a guaranteed form. In fact, let&#039;s run that comparison of &#039;&#039;the most powerful&#039;&#039; flares to a similar price spent on the brooch:&lt;br /&gt;
&lt;br /&gt;
* Duskruin&#039;s xazkruvrixis metal, which has flares that instantly kill creatures, costs roughly $952 worth of bloodscrip.&lt;br /&gt;
* A Rings of Lumnis brooch with 1250 runs of the Spiritual ring, which gives the user 1.6 million experience &#039;&#039;every year,&#039;&#039; costs $892.85 worth of event entries.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s put that 1.6 million experience per year into perspective.&lt;br /&gt;
&lt;br /&gt;
A casual player who only plays exactly enough each week to finish their Gift of Lumnis earns about 1.9m annual exp ordinarily, so the brooch described above would skyrocket their exp gain to 184% of what it was. If starting fresh from level 0, they would reach level 61 within a year and level 95 within two years. Alternatively, if we look at a veteran or more hardcore player who&#039;s already capped, they would earn an additional 1920 training points (if converting PTPs to MTPs or vice versa) or 32 Ascension training points every year from the brooch alone.&lt;br /&gt;
&lt;br /&gt;
It boggles my mind that these brooches exist, but it&#039;s just as baffling to raise the question:&lt;br /&gt;
&lt;br /&gt;
 Why did this unbelievable mechanical benefit take time to catch on instead of selling like hotcakes immediately?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing It By Ear: How Rings of Lumnis got Better in Reality and Perception==&lt;br /&gt;
&lt;br /&gt;
Several factors held the Rings of Lumnis event back at the start, yet most are things of the past by now.&lt;br /&gt;
&lt;br /&gt;
One was the uncertainty factor described by Wyrom near the start of this page. Asking players to solve puzzles by guessing at verbs or answering trivia by scouring the wiki is a taller mountain to climb than asking them to defeat creatures at Duskruin and Ebon Gate or search areas at Duskruin and Rumor Woods. However, these days the answers to the puzzles and trivia are widely known and available, including even a [[Research:Rings_of_Lumnis|spoiler section on the wiki]] if one really needs it, making Rings of Lumnis more accessible.&lt;br /&gt;
&lt;br /&gt;
Only being able to keep one of the brooch&#039;s five types of benefits active before 2021 also left many players advancing exclusively in Spiritual and not spending on the other types of puzzles, but more on that later.&lt;br /&gt;
&lt;br /&gt;
One of the biggest improvements to the event, starting only days into its first run, was the addition of lightening and deepening notes as rewards. You don&#039;t--and never did--need to actually complete the Rings of Lumnis puzzles to upgrade your brooch. Merely entering the puzzle upgrades it even if you forfeit, ensuring that you get value for your Simucoins.&lt;br /&gt;
&lt;br /&gt;
Of course, players soon realized this and some began just entering and forfeiting repeatedly, seeing little reason to finish puzzles they&#039;d already encountered--if not also ones they hadn&#039;t. In response, staff added lightening and deepening notes as rewards for completion. (There are also more rare prizes like RPA orbs and most years have even had a handful of jackpot level prizes like unique lunar halos or spirit servants.) These notes allow automated lightening and deepening of your items on your schedule, so the Rings of Lumnis value proposition became not only getting experience (or, if preferred, one of the other benefits), but saving yourself or someone else a great deal of time that could have been spent waiting in merchant lines.&lt;br /&gt;
&lt;br /&gt;
 Almost the entire supply of lightening and deepening notes that are so ubiquitous in playershops today has come from players running Rings of Lumnis.&lt;br /&gt;
&lt;br /&gt;
One thing that did and probably still does hold Rings of Lumnis back, however, is that substantial brooch benefits are predicated on some combination of heavy play, heavy spending, or heavy merchanting. My earlier example used the ~1.6 million bonus exp mark, which is pretty staggering, but it also costs almost $900 and not everyone&#039;s willing to spend that. So, even though you could spend (at the low end) less than $9 to get 36,500 bonus exp a year and ten lightening or deepening notes and that&#039;s technically a great deal, it&#039;s also a small enough benefit that it might not &amp;quot;feel&amp;quot; enticing to players. I could probably argue that brooch benefits aren&#039;t felt as a big impact until at least the $74.07 threshold of 100 runs for 284,700 bonus exp per year, if not the $223.05 threshold of 651,525 exp.&lt;br /&gt;
&lt;br /&gt;
(As an aside, in case anyone is wondering, the Rings of Lumnis secondary market is historically nowhere near as robust as the Duskruin secondary market, in which players are frequently willing to sell entries for silvers. That does change a bit when event boxes are on the table, but as of this writing in 2024, the only time that happened was the 2023 Rings of Lumnis and it&#039;s not happening again this year.)&lt;br /&gt;
&lt;br /&gt;
My personal take is that the core reason Rings of Lumnis took a while to catch on is that, even though the value proposition is great, it requires analysis and &#039;&#039;math&#039;&#039; to grasp just &#039;&#039;how&#039;&#039; great it is. It&#039;s caught on through word of mouth, charts, and analogies (for example, the $74.07 threshold is comparable to more than six and a half violet orbs every year!) since not every player is willing to look that deeply into it. After all, while the mechanical benefits are a min-maxer&#039;s dream, GemStone IV is a roleplaying game and many do play primarily for that reason.&lt;br /&gt;
&lt;br /&gt;
...and that&#039;s a perfect segue to my next point:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Hidden Benefits of Time Saving and Account Boosting==&lt;br /&gt;
&lt;br /&gt;
Until now I&#039;ve been framing the brooch&#039;s instant exp absorption in the most basic terms: an additive benefit on top of your usual hunting, used by a single character. In reality, though, it doesn&#039;t need to be either of those things.&lt;br /&gt;
&lt;br /&gt;
When I first wrote this sentence, I had been idling on a node in game for three hours and I just didn&#039;t sweat it or feel the pressure that I &amp;quot;should&amp;quot; be out getting exp. It doesn&#039;t matter anymore. I hunt significantly less often than several years ago because I&#039;m doing other things--writing on the wiki, chatting on Discord, running Silverwood Manor events or Twilight Hall events, idling and talking with people--but I still gain exp matching the pace I&#039;ve planned around.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t even require a huge number of Spiritual runs to feel way more at luxury. Most people hover in the realm of earning 1800 to 2500 exp per hour when playing semi-seriously, so even a fairly modest $74.07 brooch that gives 5,460 exp per week gives a player about 2.184 to 3.03 hours of leeway.&lt;br /&gt;
&lt;br /&gt;
That said, a significant number of Spiritual runs--like, say, 1250 or more--can be a double-edged sword. Though it relieves the pressure of staying consistently active in the hunt-rest cycle, it can &#039;&#039;add&#039;&#039; the pressure of feeling the need to run through every Spiritual use each day. This can come in the form of, for example, one exhaustive power hunt with frequent absorbs, doing an instant absorb after each of the first X bounties turned in for the day, or participating in large scale group hunts like Reim or warcamps where exp flows like water.&lt;br /&gt;
&lt;br /&gt;
Another benefit of the brooch is that, as mentioned before, it&#039;s account-bound rather than character-bound, so you can give uses to another character on a premium slot for any reason you like. When Sanctify was on the verge of being released, I had begun working on another cleric who was in her mid-10s and shifted some of my Planar brooch rubs to her for a couple of weeks to bring her up to speed and start sanctifying items.&lt;br /&gt;
&lt;br /&gt;
Yes, I said Planar, not Spiritual. As nice as it is to have the freedom to shift gears and start heavily pushing a backup character with Spiritual if you want, the Planar benefit can also make a gigantic difference for a premium player who&#039;s really capitalizing on alt slots. Used carefully and split up across characters, you can more or less permanently increase the size of their exp pools. Let&#039;s break down Planar in the next section!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maximizing an Upgraded Multi-Ring Brooch==&lt;br /&gt;
&lt;br /&gt;
Since 2021, players have been able to pay a million silvers to upgrade their brooches, enabling them to add runs in every ring and therefore have every benefit. Each ring has its own number of uses per day, however. Someone can have, for example, a brooch with 300 Spiritual runs to give 595 absorbed exp three times per day, 100 Planar runs to give half an hour of +390 exp pool size twice per day, and 100 Order runs to give half an hour of +390 bounty points twice per day.&lt;br /&gt;
&lt;br /&gt;
Revisiting a simplified version of our chart...&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Exp Pool or Bounty Point Increase Per Rub&#039;&#039;&#039;||&#039;&#039;&#039;X/Day Uses&#039;&#039;&#039;||&#039;&#039;&#039;Minutes Per Day&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||100||1||30&lt;br /&gt;
|-&lt;br /&gt;
||30||200||1||30&lt;br /&gt;
|-&lt;br /&gt;
||55||300||1||30&lt;br /&gt;
|-&lt;br /&gt;
||100||390||2||60&lt;br /&gt;
|-&lt;br /&gt;
||300||595||3||90&lt;br /&gt;
|-&lt;br /&gt;
||750||761||4||120&lt;br /&gt;
|-&lt;br /&gt;
||1,250||869||5||150&lt;br /&gt;
|-&lt;br /&gt;
||1,850||944||6||180&lt;br /&gt;
|-&lt;br /&gt;
||2,500||1,009||7||210&lt;br /&gt;
|-&lt;br /&gt;
||3,250||1,084||8||240&lt;br /&gt;
|-&lt;br /&gt;
||5,000||1,259||9||270&lt;br /&gt;
|-&lt;br /&gt;
||7,500||1,509||10||300&lt;br /&gt;
|-&lt;br /&gt;
||12,000||1,959||11||330&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
...the scaling on Planar and Order is nominally identical to Spiritual, meaning that 1 absorbed exp = 1 additional exp in the pool = 1 additional bounty point. &#039;&#039;However,&#039;&#039; while Spiritual happens instantaneously and is then gone, Planar and Order each last half an hour per rub.&lt;br /&gt;
&lt;br /&gt;
In the case of Order, this means you can often get more than one use out of it. Rub the brooch just before turning in a bounty to get bonus bounty points, then complete another one within the half hour and get bonus bounty points on that too. Order is good at what it does, but I won&#039;t spend any more time on that since &#039;&#039;what it does&#039;&#039; is a niche benefit primarily helpful to players who need a steady supply of bounty points for enhancive charging or even fixskills (like, for example, if they fixskill every time Duskruin comes around or supply fixskills to wizards, clerics, and sorcerers working on improving their items).&lt;br /&gt;
&lt;br /&gt;
The benefits of the Planar ring, while not as immediately and obviously attractive as the Spiritual ring, can be substantial. On the surface level, a Spiritual benefit of (just to pick a number) 600 experience instantly absorbed per rub likely seems far better than the equivalent Planar benefit of increasing your exp pool by 600 for half an hour and gradually absorbing that over time.&lt;br /&gt;
&lt;br /&gt;
However, there are caveats and niche circumstances in which the Planar benefit can be &#039;&#039;better&#039;&#039; than the Spiritual benefit, depending on your playstyle and resources.&lt;br /&gt;
&lt;br /&gt;
First, for every 200 exp in your pool, you absorb one more experience per pulse than normal. So, using our example of a Planar brooch with 600 bonus, you&#039;d nominally have +3 experience per pulse for half an hour, which is 90 experience on top of the 600.&lt;br /&gt;
&lt;br /&gt;
Better yet, though, a Planar boost can technically extend past half an hour if you time it correctly. By turning in a bounty right before a Planar boost expires, your saturated mind state will be based on the increased exp pool. In my case, this means ~2000 experience to absorb instead of ~1500, so I retain bigger experience pulses not just for the ordinary half hour, but also during the time it takes to absorb the the additional exp above and beyond what I would have had ordinarily.&lt;br /&gt;
&lt;br /&gt;
So far, the above two points can only make a case for Planar ever exceeding Spiritual, even in the most niche scenario, if someone is playing heavily enough to be online for the full duration of exp pulses.&lt;br /&gt;
&lt;br /&gt;
However, due to how offline experience absorption works, arguably a far better use case than the above is using a Planar boost on the most &#039;&#039;infrequently&#039;&#039; played of characters. Here&#039;s an illustration:&lt;br /&gt;
&lt;br /&gt;
 Right before a player goes to bed, her level 15 character with a normal exp pool size of 900 takes on a bounty. When her normal exp pool fills up, she uses a Planar boost to increase it by 761, then fills her head again as she completes the bounty five minutes later. She turns it in, reaching a saturated point of ~2100 exp, then shuts off GS for the night.&lt;br /&gt;
 &lt;br /&gt;
 She only plays this character once per day before bed to finish out her Gift of Lumnis, so by the time she comes back, it&#039;s about 23 hours later. Using the offline exp absorption rate of 15 per 10 minutes, the character has absorbed 2070 experience.&lt;br /&gt;
 &lt;br /&gt;
 Crucially, if she &#039;&#039;hadn&#039;t&#039;&#039; used the Planar boost, then her saturated exp pool would have been around 1400, so she would have come back to exactly that much experience absorbed. In other words, the character gained a net benefit of 670 experience from this 761 experience Planar boost.&lt;br /&gt;
 &lt;br /&gt;
 However, she&#039;s not done. You see, the Planar boost lasts half an hour and we said that so far she only had it active for five minutes while finishing her bounty. Now she gets a new bounty and we&#039;ll say it takes ten minutes to complete and turn in, so she does that and shuts off for the night again, ending with ~2100 exp.&lt;br /&gt;
 &lt;br /&gt;
 This time she comes back to play 24 hours later and has absorbed all 2100 exp, which again is 700 more than she would have if she didn&#039;t have a Planar boost active. At this point she&#039;s now gotten a 1370 experience benefit from a rub of a 761 experience Planar ring.&lt;br /&gt;
 &lt;br /&gt;
 ...but the Planar boost still has 15 minutes left, so if she can finish another bounty in that time, she can get &#039;&#039;2070&#039;&#039; experience (by the time she logs on again tomorrow night) from this one Planar rub.&lt;br /&gt;
&lt;br /&gt;
In reality, it&#039;s even better than that because this example doesn&#039;t mention the larger exp pulses or the increased instant absorption from bounty turn-ins with a bigger exp pool. Still, as nice as those are, they&#039;re minutiae compared to the overarching point:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;On a character played only once a day, a Planar rub can be equivalent to multiple Spiritual rubs. If you can complete bounties quickly enough on such a character, it&#039;s essentially like permanently increasing your exp pool.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
But let&#039;s step back for a second. If the character&#039;s brooch is good for an exp pool of 761, then it has four uses per day, so why does it matter that she can get 2070 exp out of one rub over the course of three days? What happens to the other eleven rubs?&lt;br /&gt;
&lt;br /&gt;
Well, there are three broad possibilities. One is better than its Spiritual counterpart, one is worse, and the other depends (but will generally favor Spiritual).&lt;br /&gt;
&lt;br /&gt;
In the example as it was written--a player who consistently hunts exactly seven times per week--the extra rubs are pointless and she most likely would have been better off going with Spiritual. The daily exp absorbed per Planar rub via offline absorption is 670 whereas Spiritual would have been the full 761, so Spiritual can only win if her hunts are typically short enough or against underleveled enough creatures that using a Spiritual rub is either A) unlikely to get its full amount or B) would likely leave her at noticeably less than a full mind by the time she&#039;s finished, therefore reducing the amount of exp instantly absorbed when turning in her bounty.&lt;br /&gt;
&lt;br /&gt;
The second possibility involves stacking Planar rubs. If we changed our example from a player who hunts once per day to a player who hunts once per day except for Saturdays, when she plays anywhere from 4-8 hours, then she has her full exp pool permanently active due to gaining more hours of boost than she&#039;s using six days a week.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve done this myself. With my earlier example of a mid-10s cleric, at one point I had stacked over eight hours of Planar boost by adding an hour (two rubs) each day while only hunting her once. Since she was a premium alt who had stocked hundreds of instant mind clearers over years of daily logins, I then basically just power hunted to blast through her early levels and get to Sanctifying. (And, yes, I said I stacked &#039;&#039;over eight hours&#039;&#039;--because, unlike conventional spell effects, Rings of Lumnis brooch benefits aren&#039;t constrained to a four hour and ten minute maximum.)&lt;br /&gt;
&lt;br /&gt;
Barring a scenario like that with tons of mind clearers stocked ahead of time, though, a Spiritual brooch will still pay off more even for a player who only plays heavily once per week.&lt;br /&gt;
&lt;br /&gt;
So the third possibility, and the one where Planar really does shine, involves premium accounts. If we used an example of a player who hunts &#039;&#039;four characters&#039;&#039; once per day each, she could split the brooch uses among them and basically they would &#039;&#039;all&#039;&#039; end up with larger exp pools as a reward for her item management juggling.&lt;br /&gt;
&lt;br /&gt;
Having said all that, I&#039;ll reiterate that you can also just build up Planar &#039;&#039;and&#039;&#039; Spiritual on the same brooch!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Tangent on the Orb Alternative==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a comparison of yearly exp from Rings of Lumnis brooches to [[Roleplaying_award#Roleplaying_Experience_Award_Levels|indigo orbs or violet orbs]], which are respectively worth 21,875 or 42,875 exp. You can think of Rings of Lumnis entries like a one-time fee for a lifetime subscription to some number of yearly orbs!&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Rings of Lumnis Runs&#039;&#039;&#039;||&#039;&#039;&#039;Yearly Exp&#039;&#039;&#039;||&#039;&#039;&#039;Equivalent in Indigo Orbs&#039;&#039;&#039;||&#039;&#039;&#039;Equivalent in Violet Orbs&#039;&#039;&#039;||&#039;&#039;&#039;Simucoin Cost&#039;&#039;&#039;||&#039;&#039;&#039;Premium Dollar Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||10||36,500||1.6686||0.8513||1,000||$8.69 (of a $9.99 package)&lt;br /&gt;
|-&lt;br /&gt;
||30||73,000||3.3371||1.7026||3,000||$23.99 (of a $34.99 package)&lt;br /&gt;
|-&lt;br /&gt;
||55||109,500||5.0057||2.5539||5,500||$42.30 (of $49.99)&lt;br /&gt;
|-&lt;br /&gt;
||100||284,700||13.0149||6.6402||10,000|||$74.07 (of $99.99)&lt;br /&gt;
|-&lt;br /&gt;
||300||651,525||29.784||15.1959||30,000||$223.05 (of two $99.99 and one $49.99)&lt;br /&gt;
|-&lt;br /&gt;
||750||1,111,060||50,7913||25.9139||75,000||$535.71 (of $999.99)&lt;br /&gt;
|-&lt;br /&gt;
||1,250||1,585,925||72.4994||36.9895||125,000||$892.85 (of $999.99)&lt;br /&gt;
|-&lt;br /&gt;
||1,850||2,067,360||94.5079||48.2183||185,000||$1,321.42 (of two $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||2,500||2,577,995||117.8512||60.128||250,000||$1,785.70 (of two $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||3,250||3,165,280||144.6985||73.8258||325,000||$2,321.41 (of three $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||5,000||4,135,815||189.0658||96.4622||500,000||$3,571.39 (of four $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||7,500||5,507,850||251.7874||128.46297||750,000||$5,357.09 (of six $999.99s)&lt;br /&gt;
|-&lt;br /&gt;
||12,000||7,865,385||359.5605||183.4492||1,200,000||$8,571.34 (of nine $999.99s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I want to put this in perspective. Let&#039;s say that Wyrom offers a violet orb at Duskruin for 5000 bloodscrip. 5000 bloodscrip can be earned from 16.67 Duskruin entries. We&#039;ll round up and call it 1700 Simucoins. Let&#039;s also say you&#039;re buying Simucoins in the $49.99 package on a premium account. At that point, 5000 bloodscrip, and therefore the violet orb, costs $13.07--and that&#039;s why I never buy them.&lt;br /&gt;
&lt;br /&gt;
At the 100 Rings of Lumnis entries mark, the exp equivalent of a yearly violet orb--not a one-off--costs $11.1548, which is cheaper &#039;&#039;and&#039;&#039; a recurring benefit. At the 300 Rings of Lumnis entries mark, the exp equivalent of a yearly violet orb costs $14.6783, which is slightly more than $13.07, but is again a recurring benefit.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s skip ahead to what&#039;s technically the least bang for your buck in Rings of Lumnis. At 12,000 entries, the exp equivalent of a yearly violet orb costs $46.7232. Obviously this is much more than $13.07, but if you play for at least 3.575 years, it swings around and becomes a better deal. The longer you keep playing afterward, the better it gets.&lt;br /&gt;
&lt;br /&gt;
These are the kinds of things I probably shouldn&#039;t even talk about since it might stop people from buying unattuned indigo orbs or violet orbs that I put in my playershop, but the mathematical truth is that if you&#039;re a GemStone player who&#039;s here for the long term &#039;&#039;and&#039;&#039; who has time to get through brooch rubs every day (or almost every day), then Rings of Lumnis entries are always a better deal than any price--in bloodscrip, raikhen, or silver--I&#039;ve ever seen orbs offered at. Orbs are only worthwhile if you have little time to play, if you go through long stretches of not playing, if you have a short-term goal that you want to hit very quickly, or other situations like that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Note: There&#039;s still more to come since this guide hasn&#039;t covered the Chaos benefit yet! Didn&#039;t want to hold off for that, though, since this is perfectly suitable as a first draft covering what are by far the three most used benefits.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Rings of Lumnis]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstone_Property_List&amp;diff=251246</id>
		<title>Gemstone Property List</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstone_Property_List&amp;diff=251246"/>
		<updated>2026-01-07T21:53:10Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of [[Gemstones|Gemstone]] properties that players have discovered. Details are a work in progress. There might or might not exist properties that aren&#039;t yet documented. &lt;br /&gt;
&lt;br /&gt;
{{CollapseAll|collapsetoggle = mw-customtoggle-commonmessaging mw-customtoggle-regionalmessaging mw-customtoggle-raremessaging mw-customtoggle-legendarymessagingtable}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||arcaneintensity||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Binding Shot||No||Passive||bindingshot||Your successful ranged weapon attacks have a standard flare chance to release a canister containing a net, Rooting the target for 5 seconds.  If the target is killed by your attack, the canister will instead ricochet to another target in the room.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||bloodartist||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||bloodprism||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||boatswain||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||boldbrawler||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||burningblood||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive||cannoneer|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||channeledge||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||consummate||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||cuttingcorners||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||dispulsionward||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||elemresonance||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||elementalistsgift||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||ephemera||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||etherflux||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute. [Note: That&#039;s the in-game description, but the latter sentence is ambiguous. For clarification, it means that the Ether Flux flare cannot occur more than once &#039;&#039;per creature&#039;&#039; per minute.]&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||flareresonance||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Focused Storm||Yes||Passive||focstorm||You gain a Focused Storm effect for each kill. Stacks up to 3 times. When your warding spells are successful, the endroll is increased by 2/3/4 per Focused Storm effect. Focused Storm falls off after 30 seconds without making a kill.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||forceofwill||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||geospite||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||gtk||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||greenthumb||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||No||Triggered||hightolerance||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||immobiveil||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||journeybegin||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||jdefender||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||journeytactic||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||limitbreakpole (for example)||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||limitbreakaur (for example)||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||manaprism||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||metamorphicshield||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mephitic Brume||Yes||Passive||mephiticbrume||When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud.  Up to three enemies must make an SMR test.  On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||mysticmagnification||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||navigator||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||opporsadism||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||rootveil||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||slayerfort||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||spiritprism||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||stamprism||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||stormofrage||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||No||Passive||subtleward||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||tacticalcanny||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||tastebrutality||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||twisttheknife||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||webveil||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, the following common properties appeared on the test server, but weren&#039;t working properly and appear to have not been released for the live game yet:&lt;br /&gt;
* Companion&#039;s Might: When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
* Companion&#039;s Swiftness: When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||shroudsoothe||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||hwindigestible||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||hwlightdisir||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||hinterwarden||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightenment||Yes||Passive||megiftenlighten||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||moonsorgan||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||breathnymph||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||perfectconduct||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||tridentsunderer||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightenment||Yes||Passive||hwgiftenlighten||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||hivegait||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||hiveastral||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightenment||Yes||Passive||hivegiftenlight||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||riftgift||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||adaptresist||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||advspellshield||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||anointed||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||No||Activated||arcaneopus||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||banditbait||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Boil||No||Activated||bloodboil||Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||bloodsiphon||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||bloodwell||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||chamshroud||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||chanepiphany||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||defenduel||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||No||Activated||epossess||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||battlegrace||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||arcaneintensity||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||hunterafter||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||infusefrost (for example)||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||innatefocus||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Lost Arcanum||No||Passive||lostarcanum||1 additional spell on you is protected from Spell Sever.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||manawellspring||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||martialimpulse||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||mastertactic||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||relentless||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||relwarder||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||ripemelon||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Rock Hound||Yes||Passive||rockhound||You have a 5/10/15/20/25% increased chance of finding an appropriate gem when are collecting gems for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||serenhex||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||spiritwell||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||stamwell||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||strongback||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||sureshot||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Passive||terrortribute||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SMR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||tetheredstrike||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||thirstbrutality||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Aegis||No||Hybrid passive and activated||arcaneaegis||You have a standard flare chance when taking damage to gain 2d20 Critical Padding.  For every point of damage absorbed by the shield, 1 point of mana is drained.  This property can also be activated to apply to all damage taken for 60 seconds.  You gain 2d20 Critical Padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||No||Activated||arcascend||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||arcblade||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||arcwill||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Charged Presence||No||Passive||charged||Your attacks have a chance to surround you with lightning, granting you an aura that emits Electric flares at up to 3 enemies once every 10 seconds for 60 seconds.  This effect cannot occur more often than every 3 minutes.  You also emit an electric Major Elemental Wave when this effect begins and ends.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||chronocollusion||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Forbidden Arcanum||No||Passive||forbiddenarcanum||2 additional spells on you are protected from Spell Sever.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||No||Activated||imaerabalm||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Hybrid||manashield||You have a standard flare chance when taking damage to gain 2d20 Damage Padding.  For every point of damage absorbed by the shield, 1 point of mana is drained.  This property can also be activated to apply to all damage taken for 60 seconds.  You gain 2d20 Damage Padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mirror Image||No||Passive||mirrorimage||When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||mysticimpulse||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||oneshot||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||pixiemischief||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||No||Activated||reckless||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||spellblade||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||stolenpower||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of [Damage Type]||No||Triggered||thornsfrost (for example)||You gain a standard chance to flare with [Damage Type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||trueshot||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||unearthchains||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||No||Activated||witchhunt||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Legendary Property Messaging and Notes===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessagingtable&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click here for messaging table&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessagingtable&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 10%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;|First-person Messaging&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;|Third-person Messaging&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Aegis|||| &lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy|||| &lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!||As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.||&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||A torrent of mythical energy surges through you, awakening an ancient power within your soul!||A dazzling corona of mythical energy envelops Leafiara!||&lt;br /&gt;
|-&lt;br /&gt;
|Charged Presence||A powerful jolt of electricity erupts from your crackling aura, lashing towards a withered shadow-cloaked draugr!||||&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Your head rings like a struck bell as starlit darkness explodes across your field of vision. You find yourself moved several feet from your original position!||Suddenly, starlit darkness engulfs Aergo and he vanishes, reappearing several feet away instantaneously!||&lt;br /&gt;
|-&lt;br /&gt;
|Forbidden Arcanum||||&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst. Your wounds tug closed, leaving unmarred skin behind.||All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush. Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.||&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||||&lt;br /&gt;
|-&lt;br /&gt;
|Mirror Image||||&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||||&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||||&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||N/A||N/A||The effect of this gemstone appears to apply to all disabler spells, not just debuffs.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||||&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||||&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!||||&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of [Damage Type]||||&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Time stretches as you take a deep breath, your mind a fortress of calm.||No messaging; however, formula changes.  Example:&lt;br /&gt;
Amerek fires a wooden arrow at a savage fork-tongued wendigo!&lt;br /&gt;
&lt;br /&gt;
AS: +606 vs DS: +227 with AvD: +27 + &#039;&#039;&#039;20 + d80&#039;&#039;&#039; roll: +75 = +501&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains. Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!|||| &lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||You begin to inhale deeply... Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms. Exhaling, your hands pulse with threads of stolen energy. The power of an apex predator awakens within you!||Leafiara begins to inhale deeply... Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms. Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstone_Property_List&amp;diff=251244</id>
		<title>Gemstone Property List</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstone_Property_List&amp;diff=251244"/>
		<updated>2026-01-07T21:40:41Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of [[Gemstones|Gemstone]] properties that players have discovered. Details are a work in progress. There might or might not exist properties that aren&#039;t yet documented. &lt;br /&gt;
&lt;br /&gt;
{{CollapseAll|collapsetoggle = mw-customtoggle-commonmessaging mw-customtoggle-regionalmessaging mw-customtoggle-raremessaging mw-customtoggle-legendarymessagingtable}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||arcaneintensity||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Binding Shot||No||Passive||bindingshot||Your successful ranged weapon attacks have a standard flare chance to release a canister containing a net, Rooting the target for 5 seconds.  If the target is killed by your attack, the canister will instead ricochet to another target in the room.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||bloodartist||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||bloodprism||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||boatswain||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||boldbrawler||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||burningblood||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive||cannoneer|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||channeledge||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||consummate||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||cuttingcorners||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||dispulsionward||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||elemresonance||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||elementalistsgift||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||ephemera||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||etherflux||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute. [Note: That&#039;s the in-game description, but the latter sentence is ambiguous. For clarification, it means that the Ether Flux flare cannot occur more than once &#039;&#039;per creature&#039;&#039; per minute.]&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||flareresonance||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Focused Storm||Yes||Passive||focstorm||You gain a Focused Storm effect for each kill. Stacks up to 3 times. When your warding spells are successful, the endroll is increased by 2/3/4 per Focused Storm effect. Focused Storm falls off after 30 seconds without making a kill.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||forceofwill||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||geospite||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||gtk||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||greenthumb||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||No||Triggered||hightolerance||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||immobiveil||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||journeybegin||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||jdefender||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||journeytactic||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||limitbreakpole (for example)||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||limitbreakaur (for example)||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||manaprism||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||metamorphicshield||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mephitic Brume||Yes||Passive||mephiticbrume||When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud.  Up to three enemies must make an SMR test.  On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||mysticmagnification||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||navigator||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||opporsadism||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||rootveil||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||slayerfort||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||spiritprism||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||stamprism||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||stormofrage||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||No||Passive||subtleward||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||tacticalcanny||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||tastebrutality||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||twisttheknife||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||webveil||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, the following common properties appeared on the test server, but weren&#039;t working properly and appear to have not been released for the live game yet:&lt;br /&gt;
* Companion&#039;s Might: When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
* Companion&#039;s Swiftness: When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||shroudsoothe||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||hwindigestible||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||hwlightdisir||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||hinterwarden||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightenment||Yes||Passive||megiftenlighten||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||moonsorgan||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||breathnymph||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||perfectconduct||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||tridentsunderer||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightenment||Yes||Passive||hwgiftenlighten||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||hivegait||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||hiveastral||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightenment||Yes||Passive||hivegiftenlight||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||riftgift||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||adaptresist||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||advspellshield||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||anointed||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||No||Activated||arcaneopus||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||banditbait||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Boil||No||Activated||bloodboil||Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||bloodsiphon||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||bloodwell||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||chamshroud||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||chanepiphany||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||defenduel||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||No||Activated||epossess||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||battlegrace||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||arcaneintensity||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||hunterafter||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||infusefrost (for example)||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||innatefocus||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Lost Arcanum||No||Passive||lostarcanum||1 additional spell on you is protected from Spell Sever.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||manawellspring||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||martialimpulse||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||mastertactic||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||relentless||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||relwarder||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||ripemelon||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Rock Hound||Yes||Passive||rockhound||You have a 5/10/15/20/25% increased chance of finding an appropriate gem when are collecting gems for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||serenhex||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||spiritwell||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||stamwell||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||strongback||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||sureshot||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Passive||terrortribute||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SMR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||tetheredstrike||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||thirstbrutality||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Aegis||No||Hybrid passive and activated||arcaneaegis||You have a standard flare chance when taking damage to gain 2d20 Critical Padding.  For every point of damage absorbed by the shield, 1 point of mana is drained.  This property can also be activated to apply to all damage taken for 60 seconds.  You gain 2d20 Critical Padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||arcascend||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||arcblade||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||arcwill||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Charged Presence||No||Passive||charged||Your attacks have a chance to surround you with lightning, granting you an aura that emits Electric flares at up to 3 enemies once every 10 seconds for 60 seconds.  This effect cannot occur more often than every 3 minutes.  You also emit an electric Major Elemental Wave when this effect begins and ends.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||chronocollusion||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Forbidden Arcanum||No||Passive||forbiddenarcanum||2 additional spells on you are protected from Spell Sever.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||No||Activated||imaerabalm||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Hybrid||manashield||You have a standard flare chance when taking damage to gain 2d20 Damage Padding.  For every point of damage absorbed by the shield, 1 point of mana is drained.  This property can also be activated to apply to all damage taken for 60 seconds.  You gain 2d20 Damage Padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mirror Image||No||Passive||mirrorimage||When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||mysticimpulse||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||oneshot||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||pixiemischief||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||No||Activated||reckless||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||spellblade||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||stolenpower||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of [Damage Type]||No||Triggered||thornsfrost (for example)||You gain a standard chance to flare with [Damage Type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||trueshot||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||unearthchains||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||No||Activated||witchhunt||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Legendary Property Messaging and Notes===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessagingtable&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click here for messaging table&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessagingtable&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 10%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;|First-person Messaging&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;|Third-person Messaging&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Aegis|||| &lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy|||| &lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!||As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.||&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||A torrent of mythical energy surges through you, awakening an ancient power within your soul!||A dazzling corona of mythical energy envelops Leafiara!||&lt;br /&gt;
|-&lt;br /&gt;
|Charged Presence||A powerful jolt of electricity erupts from your crackling aura, lashing towards a withered shadow-cloaked draugr!||||&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Your head rings like a struck bell as starlit darkness explodes across your field of vision. You find yourself moved several feet from your original position!||Suddenly, starlit darkness engulfs Aergo and he vanishes, reappearing several feet away instantaneously!||&lt;br /&gt;
|-&lt;br /&gt;
|Forbidden Arcanum||||&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst. Your wounds tug closed, leaving unmarred skin behind.||All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush. Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.||&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||||&lt;br /&gt;
|-&lt;br /&gt;
|Mirror Image||||&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||||&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||||&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||N/A||N/A||The effect of this gemstone appears to apply to all disabler spells, not just debuffs.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||||&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||||&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!||||&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of [Damage Type]||||&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Time stretches as you take a deep breath, your mind a fortress of calm.||No messaging; however, formula changes.  Example:&lt;br /&gt;
Amerek fires a wooden arrow at a savage fork-tongued wendigo!&lt;br /&gt;
&lt;br /&gt;
AS: +606 vs DS: +227 with AvD: +27 + &#039;&#039;&#039;20 + d80&#039;&#039;&#039; roll: +75 = +501&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains. Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!|||| &lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||You begin to inhale deeply... Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms. Exhaling, your hands pulse with threads of stolen energy. The power of an apex predator awakens within you!||Leafiara begins to inhale deeply... Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms. Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstone_Property_List&amp;diff=251243</id>
		<title>Gemstone Property List</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstone_Property_List&amp;diff=251243"/>
		<updated>2026-01-07T21:37:55Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of [[Gemstones|Gemstone]] properties that players have discovered. Details are a work in progress. There might or might not exist properties that aren&#039;t yet documented. &lt;br /&gt;
&lt;br /&gt;
{{CollapseAll|collapsetoggle = mw-customtoggle-commonmessaging mw-customtoggle-regionalmessaging mw-customtoggle-raremessaging mw-customtoggle-legendarymessagingtable}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||arcaneintensity||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Binding Shot||No||Passive||bindingshot||Your successful ranged weapon attacks have a standard flare chance to release a canister containing a net, Rooting the target for 5 seconds.  If the target is killed by your attack, the canister will instead ricochet to another target in the room.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||bloodartist||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||bloodprism||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||boatswain||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||boldbrawler||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||burningblood||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive||cannoneer|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||channeledge||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||consummate||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||cuttingcorners||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||dispulsionward||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||elemresonance||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||elementalistsgift||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||ephemera||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||etherflux||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute. [Note: That&#039;s the in-game description, but the latter sentence is ambiguous. For clarification, it means that the Ether Flux flare cannot occur more than once &#039;&#039;per creature&#039;&#039; per minute.]&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||flareresonance||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Focused Storm||Yes||Passive||focstorm||You gain a Focused Storm effect for each kill. Stacks up to 3 times. When your warding spells are successful, the endroll is increased by 2/3/4 per Focused Storm effect. Focused Storm falls off after 30 seconds without making a kill.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||forceofwill||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||geospite||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||gtk||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||greenthumb||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||No||Triggered||hightolerance||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||immobiveil||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||journeybegin||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||jdefender||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||journeytactic||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||limitbreakpole (for example)||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||limitbreakaur (for example)||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||manaprism||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||metamorphicshield||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mephitic Brume||Yes||Passive||mephiticbrume||When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud.  Up to three enemies must make an SMR test.  On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||mysticmagnification||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||navigator||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||opporsadism||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||rootveil||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||slayerfort||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||spiritprism||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||stamprism||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||stormofrage||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||No||Passive||subtleward||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||tacticalcanny||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||tastebrutality||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||twisttheknife||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||webveil||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, the following common properties appeared on the test server, but weren&#039;t working properly and appear to have not been released for the live game yet:&lt;br /&gt;
* Companion&#039;s Might: When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
* Companion&#039;s Swiftness: When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||shroudsoothe||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||hwindigestible||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||hwlightdisir||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||hinterwarden||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightenment||Yes||Passive||megiftenlighten||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||moonsorgan||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||breathnymph||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||perfectconduct||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||tridentsunderer||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightenment||Yes||Passive||hwgiftenlighten||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||hivegait||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||hiveastral||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightenment||Yes||Passive||hivegiftenlight||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||riftgift||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||adaptresist||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||advspellshield||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||anointed||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||arcaneopus||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||banditbait||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Boil||No||Activated||bloodboil||Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||bloodsiphon||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||bloodwell||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||chamshroud||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||chanepiphany||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||defenduel||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||No||Activated||epossess||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||battlegrace||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||arcaneintensity||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||hunterafter||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||infusefrost (for example)||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||innatefocus||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Lost Arcanum||No||Passive||lostarcanum||1 additional spell on you is protected from Spell Sever.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||manawellspring||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||martialimpulse||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||mastertactic||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||relentless||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||relwarder||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||ripemelon||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Rock Hound||Yes||Passive||rockhound||You have a 5/10/15/20/25% increased chance of finding an appropriate gem when are collecting gems for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||serenhex||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||spiritwell||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||stamwell||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||strongback||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||sureshot||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Passive||terrortribute||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SMR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||tetheredstrike||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||thirstbrutality||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Aegis||No||Hybrid passive and activated||arcaneaegis||You have a standard flare chance when taking damage to gain 2d20 Critical Padding.  For every point of damage absorbed by the shield, 1 point of mana is drained.  This property can also be activated to apply to all damage taken for 60 seconds.  You gain 2d20 Critical Padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||arcascend||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||arcblade||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||arcwill||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Charged Presence||No||Passive||charged||Your attacks have a chance to surround you with lightning, granting you an aura that emits Electric flares at up to 3 enemies once every 10 seconds for 60 seconds.  This effect cannot occur more often than every 3 minutes.  You also emit an electric Major Elemental Wave when this effect begins and ends.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||chronocollusion||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Forbidden Arcanum||No||Passive||forbiddenarcanum||2 additional spells on you are protected from Spell Sever.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||No||Activated||imaerabalm||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Hybrid||manashield||You have a standard flare chance when taking damage to gain 2d20 Damage Padding.  For every point of damage absorbed by the shield, 1 point of mana is drained.  This property can also be activated to apply to all damage taken for 60 seconds.  You gain 2d20 Damage Padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mirror Image||No||Passive||mirrorimage||When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||mysticimpulse||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||oneshot||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||pixiemischief||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||No||Activated||reckless||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||spellblade||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||stolenpower||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of [Damage Type]||No||Triggered||thornsfrost (for example)||You gain a standard chance to flare with [Damage Type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||trueshot||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||unearthchains||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||No||Activated||witchhunt||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Legendary Property Messaging and Notes===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessagingtable&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click here for messaging table&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessagingtable&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 10%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;|First-person Messaging&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;|Third-person Messaging&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Aegis|||| &lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy|||| &lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!||As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.||&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||A torrent of mythical energy surges through you, awakening an ancient power within your soul!||A dazzling corona of mythical energy envelops Leafiara!||&lt;br /&gt;
|-&lt;br /&gt;
|Charged Presence||A powerful jolt of electricity erupts from your crackling aura, lashing towards a withered shadow-cloaked draugr!||||&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Your head rings like a struck bell as starlit darkness explodes across your field of vision. You find yourself moved several feet from your original position!||Suddenly, starlit darkness engulfs Aergo and he vanishes, reappearing several feet away instantaneously!||&lt;br /&gt;
|-&lt;br /&gt;
|Forbidden Arcanum||||&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst. Your wounds tug closed, leaving unmarred skin behind.||All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush. Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.||&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||||&lt;br /&gt;
|-&lt;br /&gt;
|Mirror Image||||&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||||&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||||&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||N/A||N/A||The effect of this gemstone appears to apply to all disabler spells, not just debuffs.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||||&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||||&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!||||&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of [Damage Type]||||&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Time stretches as you take a deep breath, your mind a fortress of calm.||No messaging; however, formula changes.  Example:&lt;br /&gt;
Amerek fires a wooden arrow at a savage fork-tongued wendigo!&lt;br /&gt;
&lt;br /&gt;
AS: +606 vs DS: +227 with AvD: +27 + &#039;&#039;&#039;20 + d80&#039;&#039;&#039; roll: +75 = +501&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains. Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!|||| &lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||You begin to inhale deeply... Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms. Exhaling, your hands pulse with threads of stolen energy. The power of an apex predator awakens within you!||Leafiara begins to inhale deeply... Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms. Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstone_Property_List&amp;diff=251242</id>
		<title>Gemstone Property List</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstone_Property_List&amp;diff=251242"/>
		<updated>2026-01-07T21:29:02Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of [[Gemstones|Gemstone]] properties that players have discovered. Details are a work in progress. There might or might not exist properties that aren&#039;t yet documented. &lt;br /&gt;
&lt;br /&gt;
{{CollapseAll|collapsetoggle = mw-customtoggle-commonmessaging mw-customtoggle-regionalmessaging mw-customtoggle-raremessaging mw-customtoggle-legendarymessagingtable}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||arcaneintensity||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Binding Shot||No||Passive||bindingshot||Your successful ranged weapon attacks have a standard flare chance to release a canister containing a net, Rooting the target for 5 seconds.  If the target is killed by your attack, the canister will instead ricochet to another target in the room.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||bloodartist||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||bloodprism||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||boatswain||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||boldbrawler||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||burningblood||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive||cannoneer|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||channeledge||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||consummate||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||cuttingcorners||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||dispulsionward||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||elemresonance||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||elementalistsgift||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||ephemera||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||etherflux||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute. [Note: That&#039;s the in-game description, but the latter sentence is ambiguous. For clarification, it means that the Ether Flux flare cannot occur more than once &#039;&#039;per creature&#039;&#039; per minute.]&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||flareresonance||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Focused Storm||Yes||Passive||focstorm||You gain a Focused Storm effect for each kill. Stacks up to 3 times. When your warding spells are successful, the endroll is increased by 2/3/4 per Focused Storm effect. Focused Storm falls off after 30 seconds without making a kill.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||forceofwill||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||geospite||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||gtk||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||greenthumb||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||hightolerance||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||immobiveil||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||journeybegin||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||jdefender||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||journeytactic||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||limitbreakpole (for example)||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||limitbreakaur (for example)||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||manaprism||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||metamorphicshield||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mephitic Brume||Yes||Passive||mephiticbrume||When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud.  Up to three enemies must make an SMR test.  On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||mysticmagnification||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||navigator||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||opporsadism||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||rootveil||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||slayerfort||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||spiritprism||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||stamprism||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||stormofrage||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||No||Passive||subtleward||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||tacticalcanny||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||tastebrutality||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||twisttheknife||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||webveil||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, the following common properties appeared on the test server, but weren&#039;t working properly and appear to have not been released for the live game yet:&lt;br /&gt;
* Companion&#039;s Might: When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
* Companion&#039;s Swiftness: When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||shroudsoothe||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||hwindigestible||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||hwlightdisir||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||hinterwarden||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightenment||Yes||Passive||megiftenlighten||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||moonsorgan||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||breathnymph||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||perfectconduct||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||tridentsunderer||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightenment||Yes||Passive||hwgiftenlighten||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||hivegait||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||hiveastral||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightenment||Yes||Passive||hivegiftenlight||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||riftgift||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||adaptresist||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||advspellshield||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||anointed||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||arcaneopus||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||banditbait||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Boil||No||Activated||bloodboil||Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||bloodsiphon||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||bloodwell||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||chamshroud||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||chanepiphany||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||defenduel||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||No||Activated||epossess||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||battlegrace||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||arcaneintensity||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||hunterafter||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||infusefrost (for example)||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||innatefocus||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Lost Arcanum||No||Passive||lostarcanum||1 additional spell on you is protected from Spell Sever.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||manawellspring||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||martialimpulse||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||mastertactic||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||relentless||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||relwarder||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||ripemelon||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Rock Hound||Yes||Passive||rockhound||You have a 5/10/15/20/25% increased chance of finding an appropriate gem when are collecting gems for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||serenhex||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||spiritwell||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||stamwell||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||strongback||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||sureshot||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Passive||terrortribute||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SMR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||tetheredstrike||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||thirstbrutality||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Aegis||No||Hybrid passive and activated||arcaneaegis||You have a standard flare chance when taking damage to gain 2d20 Critical Padding.  For every point of damage absorbed by the shield, 1 point of mana is drained.  This property can also be activated to apply to all damage taken for 60 seconds.  You gain 2d20 Critical Padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||arcascend||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||arcblade||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||arcwill||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Charged Presence||No||Passive||charged||Your attacks have a chance to surround you with lightning, granting you an aura that emits Electric flares at up to 3 enemies once every 10 seconds for 60 seconds.  This effect cannot occur more often than every 3 minutes.  You also emit an electric Major Elemental Wave when this effect begins and ends.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||chronocollusion||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Forbidden Arcanum||No||Passive||forbiddenarcanum||2 additional spells on you are protected from Spell Sever.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||No||Activated||imaerabalm||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Hybrid||manashield||You have a standard flare chance when taking damage to gain 2d20 Damage Padding.  For every point of damage absorbed by the shield, 1 point of mana is drained.  This property can also be activated to apply to all damage taken for 60 seconds.  You gain 2d20 Damage Padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mirror Image||No||Passive||mirrorimage||When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||mysticimpulse||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||oneshot||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||pixiemischief||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||No||Activated||reckless||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||spellblade||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||stolenpower||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of [Damage Type]||No||Triggered||thornsfrost (for example)||You gain a standard chance to flare with [Damage Type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||trueshot||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||unearthchains||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||No||Activated||witchhunt||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Legendary Property Messaging and Notes===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessagingtable&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click here for messaging table&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessagingtable&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 10%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;|First-person Messaging&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;|Third-person Messaging&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Aegis|||| &lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy|||| &lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!||As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.||&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||A torrent of mythical energy surges through you, awakening an ancient power within your soul!||A dazzling corona of mythical energy envelops Leafiara!||&lt;br /&gt;
|-&lt;br /&gt;
|Charged Presence||A powerful jolt of electricity erupts from your crackling aura, lashing towards a withered shadow-cloaked draugr!||||&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Your head rings like a struck bell as starlit darkness explodes across your field of vision. You find yourself moved several feet from your original position!||Suddenly, starlit darkness engulfs Aergo and he vanishes, reappearing several feet away instantaneously!||&lt;br /&gt;
|-&lt;br /&gt;
|Forbidden Arcanum||||&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst. Your wounds tug closed, leaving unmarred skin behind.||All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush. Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.||&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||||&lt;br /&gt;
|-&lt;br /&gt;
|Mirror Image||||&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||||&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||||&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||N/A||N/A||The effect of this gemstone appears to apply to all disabler spells, not just debuffs.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||||&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||||&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!||||&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of [Damage Type]||||&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Time stretches as you take a deep breath, your mind a fortress of calm.||No messaging; however, formula changes.  Example:&lt;br /&gt;
Amerek fires a wooden arrow at a savage fork-tongued wendigo!&lt;br /&gt;
&lt;br /&gt;
AS: +606 vs DS: +227 with AvD: +27 + &#039;&#039;&#039;20 + d80&#039;&#039;&#039; roll: +75 = +501&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains. Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!|||| &lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||You begin to inhale deeply... Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms. Exhaling, your hands pulse with threads of stolen energy. The power of an apex predator awakens within you!||Leafiara begins to inhale deeply... Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms. Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Melodies/Rhythm_of_the_Auction_Train&amp;diff=250830</id>
		<title>Leafiara (prime)/Melodies/Rhythm of the Auction Train</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Melodies/Rhythm_of_the_Auction_Train&amp;diff=250830"/>
		<updated>2025-12-29T08:00:48Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: Created page with &amp;quot; Listen to the hype around the auction train  Telling me just what a fool I&amp;#039;ve been  I wish that I could change the ways I&amp;#039;ve spent in vain  And have my silver hoard again    My items I&amp;#039;ve built up with careful silver banked  They all deserve a brand new start  But the offers I turn down for my enchant and sanct  Are prices that would break my heart    Auction hype train, tell me now, does this seem fair  I paid such heavy premiums, b...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Listen to the hype around the auction train&lt;br /&gt;
 Telling me just what a fool I&#039;ve been&lt;br /&gt;
 I wish that I could change the ways I&#039;ve spent in vain&lt;br /&gt;
 And have my silver hoard again&lt;br /&gt;
 &lt;br /&gt;
 My items I&#039;ve built up with careful silver banked&lt;br /&gt;
 They all deserve a brand new start&lt;br /&gt;
 But the offers I turn down for my [[Enchant (925)|enchant]] and [[Sanctify (330)|sanct]]&lt;br /&gt;
 Are prices that would break my heart&lt;br /&gt;
 &lt;br /&gt;
 Auction hype train, tell me now, does this seem fair&lt;br /&gt;
 I paid such heavy premiums, but they don&#039;t care&lt;br /&gt;
 I can&#039;t win more stuff when my wealth went somewhere far away&lt;br /&gt;
 &lt;br /&gt;
 I&#039;ve stashed some unique items that are truly great&lt;br /&gt;
 Wanna sell them to a loving home&lt;br /&gt;
 But the lowballs that I hear and I can&#039;t tolerate&lt;br /&gt;
 Make me leave them lockered all alone&lt;br /&gt;
 &lt;br /&gt;
 Auction hype train, tell them they should quickly buy&lt;br /&gt;
 I need to get their silver for my own supply&lt;br /&gt;
 Consumer urges in my soul beg to be satisfied&lt;br /&gt;
 &lt;br /&gt;
 Listen to the hype around the auction train&lt;br /&gt;
 Telling me just what a fool I&#039;ve been&lt;br /&gt;
 The newest shinies make my items look mundane&lt;br /&gt;
 And I wish that I could try again&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)&amp;diff=250829</id>
		<title>Leafiara (prime)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)&amp;diff=250829"/>
		<updated>2025-12-29T07:59:29Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;mw-customtoggle-eyesofthedawn mw-customtoggle-kestrels mw-customtoggle-afterrone mw-customtoggle-roneresurgence mw-customtoggle-afterrone mw-customtoggle-witchful mw-customtoggle-afterwitchful mw-customtoggle-allthatremains mw-customtoggle-afterremains mw-customtoggle-bloodson mw-customtoggle-knighttoremember mw-customtoggle-afterknight mw-customtoggle-quirks&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(click here to open all collapsed sections on this page)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leafiara Autumnwind&#039;&#039;&#039;, or &#039;&#039;&#039;Leafi&#039;&#039;&#039; to her friends and loved ones, born on a Tilamaires on Jastatos 6, 5092, is a half-[[sylvan]] [[cleric]] and the wife of [[Saraphenia (prime)/Memorial|Saraphenia]] Autumnwind. Though typically cheerful, she can become ferocious in battle and will use anything at her disposal--[[warding]] magic, [[bolt spell]]s, [[Edged Weapons|edged weapons]], [[brawling|her own hands and feet]], [[Invisibility_(916)|spying]] with the [[Imbue_(614)|help]] of [[Magic_Item_Creation_(420)|friends]], skills learned at the [[Order of Voln]], or simply distributing information as a [[The_TownCrier|TownCrier]] reporter--to defend her loved ones.&lt;br /&gt;
&lt;br /&gt;
Despite her youth, she possesses incredible abilities both on the battlefield and as an artisan. In her spare time she&#039;s a master [[cobbling|cobbler]], master [[Artist%27s_Easel|painter]], master with [[darts]], master of [[forging]] [[Brawling_weapons|brawling weapons]], [[Edged_Weapons|edged weapons]], and [[Polearm_Weapons|polearms]], has developed the greatest talent with various instruments that one can without being a [[bard]], became a Guild Master of the [[Cleric Guild]] as nominated by Guild Masters [[Rohese Bayvel-Timsh%27l]] and [[Mikalmas (prime)|Mikalmas]], and bakes top quality [[Manna_(203)|manna bread]] after being inspired by [[Cruxophim (prime)|Cruxophim]].&lt;br /&gt;
&lt;br /&gt;
{{characterprofile &lt;br /&gt;
|name=Leafiara Autumnwind&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|race=Half-elf&lt;br /&gt;
|culture=Sylvankind&lt;br /&gt;
|class=&lt;br /&gt;
|profession=[[Cleric]]&lt;br /&gt;
|religion=&lt;br /&gt;
|word=Energetic&lt;br /&gt;
|disposition=Adventurous, cheerful, lively&lt;br /&gt;
|demeanor=Friendly&lt;br /&gt;
|ptrait=&lt;br /&gt;
|strait=&lt;br /&gt;
|flaw=Struggling with vengeful tendencies&lt;br /&gt;
|strength=Fearlessness&lt;br /&gt;
|weakness=Impatience, recklessness&lt;br /&gt;
|habits=Ringing bells, shooting friends with her water cannon, throwing [[Snowball_satchel|snowballs]]&lt;br /&gt;
|hobbies=[[Cobbling]], singing, snuggling, tickling&lt;br /&gt;
|soft=Chocolate, sweets&lt;br /&gt;
|loyalties=Conscience&lt;br /&gt;
|friend=[[Severine (prime)|Severine]]&lt;br /&gt;
|spouse=[[Saraphenia (prime)/Memorial|Saraphenia]]&lt;br /&gt;
|loved=&lt;br /&gt;
|instance= Prime&lt;br /&gt;
|town=Wehnimer&#039;s Landing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
 You see Whimweaver Leafiara Autumnwind the Holy Flame of Wehnimer&#039;s Landing.&lt;br /&gt;
 She appears to be a Half-Sylvan.&lt;br /&gt;
 She is moderately tall and has a well-toned frame.  She appears to be youthful.  She has sparkling green eyes and soft, smooth honey-hued skin.  She has shoulder length, tousled cherry red hair framing her face in a disheveled, carefree style.  She has a well-defined, heart-shaped face and slightly pointed ears.  She has ivory-spangled scarlet polish brushed onto her neatly rounded fingernails.&lt;br /&gt;
 She is in good shape.&lt;br /&gt;
 A budding sentient potato wearing an iridescent viridian and pink fairy costume is settled on her shoulder.&lt;br /&gt;
 There is a small ruby red sprite flying above her shoulder.&lt;br /&gt;
 Colorful, wispy threads shimmer in and out of existence, twining and dancing freely around a white imflass manacle encircling her left wrist.  Its empty keyway is outlined in a bold red glow that pulsates rhythmically.&lt;br /&gt;
 She is wearing a feystone dragonfly locket, a shimmering cherry red cloak, a radiant red zelnorn tunic accented by a shining white leaf flourish with a pure white starsilk sundress showcasing a skirt-spanning red music staff underneath, an aelotian rose gold wedding ring showcasing a stylized dragonfly design, a polished knotwork platinum wedding band, and a pair of pure white starsilk sandals sporting starsong-reinforced soles.&lt;br /&gt;
&lt;br /&gt;
Her &amp;quot;Adventurer Casual&amp;quot; outfit, everyday attire suitable for flipping between battle and chatter on a whim. I&#039;m in the camp of picturing torso chain mail as just chain mail, so most of her body is unprotected by armor as I envision her, but I write it off as immaterial since she&#039;s a cleric well defended by spells, including [[Soul Ward (319)|a magical barrier that deflects attacks entirely]]. Her wearing heavier armor isn&#039;t a practicality thing, but more a symbolic gesture about having a tough core or something like that. Speaking of symbolic, her manacle--not shown here as an item, but only for its illusion trinket aspect--is a mysterious item whose backstory I haven&#039;t publicly delved into yet, but it notably lacks a chain or even anywhere to attach one. Her nail polish colors also represent [[Saraphenia (prime)/Memorial|Saraphenia]]; they both dressed in red and white, broadly, but Leafi&#039;s more specific hues are cherry red, bold red, and pure white while Phenia&#039;s were scarlet and ivory.&lt;br /&gt;
&lt;br /&gt;
[[Leafiara (prime)/Shimmer Trinket Sets|See other outfits on the subpage here!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Please see each individual subpage for more detail! Subpages marked with a * are official Landing storylines while those without are the more laid-back pace of occasional events between big stories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Background|Background]]&#039;&#039;&#039; (prior to moving to the Landing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Eyes of the Dawn|Eyes of the Dawn]]*&#039;&#039;&#039; (mid-late 5116)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Keeping Up with the Kestrels|Keeping Up with the Kestrels]]*&#039;&#039;&#039; (all 5117)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Rise of Rone|Rise of Rone]]*&#039;&#039;&#039; (early 5118)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/A Period of Tenuous Peace|A Period of Tenuous Peace]]&#039;&#039;&#039; (mid-5118)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/The Rone Resurgence|The Rone Resurgence]]*&#039;&#039;&#039; (mid-late 5118)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Autumnwind of Change|Autumnwind of Change]]&#039;&#039;&#039; (late 5118 to early 5119)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Witchful Thinking|Witchful Thinking]]*&#039;&#039;&#039; (mid-late 5119)&lt;br /&gt;
&lt;br /&gt;
(maybe will update one day, maybe won&#039;t: All That Remains, Blood Son, A Knight to Remember, Ashes to Ashes, North by Northwest)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Publications==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Logs, Talks, and Interviews===&lt;br /&gt;
&lt;br /&gt;
* [[Category:KST|Dozens of Landing story logs]]&lt;br /&gt;
* [[TownCrier Interview Sessions with Leafiara]] (interviewee: August 19, 2017)&lt;br /&gt;
* [[TownCrier Interview Sessions with Khylynnia]] (interviewer: September 17, 2017)&lt;br /&gt;
* [[Wehnimer&#039;s Landing 5118 Election Interviews with Leafiara]] (interviewee: March 1, 2018)&lt;br /&gt;
* [[Center_Stage_Interviews/Jastalyn_Dragorth|Center Stage Interview with Jastalyn]] (co-interviewer with Khylynnia: April 10, 2019)&lt;br /&gt;
* [[Lauding_the_Landing_-_5118-09-07_-_Frontier_Days|Lauding the Landing 5118]] (hosted event: September 7, 2018)&lt;br /&gt;
* [[Landing_Discussions_-_5119-10-06_-_The_Rooks_of_5116_to_5119|The Rooks of 5116 to 5119]] (public talk: October 6, 2019)&lt;br /&gt;
* [[Lauding_the_Landing_-_5119-11-04_-_Frontier_Days|Lauding the Landing 5119]] (hosted event: November 4, 2019)&lt;br /&gt;
* [[Post_Cap_Conversations_-_2020-09-24_-Ascension_and_Pirates_and_Naijin,_Oh_My_(log)|Ascension and Pirates and Naijin, Oh My]] (hosted event: September 24, 2020)&lt;br /&gt;
* [[Frontier_Days_-_2020-11-06_-_Lauding_the_Landing_(log)|Lauding the Landing 5120]] (Luxie&#039;s publication, but Leafi hosted: November 6, 2020)&lt;br /&gt;
* [[Twilight_Academy_-_5121-04-13_-_A_Lecture_and_Field_Trip_on_Open_Sea_Adventures_(log)|Twilight Academy: Open Sea Adventures]] (hosted event: April 13, 2021)&lt;br /&gt;
* [[Monthly_Mechanics_Mashup_-_5121-06-14_-_Damage_by_the_(Musical)_Numbers!|Monthly Mechanics Mashup: Damage by the (Musical) Numbers!]] (hosted OOC event: June 14, 2021)&lt;br /&gt;
* [[Leafiara_(prime)/5121_Wehnimer%27s_Landing_Town_Council_Campaign|5121 Wehnimer&#039;s Landing Town Council Campaign]] (June-July 2021)&lt;br /&gt;
* [[Silverwood_Manor_Events_-_2021-07-18_-_PSM3_Primer_Prep_Talk_(log)|PSM3 Primer Prep talk]] (hosted OOC event: July 18, 2021)&lt;br /&gt;
* [[Silverwood_Manor_Events_-_2023-01-29_-_Nothing_to_Fear_but_Gear_Itself_(log)|Nothing to Fear But Gear Itself]] (hosted OOC event: January 29, 2023)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Leafiara&#039;s Tales (Character Vignettes)===&lt;br /&gt;
&lt;br /&gt;
(These are stories, mostly posted to the official forums, surrounding events from Leafi&#039;s life in the Landing.)&lt;br /&gt;
&lt;br /&gt;
====During Eyes of the Dawn====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-eyesofthedawn&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;4 vignettes!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-eyesofthedawn&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Crisis of Conscience and Clash of Character|Crisis of Conscience and Clash of Character]]&#039;&#039;&#039; (October 17, 2016)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Leafi, having recently learned of her friend Crux&#039;s past misdeeds, grapples with his history and its implications for her. She concludes that as long as the Landing is widely aware and hasn&#039;t exiled him, then perhaps he&#039;s changed and her conscience is clear.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/The Only Recognition...|The Only Recognition...]]&#039;&#039;&#039; (October 25, 2016)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Haunted by dreams of a deep-rooted desire to kill Chaston Griffin, Leafi fights to remember her friends and resist the urge of losing herself in being consumed by vengeance.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Proudly_Introducing...|Proudly Introducing...]]&#039;&#039;&#039; (October 29, 2016)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;As she reaches a benchmark in her training, the overly optimistic Leafiara registers her High Lady title!&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/A Letter Forever Undelivered|A Letter Forever Undelivered]]&#039;&#039;&#039; (November 16, 2016)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;After having seen Landing defenders kill an army of children under Chaston&#039;s control during the final battle to prevent the activation of the obelisk, Leafi struggles with the question of what was right.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====During Keeping Up with the Kestrels====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-kestrels&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;2 vignettes!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-kestrels&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/A Trio of Letters|A Trio of Letters]]&#039;&#039;&#039; (March 29, 2017)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Leafi congratulates new Mayor Crux and thanks her own supporters from the recent campaign season with a message of unity and optimism.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/In Tilamaire&#039;s Sanctuary|In Tilamaire&#039;s Sanctuary]]&#039;&#039;&#039; (December 24, 2017)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;With most of the Kestrel family now dead, Leafi sorts through her feelings and fallout from their year near the Landing. Although her stance on Rysus had shifted when he threatened Reannah, as she had thought he should have focused his efforts on Dennet where they belonged, she can&#039;t shake a lingering feeling that the town would have been better off if an arrow had flown through Dennet&#039;s skull.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Between Rise of Rone and The Rone Resurgence====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-afterrone&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;3 vignettes!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-afterrone&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Morning Musings|Morning Musings]]&#039;&#039;&#039; (May 4, 2018)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Leafi considers whether to attempt to join the militia or the Rooks, but settles on neither and refocuses on finding her own path forward toward killing Raznel.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/A Coraesine Carol|A Coraesine Carol]]&#039;&#039;&#039; (May 11, 2018)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;After a night of singing to herself alone, Leafi in her dreams has visions of past conversations with friends about the meaning and philosophy behind heroism and justice--and a warning about being consumed by vengeance in her future.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/A Very Bloodriven Vacation|A Very Bloodriven Vacation]]&#039;&#039;&#039; (June 14, 2018)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;While slaying bandits on a routine patrol, Leafi considers what, if anything, is the moral difference between her and the vigilante Rone, Malluch Burdos. Her concerns grow as she considers her love of the Duskruin Arena.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====During The Rone Resurgence====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-roneresurgence&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;3 vignettes!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-roneresurgence&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/To the Brotherhood|To the Brotherhood]]&#039;&#039;&#039; (September 2, 2018)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Leafi posts notice to the Rooks expressing sorrow that the second Rone vigilante has attacked them, but asks them to cease catching innocents in the crossfire of retaliation and leave the fight to others.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/The Second Rone Bounty|The Second Rone Bounty]]&#039;&#039;&#039; (September 7, 2018)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Leafi notices that the town council has issued a bounty on capturing the second Rone, but recalls their failure to pay her and others who aided with their bounty on capturing the first Rone.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Rook Remorse|Rook Remorse]]&#039;&#039;&#039; (October 6-7, 2018)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;After having been tricked by Praxopius into playing a role in Rysus&#039; demise, Leafi attempts to get word to the Rooks that she won&#039;t rest easy until the Alchemist is dead.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Between The Rone Resurgence and Witchful Thinking====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-afterroneresurgence&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;4 vignettes!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-afterrone&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Money Money Money|Money Money Money]]&#039;&#039;&#039; (December 2, 2018)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Leafi continues seeking money from Solhaven&#039;s Adventurer&#039;s Guild to fund her ongoing mission to grow stronger for the eventual battle against Raznel.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Mother and Mother|Mother and Mother]]&#039;&#039;&#039; (February 14, 2019)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;By instinct, Leafi doubts new Rook leader Mother&#039;s words as too good to be true, but remembers her own mother&#039;s words of caution against oversimplifying the world as if it were one of the morality plays she acted in.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Ashes to Ashes|Ashes to Ashes]]&#039;&#039;&#039; (April 4, 2019)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Leafi passes by Goblyn&#039;s burned-down Pie Shop and ponders with a music shop apprentice, Kanona, what that might mean in the context of Ta&#039;Vaalor building a nearby outpost.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Militia Surprise|Militia Surprise]]&#039;&#039;&#039; (April 9, 2019)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;A surprised Leafi wonders why Marshal Thadston has accepted her militia application so quickly despite her history with the Rooks.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====During Witchful Thinking====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-witchful&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;10 vignettes!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-witchful&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/No Matter the Situation|No Matter the Situation]]&#039;&#039;&#039; (July 25, 2019)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;After noticing how others are losing their cool as struggles against the witch Raznel escalate, Leafi contemplates the importance of her many friends who can smile through troubled times and keep the town whole.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/In Noise, Melody; in Chaos, Choreography|In Noise, Melody; in Chaos, Choreography]]&#039;&#039;&#039; (August 22, 2019)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Wearing a memento gown and sandals of the Princess Mynalari who Raznel had slain, Leafi lures out bandits by presenting herself as a helpless noble. She attempts to find answers about Raznel&#039;s goals by drawing upon Tilamaire&#039;s power to attune to the connecting sounds of all things as her magic strikes them down.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/A Matter of Will|A Matter of Will]]&#039;&#039;&#039; (September 25, 2019)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Leafi registers a living will at Moot Hall to pass down her valuables in case she doesn&#039;t survive the ongoing battles with Raznel.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Cleric of Life, Angel of Death|Cleric of Life, Angel of Death]]&#039;&#039;&#039; (October 4, 2019)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Leafi continues to reflect on what Raznel&#039;s goals could be and how to get a step ahead of her, this time seeking answers in past patterns of Raznel and Naimorai among others. She lands on an unsettling conclusion that it&#039;s possible Raznel had been operating any number of machinations through others, potentially even using her to eliminate Rysus.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Change_of_Plans|Change of Plans]]&#039;&#039;&#039; (November 2, 2019)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;A tearful Leafi receives a timely reminder from her fiancee Saranja, convincing her not to lose herself in ugliness and the pursuit of vengeance against Raznel, but to save lives and protect as she&#039;s always done.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Anything_But_Neutral|Anything But Neutral]]&#039;&#039;&#039; (November 26, 2019)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Faced with Marshal Thadston&#039;s orders to evacuate Landing citizens, even the unwilling, in advance of a possible Raznel attack, Leafi finds herself unable to maintain neutrality as a TownCrier reporter and gives the task to her mother Florania for the night.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Who_Are_You_People?|Who Are You People?]]&#039;&#039;&#039; (November 26, 2019)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;While evacuating townspeople, Leafi finds herself confronting stinging backlash, both physical and verbal, from those who don&#039;t wish to leave--and she will not tell them to go.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Balancing_Act|Balancing Act]]&#039;&#039;&#039; (November 27, 2019)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;The day after Leafi, Maags, Puptilian, Wolfloner, the Rooks, and the citizens themselves had stopped Marshal Thadston from evacuating people against their will, Leafi quickly takes to training new recruits and at last feels her decision to join the militia was right.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Return_to_Form|Return to Form]]&#039;&#039;&#039; (November 29, 2019)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Leafi talks with a new militia recruit on the importance of determination and the inner fire.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Awaiting_Orders|Awaiting Orders]]&#039;&#039;&#039; (December 2, 2019)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;With Pylasar having taken his possible final trip into the past and Marshal Thadston now lost in the Bleaklands, Leafi reflects on who the two men were or are.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Between Witchful Thinking and All That Remains====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-afterwitchful&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;5 vignettes!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-afterwitchful&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/The_Light_of_Hope,_Death,_and_Chaos|The Light of Hope, Death, and Chaos]]&#039;&#039;&#039; (January 17, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Leafi considers the opposing views of Grishom Stone and Raznel and rejects both, making peace with death being intertwined as a part of life, but is interrupted by a mysterious figure appearing to be a Rook.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Last_Dream_Standing|Last Dream Standing]]&#039;&#039;&#039; (February 1, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;The mysterious figure, now appearing to be a Rone and calling itself &amp;quot;Echo,&amp;quot; confronts Leafi again and seems to know her inner thoughts as it even presents her with a memento of her past that shouldn&#039;t be in its possession. As she faces an existential crisis, she prepares for her return to Duskruin Arena and realizes its true significance to her.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/The_Chaos_Ahead|The Chaos Ahead]]&#039;&#039;&#039; (April 1, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Newly elected Mayor Leafi pens a letter to the Landing thanking everyone and laying out plans for the future.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/A letter from Sir Cryheart|A letter from Sir Cryheart]]&#039;&#039;&#039; (April 18, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Mayor Leafi sends a letter from Sir Cryheart to Earl Jovery, formalizing town approval of its contents, which warn of the potential dangers of Grand Magister Octaven.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/An Exercise in Futility|An Exercise in Futility]]&#039;&#039;&#039; (April 22, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;After a confrontation with the militia leads Grand Magister Octaven to finally make good on her overdue reparations for destroying the Landing&#039;s defense towers two and a half years earlier, Mayor Leafi attempts to pen a letter quelling townspeople&#039;s fears about the Hall of Mages, but soon learns that politicking isn&#039;t her style.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====During All That Remains====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-allthatremains&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;4 vignettes!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-allthatremains&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Planning Essentials|Planning Essentials]]&#039;&#039;&#039; (May 5, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Mayor Leafi considers whether to ally with the Rooks or Empire against the Fist, but dismisses both as unnecessary and supplies town defenders with information on their foes.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/For Your Consideration|For Your Consideration]]&#039;&#039;&#039; (May 11, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Mayor Leafi further rallies town defenders with possible moves against the Fist&#039;s forces.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Factions and Factors, Last Mission Standing|Factions and Factors: Last Mission Standing]]&#039;&#039;&#039; (May 15, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Mayor Leafi writes to Marshal Thadston, Lady Vlashandra, and Mist Harbor&#039;s Administrator Ilsola with information on the efforts to rescue Aralyte and the identity of the Fist.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/A Series of Second Thoughts|A Series of Second Thoughts]]&#039;&#039;&#039; (May 16, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Mayor Leafi questions her intuition about Vlashandra being evil, but concludes that even if she is, the one thing that must be honored is the people&#039;s free decisions to aid her.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Between All That Remains and Blood Son====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-afterremains&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;1 vignette!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-afterremains&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Shadows of the Past|Shadows of the Past]]&#039;&#039;&#039; (June 11, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;As Mayor Leafi rids herself of shadow energy from entering the shadow valence, she uses Crux&#039;s ritual to draw it out by focusing on dark thoughts--and her darkest go to the manipulator Vlashandra.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====During Blood Son====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-bloodson&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;6 vignettes!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-bloodson&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Time and Opportunity|Time and Opportunity]]&#039;&#039;&#039; (July 8, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;While Mayor Leafi is considering the motives of the Blood Son, Malluch Burdos, and whether he&#039;s truly aligned with Grishom Stone, a concerned citizen confronts her about the matter and urges preemptive action.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Everybody Dies and (Almost) Everybody Lies|Everybody Dies and (Almost) Everybody Lies]]&#039;&#039;&#039; (July 19, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;After a caravan coming for Malluch&#039;s healing is burned by unknown attackers, Mayor Leafi searches for evidence on their identities and requests Guard Captain Khylon&#039;s aid.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Final considerations|Final considerations]]&#039;&#039;&#039; (August 3, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;After Malluch asks for a pardon due to Praxopius&#039; influence over his days as the vigilante Rone, hoping that it will deter Marshal Thadston from attacking his camp containing civilians, Mayor Leafi raises the idea that it could result in the Rooks or the new Rone pursuing him instead.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/To the Marshal|To the Marshal]]&#039;&#039;&#039; (August 6, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Mayor Leafi attempts to dissuade Marshal Thadston from issuing a bounty on Malluch. Thadston refrains from the bounty, but persists in rejecting the camp and threatens insubordinate militia members with expulsion, leaving Leafi to sharpen her blades and prepare for the worst.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Rendering Judgment|Rendering Judgment]]&#039;&#039;&#039; (August 7, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;After a meeting with Thadston sees him exhibiting strange behavior and seizing Captain Stormyrain&#039;s arm, Mayor Leafi petitions Judge Renpaw for his removal until a magical phenomenon afflicting him can be resolved.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/A two-fold matter of propriety|A two-fold matter of propriety]]&#039;&#039;&#039; (August 10, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Mayor Leafi writes Judge Renpaw once more, adding Thadston&#039;s Operation Stonewall and his secrecy from his own militia captains to the list of reasons to seek removal. However, in recognition of the conflict of interest in a mayor removing a council member whose seat she can then replace, she further writes to the town council, proposing amended laws for citizen voting to fill expelled seats instead.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====During A Knight to Remember====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-knighttoremember&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;22 vignettes!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-knighttoremember&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/A letter to Casiphia|A letter to Casiphia]]&#039;&#039;&#039; (September 7, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Mayor Leafi writes to Lady Casiphia about the possibility of contacting the erithians who are curing Disean to work on curing the now-former Marshal Thadston of possession by the bleakwalker.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Echoes of Mayors Past|Echoes of Mayors Past]]&#039;&#039;&#039; (September 10, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;After new citizen Amos offers to fill in the now-vacant role of militia marshal, Mayor Leafi presents the idea to the militia captains and asks their opinion while arguing that he&#039;s not the right fit. Afterward, she reflects on parallels between her dilemmas and those of past mayors.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/A Rolling Rone Gathers No Moss, or, Re-Outmaneuvering Oneself|A Rolling Rone Gathers No Moss, or, Re-Outmaneuvering Oneself]]&#039;&#039;&#039; (September 10, 2020, later that day)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;After Judge Renpaw rules that Marshal Thadston was within his rights to exclude the militia captains from his Operation Stonewall and doesn&#039;t need to be transparent, Mayor Leafi wonders if Mother will try to seize on the opportunity. Leafi decides to preempt her by being transparent anyway in seeking an alliance... not with her, but with the vigilante Rone!&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/A series of letters|A series of letters]]&#039;&#039;&#039; (September 19, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Mayor Leafi writes to Judge Renpaw to delay the Steward of the Guilds appointment due to ongoing attacks against the candidates, to Guard Captain Khylon to tighten security until her militia marshal appointment is formalized, and to Mother about whether her recent attacks against Thadston and Amos are signs of the Rooks reverting to their old ways or if there&#039;s upheaval within the Brotherhood.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/A Second Second Chance|A Second Second Chance]]&#039;&#039;&#039; (September 23, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;At Captain Stormyrain&#039;s suggestion, Mayor Leafi writes to Mother seeking a meeting between her, town defenders, and militia leadership.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Notes on Thadston|Notes on Thadston]]&#039;&#039;&#039; (November 1, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Mayor Leafi is surprised to discover that, during a sleep-induced burst of inspiration the night before, she&#039;d written down countless theories on how to remove the bleakwalker from Thadston.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Problems and Profits|Problems and Profits]]&#039;&#039;&#039; (November 12, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;As Mayor Leafi&#039;s shop profits from chrisms while the Landing faces war, she chats with her shop clerk about the unexpectedly high number of citizens who seem to be Rooks.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Knavesayer|Knavesayer]]&#039;&#039;&#039; (November 21, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Mayor Leafi inquires with Alendrial about the veracity of Amos&#039; claims of working with the Scions of Shaundara.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Don&#039;t Again, Dunigan|Don&#039;t Again, Dunigan]]&#039;&#039;&#039; (November 22, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Mayor Leafi requests that new Guard Captain Dunigan rescind the bounty on Rone in an effort to protect civilians.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Coreful Consideration|Coreful Consideration]]&#039;&#039;&#039; (December 4, 2020)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Mayor Leafi considers whether Amos is leading town defenders into a trap to rescue Thrayzar.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Another trio of letters|Another trio of letters]]&#039;&#039;&#039; (January 22, 2021)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Mayor Leafi writes three letters to Councilwoman Alendrial, Judge Renpaw, and Guard Captain Dunigan in attempts to defuse a situation after Dunigan&#039;s armigers had arrested militia Captains Shinann and Stormyrain, then She reflects on her own role in attacking the armigers over said arrest--both why she did it and what it entails for her future.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Winter Chills|Winter Chills]]&#039;&#039;&#039; (January 23, 2021)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;As Mayor Leafi faces the mystery of the newly formed Darkstone Bay Consortium, she seeks a meeting with Lady Larsya, who&#039;s likely the richest of them and certainly the only one not a Landing citizen.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Offshore Banking, Offstore Flanking|Offshore Banking, Offstore Flanking]]&#039;&#039;&#039; (January 25, 2021)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Operating on the suspicion that Amos is behind the Knave and the Darkstone Bay Consortium, Mayor Leafi moves her silvers away from the Landing to distant towns.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Margin of Error|Margin of Error]]&#039;&#039;&#039; (January 30, 2021)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Faced with Mother having offered an unusually straightforward deal to retrieve the bleakstone statue for Thadston in exchange for help with an attack against the Knave, Mayor Leafi ponders the possibility of a trap.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/The Inner Fire|The Inner Fire]]&#039;&#039;&#039; (February 9, 2021)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;After the Darkstone Bay Consortium&#039;s replacement judge Manard removes Mayor Leafi from power and the Consortium votes among itself to suspend elections, she writes to the Scions of Shaundara for aid with intel and unraveling Amos&#039; schemes.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/SNAP|*SNAP*]]&#039;&#039;&#039; (February 10, 2021)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Music shop apprentice Kanona visits her friend Leafi, acting undercover as a spy for the armigers, but Leafi puts on a show of going mad, having already assumed she was a spy, and counter-spies on her with a familiar.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Behind the Curtain|Behind the Curtain]]&#039;&#039;&#039; (February 18, 2021)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;An unknown, invisible messenger warns the Raging Thrak to protect Newsby as she operates out of his inn and calls for boycotts of the Consortium&#039;s shops.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Call to Action|Call to Action]]&#039;&#039;&#039; (February 19, 2021)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Leafiara, announcing herself as &amp;quot;Mayor of the People,&amp;quot; says she&#039;ll honor the people&#039;s vote for a one year term and continue until the regularly scheduled end time, then calls the Landing to action in saving the town.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Don&#039;t Go Overboard Now|Don&#039;t Go Overboard Now]]&#039;&#039;&#039; (April 1, 2021)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;A mysterious man claiming to be a recent Rook recruit begins a dialogue with Leafi and urges her to listen to her instincts and temptations, stop holding back out of deference to the law, and become the dark hero the Landing needs. However, the longer she hears him out, the more she pushes back.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/To Serve and Reject &amp;quot;To Impose and Protect&amp;quot;|To Serve and Reject &amp;quot;To Impose and Protect&amp;quot;]]&#039;&#039;&#039; (May 3, 2021)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;After Cordarius appoints Amos the Steward of the Guilds and Dunigan the Steward of the Guard in order to convince the Consortium to unsuspend elections, Leafi considers the ramifications. She writes to Thadston and town defenders that it would be wrong for them to continue to defend the town after Amos said their help was unnecessary and the government has sided with him, and says that while she expects them to fight on anyway, she&#039;ll stand down to honor the people&#039;s choice.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Perception and Reality|Perception and Reality]]&#039;&#039;&#039; (May 6, 2021)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Having been unable to persuade Mother that the Rooks should forge a formal alliance with the militia, Leafi moves on to instead suggest that the Rooks unmask to prove that they&#039;re the Landing citizens they claim they are, changing perceptions and therefore the tide of battle.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/Purity and Clarity|Purity and Clarity]]&#039;&#039;&#039; (May 14, 2021)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;As Leafi finds her body unable to recover from the battles against the Knave, the mysterious entity Echo appears before her again to elucidate her dilemma: turning away from the battlefield will betray her mission to save lives, but continuing to take the battlefield will perpetuate the people&#039;s mistaken notion that they&#039;ve been saved by heroes who defeated the Knave, and she finds neither acceptable.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====After A Knight to Remember====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leafiara (prime)/Tales/It&#039;s a Wonderful Leafi|It&#039;s a Wonderful Leafi]]&#039;&#039;&#039; (January 11, 2022)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#eee;&amp;quot; cellpadding=&amp;quot;25&amp;quot; cellspacing=&amp;quot;25&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-size:120&amp;gt;Haunted by sleepless guilt over playing a role in approving the Darkstone Bay Consortium&#039;s bazaar, Leafi anticipates and prepares for assassins pursuing her from every corner of the Landing. However, she instead finds herself spiraling into dejected disappointment as everyone around her reacts to her expectations with confusion while they rationalize, disregard, or praise a decision she herself condemns. The timely re-appearance of the ethereal entity calling itself Echo voices Leafiara&#039;s discontent on her behalf, guiding her toward an epiphany one week of consideration later...&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Non-Canonical Vignettes===&lt;br /&gt;
&lt;br /&gt;
[OOC note: These are vignettes I wrote (or, more often, &#039;&#039;started&#039;&#039; writing) that &#039;&#039;&#039;never happened&#039;&#039;&#039; and aren&#039;t in Leafi&#039;s canon, for reasons explained in the pages themselves. Even though they didn&#039;t happen, I&#039;m sharing anyway just because... well, I wrote them, so I might as well, right?]&lt;br /&gt;
&lt;br /&gt;
* [[Leafiara (prime)/Non-Canon/Worth of the Underground|Worth of the Underground]] (April 27, 2018)&lt;br /&gt;
* [[Leafiara (prime)/Non-Canon/A Marked Maiden|A Marked Maiden]] (April 7, 2019)&lt;br /&gt;
* [[Leafiara (prime)/Non-Canon/Rest for the Relentless|Rest for the Relentless]] (November 30, 2019)&lt;br /&gt;
* [[Leafiara (prime)/Non-Canon/The Ambassador of Cold River|The Ambassador of Cold River]] (somewhere around May 2022)&lt;br /&gt;
* [[Leafiara (prime)/Non-Canon/Trial of the Rooks Deleted Scenes|Trial of the Rooks Deleted Scenes]] (May 31, 2023)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Creative Endeavors===&lt;br /&gt;
&lt;br /&gt;
* [[Leafiara (prime)/Cobbling|Cobbled Shoes]]&lt;br /&gt;
* [[Leafiara (prime)/Custom Fatal Afflares|Fatal Afflares]]&lt;br /&gt;
* [[Leafiara (prime)/Paintings|Paintings]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Melodies===&lt;br /&gt;
&lt;br /&gt;
====Originals====&lt;br /&gt;
&lt;br /&gt;
* [[Leafiara (prime)/Melodies/The Ballad of Reflection and Rooks|The Ballad of Reflection and Rooks]] (May 28, 2023; IC, performed in-game on request)&lt;br /&gt;
&lt;br /&gt;
====IC Parodies====&lt;br /&gt;
&lt;br /&gt;
* [[Leafiara (prime)/Melodies/I&#039;ll Stand With You Forever|I&#039;ll Stand With You Forever (For the First Time in Forever)]] (January or February 2017; performed in-game)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/Wehnimer&#039;s Way|Wehnimer&#039;s Way (You Can&#039;t Stop the Beat)]] (January 21, 2022; IC, performed in-game on request)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/Shattered Shields|Shattered Shields (Let It Go)]] (November 18, 2022; technically IC, but not performed in-game)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/Darkstone Baron|Darkstone Baron (Desperado)]] (April 15, 2023; guest contribution to [[Black_Thorn_Resistance/Free_North_News_Issue_3#Darkstone_Baron_-_by_Leafiara|Free North News Issue 3]])&lt;br /&gt;
* [[Leafiara (prime)/Melodies/Plucky|Plucky (Lucky)]] (first draft June 18, 2021, finalized May 19, 2023; guest contribution to [[Black_Thorn_Resistance/Free_North_News_Issue_4#Plucky_-_by_Leafiara|Free North News Issue 4]])&lt;br /&gt;
* [[Leafiara (prime)/Melodies/Everything You&#039;re Dreaming|Everything You&#039;re Dreaming (Supercalifragilisticexpialidocious)]] (June 27, 2023; guest contribution to [[Black_Thorn_Resistance/Free_North_News_Issue_5#Everything_You.27re_Dreaming|Free North News Issue 5]])&lt;br /&gt;
* [[Leafiara (prime)/Melodies/Wild and Free|Wild and Free (Under the Sea)]] (first draft May 12, 2022, finalized July 8, 2023; performed at the third Revelia Carnivale)&lt;br /&gt;
* [[Leafiara_(prime)/Melodies/Elidal_(Leafiara_version)|Elidal (Leafiara version) (Gaston)]] (April 6, 2024)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/Not His Hero|Not His Hero (I Need a Hero)]] (April 13, 2024)&lt;br /&gt;
&lt;br /&gt;
====OOC Parodies====&lt;br /&gt;
&lt;br /&gt;
* [[Leafiara (prime)/Melodies/Freedom in the Underground|Freedom in the Underground (I Just Can&#039;t Wait to be King)]] (March 2018; covers &#039;&#039;non-canon&#039;&#039; events that didn&#039;t even happen)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/Secret Agent Leafi|Secret Agent Leafi (Secret Agent Man)]] (April 25, 2019)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/Come To Your Senses|Come To Your Senses (Desperado)]] (May 6, 2021)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/When the Wargs Howl|When the Wargs Howl (Shivers)]] (May 7, 2022)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/Consorting with the Mother Rook|Consorting with the Mother Rook (It Wasn&#039;t Me)]] (May 9, 2023)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/And the Promises Keep Rolling In|And the Promises Keep Rolling In (And the Money Kept Rolling In (and Out))]] (June 25, 2023; discarded as not being Leafi enough)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/The Barony of Darkstone|The Barony of Darkstone (The Phantom of the Opera)]] (June 27, 2023)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/Wake Him Up Before You&#039;re Darkstoned|Wake Him Up Before You&#039;re Darkstoned (Wake Me Up Before You Go-Go)]] (December 30, 2023)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/Landing (You&#039;re a Fine Town)|Landing (You&#039;re a Fine Town) (Brandy (You&#039;re a Fine Girl))]] (first draft November 26, 2023, finalized January 22, 2024)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/The Most Wonderful Time For Your Gear|The Most Wonderful Time For Your Gear (The Most Wonderful Time of the Year)]] (February 14, 2014)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/I&#039;m Elidal|I&#039;m Elidal]] (February 19, 2014; I can&#039;t write the name of the song it&#039;s parodying)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/Yardie-Man|Yardie-Man (Spider-Man)]] (February 28, 2024)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/Elidal|Elidal (Samfelt version) (Gaston)]] (April 4, 2024)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/XP in a Bottle|XP in a Bottle (Genie in a Bottle)]] (April 10, 2024)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/I Need A Buyer|I Need A Buyer (I Need A Hero)]] (November 15, 2024)&lt;br /&gt;
* [[Leafiara (prime)/Melodies/Rhythm of the Auction Train|Rhythm of the Auction Train (Rhythm of the Falling Rain)]] (December 29, 2025)&lt;br /&gt;
&lt;br /&gt;
(still to find and post: Social Norms (Let It Go) from March 2020, Pure and True (Let It Go (yes, again)) from May 29 2021)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tributes to [[Saraphenia (prime)|Saraphenia]]==&lt;br /&gt;
&lt;br /&gt;
* [https://gstowncrier.com/special_reports/remembering-saraphenia-together/ Remembering Saraphenia Together (TownCrier Tribute Page)]&lt;br /&gt;
* [[Leafiara_(prime)/Saraphenia/Phenia Returns and Sees Leifa (log)|Phenia Returns and Sees Leifa]] (February 5, 2022)&lt;br /&gt;
* [[Leafiara_(prime)/Saraphenia/Wedding of Leafiara and Saraphenia (log)|Wedding of Leafiara and Saraphenia]] (and [[Leafiara_(prime)/Saraphenia/Wedding Reception (log)|the ensuing reception]]) (March 26, 2022)&lt;br /&gt;
* [[Leafiara_(prime)/Saraphenia/Evii and Phenia Meet (log)|Evii and Phenia Meet]] (June 8, 2022)&lt;br /&gt;
* [[Leafiara_(prime)/Saraphenia/Officially an Autumnwind (log)|Officially an Autumnwind]] (May 12-17, 2023)&lt;br /&gt;
* [[Leafiara_(prime)/Saraphenia/Capping Celebration (log)|Capping Celebration]] (August 30-31, 2023)&lt;br /&gt;
* [[Leafiara_(prime)/Saraphenia/Leafi and Phenia Renew Their Vows (log)|Leafi and Phenia Renew Their Vows]] (March 31, 2024; reception log coming soon as well)&lt;br /&gt;
* [[Leafiara_(prime)/Saraphenia/Moot Hall Message Board Poster|Moot Hall Message Board Poster]] (May 2-6, 2024)&lt;br /&gt;
* [[Leafiara_(prime)/Silverwood_Manor_Events_-_2024-05-03_-_All_Things_Elanthia,_In_Loving_Memory_of_Saraphenia_Edition (log)|All Things Elanthia, In Loving Memory of Saraphenia Edition]] (May 3, 2024; coming soon)&lt;br /&gt;
* [[Leafiara_(prime)/Saraphenia/Meeting Saraphenia, by Eralice|Meeting Saraphenia, by Eralice]] (May 22, 2024)&lt;br /&gt;
* [[Leafiara_(prime)/Saraphenia/Saraphenia&#039;s Celebration of Life (log)|Saraphenia&#039;s Celebration of Life]] (May 24, 2024)&lt;br /&gt;
* [[Leafiara_(prime)/Saraphenia/Celebration of Life Leaflet|Celebration of Life Leaflet]] (May 24, 2024)&lt;br /&gt;
* [[Leafiara_(prime)/Saraphenia/Leafi and Her Muse on Phenia and Her Muse (Celebration of Life Sendoff)|Leafi and Her Muse on Phenia and Her Muse (Celebration of Life Sendoff)]] (May 24 - June 1, 2024)&lt;br /&gt;
* [[Leafiara_(prime)/Saraphenia/One_Year_Later|One Year Later]] (April 28, 2025)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
&lt;br /&gt;
===Likes===&lt;br /&gt;
&lt;br /&gt;
* Adventure&lt;br /&gt;
* Chocolate and all sweets&lt;br /&gt;
* [[Category:Hinterwilds_creatures|Cold River]]&lt;br /&gt;
* Dance&lt;br /&gt;
* Fighting competitions such as the [[Festival of the Fallen]] or events held at the [[Icemule Trace]] [[Brawling Tavern]]&lt;br /&gt;
* Music&lt;br /&gt;
* Shoes, especially sandals&lt;br /&gt;
* Theater&lt;br /&gt;
* Top three forms of good in her eyes: 1) self-sacrifice, 2) speaking truth to power, 3) giving the benefit of the doubt&lt;br /&gt;
&lt;br /&gt;
===Dislikes===&lt;br /&gt;
&lt;br /&gt;
* Bureaucracy&lt;br /&gt;
* Cowardice&lt;br /&gt;
* High heels&lt;br /&gt;
* Prejudice&lt;br /&gt;
* Slavers&lt;br /&gt;
* Stoics&lt;br /&gt;
* Stuffy clothing or stuff armor&lt;br /&gt;
* [[Ta&#039;Vaalor]]&lt;br /&gt;
* The [[Turamzzyrian Empire]] (mostly)&lt;br /&gt;
* Top three forms of evil in her eyes: 1) taking away others&#039; freedoms systemically, 2) lying, 3) stealing&lt;br /&gt;
&lt;br /&gt;
===Hopes===&lt;br /&gt;
&lt;br /&gt;
* Acceptance despite being half-sylvan&lt;br /&gt;
* Being a great resurrection-specializing cleric&lt;br /&gt;
* Excitement in everyday life&lt;br /&gt;
* Recognition of heroic deeds&lt;br /&gt;
* Staying young at heart--&#039;&#039;and&#039;&#039; in body&lt;br /&gt;
&lt;br /&gt;
===Fears===&lt;br /&gt;
&lt;br /&gt;
* Boredom&lt;br /&gt;
* Giving in to vengeful feelings, in case her friends are right that there&#039;s no turning back on that road&lt;br /&gt;
* Hurting loved ones&lt;br /&gt;
* Inability to save a life&lt;br /&gt;
* Learning of some great power that could tempt or corrupt her&lt;br /&gt;
* Maturing&lt;br /&gt;
* Mind control&lt;br /&gt;
* Normalcy&lt;br /&gt;
* Pain&lt;br /&gt;
* Rejection&lt;br /&gt;
* Slavery&lt;br /&gt;
&lt;br /&gt;
===Other Quirks===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-quirks&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;...she has a lot of quirks. Click here.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-quirks&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A natural auditory learner who can remember tones, cadences, and inflections well; between that and [[Tilamaire]]&#039;s blessing (see further below), she can easily remember and transcribe conversations for [[The TownCrier]] after the fact&lt;br /&gt;
* Can be as greedy with money as she is generous with time and energy&lt;br /&gt;
* Can have a conspiracy theorist bent at times; a [[Deity_messaging#Divine_Wrath_.28335.29|Divine Wrath using Tilamaire&#039;s power]] gives her a brief window of hearing a &amp;quot;greater harmony&amp;quot; and connection between the sounds of all things (&amp;quot;CASTER begins to hum softly, a sweet, soft melody that somehow manages to harmonize with every random noise and tiny sound of your surroundings.&amp;quot;), which she ordinarily can&#039;t hear on her own, so she assumes there must be other harmonies and connections normally imperceptible to her&lt;br /&gt;
* Dashes about in a hurry a lot of the time&lt;br /&gt;
* Doesn&#039;t ever lie consciously (though she might deflect)&lt;br /&gt;
* Doesn&#039;t ever swear even mildly&lt;br /&gt;
* Extremely naive about romance even &#039;&#039;after&#039;&#039; being engaged to five fiancées; eventually got over it after marrying one&lt;br /&gt;
* Fairly desensitized to most deaths of people she didn&#039;t know since, as a cleric, she&#039;s surrounded by it all the time (but she can get very upset over a death she thinks she could have prevented; see fears)&lt;br /&gt;
* Feels uncomfortable and out of harmony with nature if she wears long sleeves, pants, or enclosed shoes longer than a couple hours&lt;br /&gt;
* Places such an extreme value on freedom that she can border on seeking anarchy, but tends to be law-abiding anyway by happenstance since most of her moral compass lines up with the laws&lt;br /&gt;
* Rather detached about the Arkati and lesser spirits, as clerics go, except for Tilamaire and [[Cholen]] due to the [[Origins_of_Cholen_and_Tilamaire|story of how the former ascended by acquiring power from the latter]]; however, she has passing respect for [[Cholen]], [[Kai]], [[V&#039;tull]], [[Onar]], [[Imaera]], [[Tonis]], and [[Leya]] just going by baseline knowledge that most anyone would have about them, along with an ongoing simultaneous fascination with [[The Huntress]] and a fear that one day she might follow that path&lt;br /&gt;
* Romanticizes the heroism of knights as they&#039;re presented in plays, but pragmatically thinks spies are more important for protecting the innocent&lt;br /&gt;
* Tends to brush off praise and criticism alike&lt;br /&gt;
* Too impatient and full of energy to study magic and magical items in a traditional academic way, but is blessed by Tilamaire with an ability to hear and adapt to the [[Tilamaire#Messaging|inner musical harmony]] of magic around her, essentially allowing her to develop her talent and magical strength in a passive and subconscious way; her always-ongoing learning has led her to great magical power for her young age, giving off the impression of a prodigy&lt;br /&gt;
* Willing and eager to throw herself into nearly any dangerous plan that poses &#039;&#039;risk&#039;&#039; of her being killed or seriously hurt, but straight-laced about refusing to do anything that will &#039;&#039;definitely&#039;&#039; hurt even slightly, like getting a piercing or tattoo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
* Contact for the [[Scions of Shaundara]]&lt;br /&gt;
* Member of the [[Brotherhood of Rooks]]&lt;br /&gt;
* Correspondent for [[The TownCrier]]&lt;br /&gt;
* Event Planner of [[Twilight Hall]]&lt;br /&gt;
* Mentor in the [[Order of Lorekeepers]]&lt;br /&gt;
* Guildmaster of the [[Cleric Guild]]&lt;br /&gt;
* Master in the [[Order of Voln]]&lt;br /&gt;
* Member of [[Fenog&#039;s Regulars]]&lt;br /&gt;
* Member of [[Ord an Dragan]]&lt;br /&gt;
* Member of [[Raise Your Stout Krew]]&lt;br /&gt;
* Member of [[The Drakes Vanguard]]&lt;br /&gt;
* Former Mayor of [[Wehnimer&#039;s Landing]]&lt;br /&gt;
* Former advisor and Public Relations liaison for Mayor [[Cruxophim]]&lt;br /&gt;
* Former Landing Ambassador to [[Icemule Trace]] for Mayor Cruxophim&lt;br /&gt;
* Former member of the Wehnimer&#039;s Landing militia&lt;br /&gt;
* Former member of [[Anglers of Elanthia]] (defunct organization)&lt;br /&gt;
* Former member of [[The Witching Hour]] (defunct organization)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mechanical Musings==&lt;br /&gt;
&lt;br /&gt;
===General Guides===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]]&#039;&#039;&#039;: Various calculations and theorycrafting on optimizing gains through Ascension.&lt;br /&gt;
* &#039;&#039;&#039;[[Leafiara_(prime)/Mechanical_Musings/Boss_Battle_Tactics|Boss Battle Tactics]]&#039;&#039;&#039;: Strategies, both general and profession-specific, for defeating the wyrm and sybil.&lt;br /&gt;
* &#039;&#039;&#039;[[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|Choosing Your Ideal Weapon Script]]&#039;&#039;&#039;: Assessing various weapon scripts.&lt;br /&gt;
* &#039;&#039;&#039;[[Leafiara_(prime)/Mechanical_Musings/Expected_Value||Expected Value]]&#039;&#039;&#039;: How to analyze when a raffle is worth entering. (Somewhat unfinished guide, but the important parts are done.)&lt;br /&gt;
* &#039;&#039;&#039;[[Leafiara_(prime)/Mechanical_Musings/Frequently_Asked_Questions_(and_Ones_That_Should_Be)|Frequently Asked Questions (and Ones That Should Be)]]&#039;&#039;&#039;: Examining recurring community topics in detail.&lt;br /&gt;
* &#039;&#039;&#039;[[Leafiara_(prime)/Mechanical_Musings/Of_Power_and_Perspicacity:_A_Paladin_Guide|Of Power and Perspicacity: A Paladin Guide]]&#039;&#039;&#039;: Comprehensive examination of paladins. Covers beginner topics, advanced topics, and conventional builds.&lt;br /&gt;
* &#039;&#039;&#039;[[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|Order of Operations: Servicing Gear]]&#039;&#039;&#039;: Best practices and calculations for getting player services on your gear.&lt;br /&gt;
* &#039;&#039;&#039;[[Leafiara_(prime)/Mechanical_Musings/Rags_to_Riches:_The_Rings_of_Lumnis_Story|Rags to Riches: The Rings of Lumnis Story]]&#039;&#039;&#039;: How and why to get a [[Brooch of Lumnis|Rings of Lumnis brooch]] working well for you.&lt;br /&gt;
* &#039;&#039;&#039;[[Leafiara_(prime)/Mechanical_Musings/The Autumnwinds&#039; Magical Monk Guide|The Autumnwinds&#039; Magical Monk Guide]]&#039;&#039;&#039;: Comprehensive examination of monks not built for Kroderine Soul. Covers beginner topics, advanced topics, conventional builds, and mutant builds.&lt;br /&gt;
* &#039;&#039;&#039;[[Leafiara_(prime)/Mechanical_Musings/Leafi%27s_Incredible_Guide_To_Squares|Leafi&#039;s Incredible Guide to Squares]]&#039;&#039;&#039;: It&#039;s literally incredible! (This is an April Fool&#039;s guide. ...sort of.)&lt;br /&gt;
&lt;br /&gt;
===Personal Character and Gear Choices===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Leafiara_(prime)/Mechanical_Musings/Ascension Progression|Ascension Progression]]&#039;&#039;&#039;: How I&#039;ve been progressing in Ascension with each of my characters and why.&lt;br /&gt;
* &#039;&#039;&#039;[[Leafiara_(prime)/Mechanical_Musings/Combat_Maneuver_Choices|Combat Maneuver Choices]]&#039;&#039;&#039;: What I selected as the combat maneuvers for each of my characters and why.&lt;br /&gt;
* &#039;&#039;&#039;[[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]]&#039;&#039;&#039;: What I settled on, and why I settled on it, as the right stopping point for each of my characters before committing to exp gain going 100% into Ascension without ever looking back. In most cases, these stopping points haven&#039;t been reached yet and are a long way off.&lt;br /&gt;
* &#039;&#039;&#039;[[Leafiara_(prime)/Mechanical_Musings/Project_Gear|Project Gear]]&#039;&#039;&#039;: Wildly outdated information that I need to clean up and revisit at some point.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Topics===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Leafiara_(prime)/Mechanical_Musings/Unarmed_Combat:_The_Great_Debate|Unarmed Combat: The Great Debate]]&#039;&#039;&#039;: Reflections on how we refer to unarmed combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Artisan skills===&lt;br /&gt;
&lt;br /&gt;
 In the skill of [[forging]] - crafting, you are a master with 500 ranks.&lt;br /&gt;
 In the skill of forging - [[Edged_Weapons|one handed edged]], you are a master with 500 ranks.&lt;br /&gt;
 In the skill of forging - [[Polearm_Weapons|pole arms]], you are a master with 500 ranks.&lt;br /&gt;
 In the skill of forging - [[brawling weapons]], you are a master with 500 ranks.&lt;br /&gt;
 In the skill of [[cobbling]], you are a master with 500 ranks.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
&lt;br /&gt;
 Your current skill level in [[Instrument_messaging_woodwind|woodwind instruments]] is Apprentice.&lt;br /&gt;
 Your current skill level in [[Instrument_messaging_necked_stringed|necked stringed instruments]] is Apprentice.&lt;br /&gt;
 Your current skill level in [[Instrument_messaging_stringed|stringed instruments]] is Apprentice.&lt;br /&gt;
 Your current skill level in [[Instrument_messaging_percussion|percussion instruments]] is Apprentice.&lt;br /&gt;
 Your current skill level in [[Instrument_messaging_horn-type|horn-type instruments]] is Apprentice.&lt;br /&gt;
 Your current skill level in [[Instrument_messaging_pipe|pipes]] is Apprentice.&lt;br /&gt;
&lt;br /&gt;
===Guild skills===&lt;br /&gt;
&lt;br /&gt;
 You are Guild Master of the [[Cleric Guild]].&lt;br /&gt;
 You are a Master of [[:Category:General_Alchemy|General Alchemy]].&lt;br /&gt;
 You are a Master of [[:Category:Cleric_Potions|Alchemic Potions]].&lt;br /&gt;
 You are a Master of [[:Category:Cleric_Trinkets|Alchemic Trinkets]].&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstone_Quest_Guide&amp;diff=250270</id>
		<title>Gemstone Quest Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstone_Quest_Guide&amp;diff=250270"/>
		<updated>2025-12-14T07:14:54Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{player-guide&lt;br /&gt;
|title = Gemstone Quest Guide&lt;br /&gt;
|topic = Gemstones&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-11-26&lt;br /&gt;
|updated = 2025-12-13&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Completing the Gemstone quest unlocks a character&#039;s ability to find and use [[Gemstones]], which are rare and powerful artifacts obtained by looting creatures in [[Ascension]] hunting areas. This multi-step quest will send you on myriad adventures that will likely take at least a few hours to complete even if you know exactly what to do and are able to succeed at the game&#039;s toughest encounters on the first try.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pre-Preparation Checklist==&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Check your QUEST LIST for &amp;quot;A Sparkling Ascent&amp;quot; and QUEST ACCEPT &amp;lt;#&amp;gt;&amp;quot;&#039;&#039;&#039;&amp;lt;/font&amp;gt; (its number) to enable progress! Nothing you do will earn credit until you&#039;ve done this first. &#039;&#039;&#039;Don&#039;t skip it.&#039;&#039;&#039;&lt;br /&gt;
* Avoid killing gigases in Eldurhaart in the [[Hinterwilds]]. Killing them risks a temporary lockout from one of the steps if you&#039;re at that part of it.&lt;br /&gt;
* If desired, collect a draconic idol, which is a rare drop from [[squamous reptilian mutant]]s. You can summon [[silver-scaled cold wyrm|the wyrm]] ahead of her regular schedule by tossing an idol into a fire in Eldurhaart and waiting for a few minutes. Other players might have stashes of idols available for sale, for free, or to queue wyrm battles as needed.&lt;br /&gt;
* If needed, gather any specialized aid to defeat the wyrm. This could include [[enhancive]]s, [[fixskills]], partners, specific gear better suited to a boss battle than to everyday hunting, etc.&lt;br /&gt;
* Pull any stray Chronomage orbs that you might have stashed out of lockers since they&#039;ll be very useful. (If you don&#039;t have any, BOOST REALM CHRONO can get the job done too.)&lt;br /&gt;
* [[Leafiara_(prime)/Mechanical_Musings/Boss_Battle_Tactics|More detailed boss battle opinions and strategies can be found in this linked guide]]. The below guide only very briefly overviews that aspect of the quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Full Spoiler Guide==&lt;br /&gt;
&lt;br /&gt;
If you only want general pointers in the right direction, use the QUEST INFO in-game command.&lt;br /&gt;
&lt;br /&gt;
If you want to know exactly what to do, then &#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-gemstonequest&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;view the full spoiler guide by clicking here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-gemstonequest&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Step 1===&lt;br /&gt;
&lt;br /&gt;
Before anything else, in case you didn&#039;t read the Pre-Preparation Checklist section, &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;check your QUEST LIST for &amp;quot;A Sparkling Ascent&amp;quot; and QUEST ACCEPT &amp;lt;#&amp;gt;&amp;quot;&#039;&#039;&#039;&amp;lt;/font&amp;gt; (its number) to enable progress! Nothing you do will earn credit until you&#039;ve done this first.&lt;br /&gt;
&lt;br /&gt;
With the quest underway, go to the Hinterwilds and defeat the wyrm in a multi-phase boss battle. Getting credit requires being part of the top five contributors who make it to the final phase. Wyrms show up roughly every eight hours on their own or can be summoned with a draconic idol as mentioned above.&lt;br /&gt;
&lt;br /&gt;
As the wyrm flies overhead, starting the battle involves locating a gigas ballista whose general location is signaled by area messaging, killing the gigases guarding it (and any other creatures that wander over in the meantime), and firing the ballista into the wyrm, bringing her down to the ground.&lt;br /&gt;
&lt;br /&gt;
The first phase of the boss battle is a conventional fight against the grounded wyrm. She can take to the skies at times, preventing many grounded attacks from hitting her. Archery, magic, and other ranged attacks still work. [[Web (118)|Web]] will bring her back down, making it immensely useful. In the second phase, the wyrm creates a mana shield that absorbs damage. In the third phase, the wyrm pulls back to Wyrmreach. Up to five characters who were alive and battling against her when she withdrew go along with her for the climax of the encounter.&lt;br /&gt;
&lt;br /&gt;
The third phase can be the final phase if the five characters who went to Wyrmreach kill her. However, if they all die in battle, the wyrm will return to the spot from which she departed at the end of the second phase. The bodies at Wyrmreach will gradually be teleported out of the area back to the spot where the wyrm returned. Other characters can also resume engaging the wyrm after she leaves Wyrmreach and whoever&#039;s in the room with the wyrm when she dies and was a top five contributor will get credit (even if dead).&lt;br /&gt;
&lt;br /&gt;
After defeating the wyrm, speak with Ulvrig in the Hinterwilds&#039; Eldurhaart at the Altar of the Dragon (room 7503383 or Lich 30026, go door). He&#039;ll provide backstory, information, and access to offerings inside a chest, from which you&#039;ll get a cloth bundle containing an ancient crumbling gemstone and a tattered parchment note pointing you to [[Sylvarraend]]. &#039;&#039;&#039;Keep the gemstone and note.&#039;&#039;&#039; (You can keep the cloth bundle or get rid of it.)&lt;br /&gt;
&lt;br /&gt;
===Step 2===&lt;br /&gt;
&lt;br /&gt;
Go to Sylvarraend and speak with Ilyra inside her cottage (room 13050013 or Lich 683, go cottage). Give her the note and the gemstone to get your next lead, pointing you to [[Zul Logoth]].&lt;br /&gt;
&lt;br /&gt;
===Step 3===&lt;br /&gt;
&lt;br /&gt;
Bring 2010 silvers to Zul Logoth, 2000 being for cart travel and 10 for alcohol, and locate the troubadour. (He&#039;s a wandering NPC, so there&#039;s no specific room; just look around.) Ask him about Beylin, but he&#039;ll want a drink before he provides information; buy Hollow Leg Bock from the Bluerock Brewery (room 13014007 or Lich 16836, order 6 on the menu) and bring it to him, then ask about Beylin again. Now he&#039;ll want stitchings and direct you to [[Solhaven]].&lt;br /&gt;
&lt;br /&gt;
===Step 4===&lt;br /&gt;
&lt;br /&gt;
Go to the [[Sanctum of Scales]] (accessible through Solhaven) and hunt [[patchwork flesh monstrosity|patchwork flesh monstrosities]] until you get three stitchings by looting them. &#039;&#039;&#039;The stitchings you find are monsterbold messages, not physical objects.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The messages are pretty lengthy and hard to miss, but if you&#039;ve been hunting for a while and haven&#039;t seen them, you can check QUEST INFO to see if you&#039;ve already found the needed stitchings without realizing.&lt;br /&gt;
&lt;br /&gt;
===Step 5===&lt;br /&gt;
&lt;br /&gt;
Return to Zul Logoth and ask the troubadour about Beylin &#039;&#039;&#039;twice&#039;&#039;&#039; for your next lead, pointing you to [[Teras Isle]]. Make sure that QUEST INFO is telling you to go to Teras before leaving for the next step! (I&#039;ve seen people get tripped up by not speaking to him twice and end up making an extra round trip to and from Teras.)&lt;br /&gt;
&lt;br /&gt;
===Step 6===&lt;br /&gt;
&lt;br /&gt;
Bring 250k silver to the Golden Helm on Teras Isle (room 3003006 or Lich 1842) and locate the hound somewhere inside. (If the hound is nowhere to be seen, eventually it&#039;ll return, so just keep looking around the building.) Ask it about Beylin. Beylin will then arrive, so speak with him and ask him about purification. Give him 250k and the gemstone to have it purified.&lt;br /&gt;
&lt;br /&gt;
===Step 7===&lt;br /&gt;
&lt;br /&gt;
Return to [[Sylvarraend]] and GIVE Ilyra the gemstone (GIVE GEMSTONE TO RESEARCHER) so that she can explain the next step, where the gemstone needs a setting.&lt;br /&gt;
&lt;br /&gt;
===Step 8===&lt;br /&gt;
&lt;br /&gt;
Go to [[Moonsedge]] Castle (near [[Icemule Trace|Icemule]]) and speak with the whitesmith in the jeweler (room 4577057 or Lich 32431, go door) about creating the setting for your gemstone. He&#039;ll request that you hunt [[ashen patrician vampire]]s.&lt;br /&gt;
&lt;br /&gt;
Hunt [[ashen patrician vampire]]s in Moonsedge until you get a message indicating that you&#039;ve done enough. This message is comparatively easier to miss than the monstrosities from step 5 since it&#039;s shorter and there&#039;s only one message. If you&#039;ve been hunting for a while and haven&#039;t seen anything due to screen scroll, you can check &#039;&#039;&#039;QUEST INFO&#039;&#039;&#039; to see if you&#039;ve finished without realizing. At the time of this writing, occasionally the messaging also gets buggy and won&#039;t appear at all, but QUEST INFO is the surefire way to know if you&#039;re done or not.&lt;br /&gt;
&lt;br /&gt;
When done, return to the whitesmith and speak with him to create the setting for your gemstone. He&#039;ll want you to start by LIGHTing the FURNACE, which you do &#039;&#039;&#039;twice.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Step 9===&lt;br /&gt;
&lt;br /&gt;
Return to Sylvarraend and speak with Ilyra for your final lead.&lt;br /&gt;
&lt;br /&gt;
===Step 10===&lt;br /&gt;
&lt;br /&gt;
Return to the Hinterwilds and defeat the [[cinereous_chthonian_sybil|sybil]] in a boss battle. The sybil can be accessed by touching the altar at the western dead end in the Pits of the Dead (room 7503444 or Lich 30082), then entering the archway. The sybil is a heavily magical-oriented boss with a wide variety of offensive magic, buffs, and debuffs. She can also summon gateways in adjacent rooms that need to be dispelled (effects like [[Spell Cleave]] also work) since they shoot acid through the area.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the top priority for battling the sybil is to never let her cast. [[Corrupt Essence (703)|Corrupt Essence]], [[Interference (212)|Interference]], and [[Sounds (607)|Sounds]] are all great, as is anything that inflicts [[Staggered]] like [[Tackle]] or [[Feint]]. Immobilizing effects like [[Moonbeam (611)|Moonbeam]] and [[Web (118)|Web]] are great while they last. Dispels of any and all varieties are excellent because the sybil has myriad top-end buffs and refreshes them semi-regularly throughout the battle.&lt;br /&gt;
&lt;br /&gt;
If you have incredible offensive gear and enhancives, you can largely brute force through after most of the dispels and debuffs. For more typical characters, unarmed combat will destroy the sybil &#039;&#039;if&#039;&#039; you can successfully tier up via [[Ki Focus]] or high [[Transcend Destiny]] ranks, [[Dark Catalyst (719)|Dark Catalyst]] does excellent damage as long as you can land it after dispels and debuffs, and [[Spike Thorn (616)|Spike Thorn]] does excellent damage with fairly minimal investment.&lt;br /&gt;
&lt;br /&gt;
After defeating the sybil and &#039;&#039;&#039;before leaving the room&#039;&#039;&#039;, get out your gemstone from step 2 and INFUSE it. This officially completes the quest and grants your first Gemstone! From there, you can use the GEM COLLECT and GEM EQUIP commands. For more about how Gemstones work, see the [[Gemstones]] page and the [[Gemstone Property List]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstone_Quest_Guide&amp;diff=250269</id>
		<title>Gemstone Quest Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstone_Quest_Guide&amp;diff=250269"/>
		<updated>2025-12-14T07:12:21Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{player-guide&lt;br /&gt;
|title = Gemstone Quest Guide&lt;br /&gt;
|topic = Gemstones&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-11-26&lt;br /&gt;
|updated = 2025-12-13&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Completing the Gemstone quest unlocks a character&#039;s ability to find and use [[Gemstones]], which are rare and powerful artifacts obtained by looting creatures in [[Ascension]] hunting areas. This multi-step quest will send you on myriad adventures that will likely take at least a few hours to complete even if you know exactly what to do and are able to succeed at the game&#039;s toughest encounters on the first try.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pre-Preparation Checklist==&lt;br /&gt;
* &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;Check your QUEST LIST and QUEST ACCEPT &amp;lt;#&amp;gt; for &amp;quot;A Sparkling Ascent&amp;quot;&#039;&#039;&amp;lt;/font&amp;gt; to enable progress! Nothing you do will earn credit until you&#039;ve done this first.&lt;br /&gt;
* Avoid killing gigases in Eldurhaart in the [[Hinterwilds]]. Killing them risks a temporary lockout from one of the steps if you&#039;re at that part of it.&lt;br /&gt;
* If desired, collect a draconic idol, which is a rare drop from [[squamous reptilian mutant]]s. You can summon [[silver-scaled cold wyrm|the wyrm]] ahead of her regular schedule by tossing an idol into a fire in Eldurhaart and waiting for a few minutes. Other players might have stashes of idols available for sale, for free, or to queue wyrm battles as needed.&lt;br /&gt;
* If needed, gather any specialized aid to defeat the wyrm. This could include [[enhancive]]s, [[fixskills]], partners, specific gear better suited to a boss battle than to everyday hunting, etc.&lt;br /&gt;
* Pull any stray Chronomage orbs that you might have stashed out of lockers since they&#039;ll be very useful. (If you don&#039;t have any, BOOST REALM CHRONO can get the job done too.)&lt;br /&gt;
* [[Leafiara_(prime)/Mechanical_Musings/Boss_Battle_Tactics|More detailed boss battle opinions and strategies can be found in this linked guide]]. The below guide only very briefly overviews that aspect of the quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Full Spoiler Guide==&lt;br /&gt;
&lt;br /&gt;
If you only want general pointers in the right direction, use the QUEST INFO in-game command.&lt;br /&gt;
&lt;br /&gt;
If you want to know exactly what to do, then &#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-gemstonequest&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;view the full spoiler guide by clicking here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-gemstonequest&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Step 1===&lt;br /&gt;
&lt;br /&gt;
Before anything else, in case you didn&#039;t read the Pre-Preparation Checklist section, &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;check your QUEST LIST and QUEST ACCEPT &amp;lt;#&amp;gt; for &amp;quot;A Sparkling Ascent&amp;quot;&#039;&#039;&amp;lt;/font&amp;gt; to enable progress! Nothing you do will earn credit until you&#039;ve done this first.&lt;br /&gt;
&lt;br /&gt;
With the quest underway, go to the Hinterwilds and defeat the wyrm in a multi-phase boss battle. Getting credit requires being part of the top five contributors who make it to the final phase. Wyrms show up roughly every eight hours on their own or can be summoned with a draconic idol as mentioned above.&lt;br /&gt;
&lt;br /&gt;
As the wyrm flies overhead, starting the battle involves locating a gigas ballista whose general location is signaled by area messaging, killing the gigases guarding it (and any other creatures that wander over in the meantime), and firing the ballista into the wyrm, bringing her down to the ground.&lt;br /&gt;
&lt;br /&gt;
The first phase of the boss battle is a conventional fight against the grounded wyrm. She can take to the skies at times, preventing many grounded attacks from hitting her. Archery, magic, and other ranged attacks still work. [[Web (118)|Web]] will bring her back down, making it immensely useful. In the second phase, the wyrm creates a mana shield that absorbs damage. In the third phase, the wyrm pulls back to Wyrmreach. Up to five characters who were alive and battling against her when she withdrew go along with her for the climax of the encounter.&lt;br /&gt;
&lt;br /&gt;
The third phase can be the final phase if the five characters who went to Wyrmreach kill her. However, if they all die in battle, the wyrm will return to the spot from which she departed at the end of the second phase. The bodies at Wyrmreach will gradually be teleported out of the area back to the spot where the wyrm returned. Other characters can also resume engaging the wyrm after she leaves Wyrmreach and whoever&#039;s in the room with the wyrm when she dies and was a top five contributor will get credit (even if dead).&lt;br /&gt;
&lt;br /&gt;
After defeating the wyrm, speak with Ulvrig in the Hinterwilds&#039; Eldurhaart at the Altar of the Dragon (room 7503383 or Lich 30026, go door). He&#039;ll provide backstory, information, and access to offerings inside a chest, from which you&#039;ll get a cloth bundle containing an ancient crumbling gemstone and a tattered parchment note pointing you to [[Sylvarraend]]. &#039;&#039;&#039;Keep the gemstone and note.&#039;&#039;&#039; (You can keep the cloth bundle or get rid of it.)&lt;br /&gt;
&lt;br /&gt;
===Step 2===&lt;br /&gt;
&lt;br /&gt;
Go to Sylvarraend and speak with Ilyra inside her cottage (room 13050013 or Lich 683, go cottage). Give her the note and the gemstone to get your next lead, pointing you to [[Zul Logoth]].&lt;br /&gt;
&lt;br /&gt;
===Step 3===&lt;br /&gt;
&lt;br /&gt;
Bring 2010 silvers to Zul Logoth, 2000 being for cart travel and 10 for alcohol, and locate the troubadour. (He&#039;s a wandering NPC, so there&#039;s no specific room; just look around.) Ask him about Beylin, but he&#039;ll want a drink before he provides information; buy Hollow Leg Bock from the Bluerock Brewery (room 13014007 or Lich 16836, order 6 on the menu) and bring it to him, then ask about Beylin again. Now he&#039;ll want stitchings and direct you to [[Solhaven]].&lt;br /&gt;
&lt;br /&gt;
===Step 4===&lt;br /&gt;
&lt;br /&gt;
Go to the [[Sanctum of Scales]] (accessible through Solhaven) and hunt [[patchwork flesh monstrosity|patchwork flesh monstrosities]] until you get three stitchings by looting them. &#039;&#039;&#039;The stitchings you find are monsterbold messages, not physical objects.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The messages are pretty lengthy and hard to miss, but if you&#039;ve been hunting for a while and haven&#039;t seen them, you can check QUEST INFO to see if you&#039;ve already found the needed stitchings without realizing.&lt;br /&gt;
&lt;br /&gt;
===Step 5===&lt;br /&gt;
&lt;br /&gt;
Return to Zul Logoth and ask the troubadour about Beylin &#039;&#039;&#039;twice&#039;&#039;&#039; for your next lead, pointing you to [[Teras Isle]]. Make sure that QUEST INFO is telling you to go to Teras before leaving for the next step! (I&#039;ve seen people get tripped up by not speaking to him twice and end up making an extra round trip to and from Teras.)&lt;br /&gt;
&lt;br /&gt;
===Step 6===&lt;br /&gt;
&lt;br /&gt;
Bring 250k silver to the Golden Helm on Teras Isle (room 3003006 or Lich 1842) and locate the hound somewhere inside. (If the hound is nowhere to be seen, eventually it&#039;ll return, so just keep looking around the building.) Ask it about Beylin. Beylin will then arrive, so speak with him and ask him about purification. Give him 250k and the gemstone to have it purified.&lt;br /&gt;
&lt;br /&gt;
===Step 7===&lt;br /&gt;
&lt;br /&gt;
Return to [[Sylvarraend]] and GIVE Ilyra the gemstone (GIVE GEMSTONE TO RESEARCHER) so that she can explain the next step, where the gemstone needs a setting.&lt;br /&gt;
&lt;br /&gt;
===Step 8===&lt;br /&gt;
&lt;br /&gt;
Go to [[Moonsedge]] Castle (near [[Icemule Trace|Icemule]]) and speak with the whitesmith in the jeweler (room 4577057 or Lich 32431, go door) about creating the setting for your gemstone. He&#039;ll request that you hunt [[ashen patrician vampire]]s.&lt;br /&gt;
&lt;br /&gt;
Hunt [[ashen patrician vampire]]s in Moonsedge until you get a message indicating that you&#039;ve done enough. This message is comparatively easier to miss than the monstrosities from step 5 since it&#039;s shorter and there&#039;s only one message. If you&#039;ve been hunting for a while and haven&#039;t seen anything due to screen scroll, you can check &#039;&#039;&#039;QUEST INFO&#039;&#039;&#039; to see if you&#039;ve finished without realizing. At the time of this writing, occasionally the messaging also gets buggy and won&#039;t appear at all, but QUEST INFO is the surefire way to know if you&#039;re done or not.&lt;br /&gt;
&lt;br /&gt;
When done, return to the whitesmith and speak with him to create the setting for your gemstone. He&#039;ll want you to start by LIGHTing the FURNACE, which you do &#039;&#039;&#039;twice.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Step 9===&lt;br /&gt;
&lt;br /&gt;
Return to Sylvarraend and speak with Ilyra for your final lead.&lt;br /&gt;
&lt;br /&gt;
===Step 10===&lt;br /&gt;
&lt;br /&gt;
Return to the Hinterwilds and defeat the [[cinereous_chthonian_sybil|sybil]] in a boss battle. The sybil can be accessed by touching the altar at the western dead end in the Pits of the Dead (room 7503444 or Lich 30082), then entering the archway. The sybil is a heavily magical-oriented boss with a wide variety of offensive magic, buffs, and debuffs. She can also summon gateways in adjacent rooms that need to be dispelled (effects like [[Spell Cleave]] also work) since they shoot acid through the area.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the top priority for battling the sybil is to never let her cast. [[Corrupt Essence (703)|Corrupt Essence]], [[Interference (212)|Interference]], and [[Sounds (607)|Sounds]] are all great, as is anything that inflicts [[Staggered]] like [[Tackle]] or [[Feint]]. Immobilizing effects like [[Moonbeam (611)|Moonbeam]] and [[Web (118)|Web]] are great while they last. Dispels of any and all varieties are excellent because the sybil has myriad top-end buffs and refreshes them semi-regularly throughout the battle.&lt;br /&gt;
&lt;br /&gt;
If you have incredible offensive gear and enhancives, you can largely brute force through after most of the dispels and debuffs. For more typical characters, unarmed combat will destroy the sybil &#039;&#039;if&#039;&#039; you can successfully tier up via [[Ki Focus]] or high [[Transcend Destiny]] ranks, [[Dark Catalyst (719)|Dark Catalyst]] does excellent damage as long as you can land it after dispels and debuffs, and [[Spike Thorn (616)|Spike Thorn]] does excellent damage with fairly minimal investment.&lt;br /&gt;
&lt;br /&gt;
After defeating the sybil and &#039;&#039;&#039;before leaving the room&#039;&#039;&#039;, get out your gemstone from step 2 and INFUSE it. This officially completes the quest and grants your first Gemstone! From there, you can use the GEM COLLECT and GEM EQUIP commands. For more about how Gemstones work, see the [[Gemstones]] page and the [[Gemstone Property List]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstone_Property_List&amp;diff=249826</id>
		<title>Gemstone Property List</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstone_Property_List&amp;diff=249826"/>
		<updated>2025-12-05T23:01:41Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of [[Gemstones|Gemstone]] properties that players have discovered. Details are a work in progress. There might or might not exist properties that aren&#039;t yet documented. &lt;br /&gt;
&lt;br /&gt;
{{CollapseAll|collapsetoggle = mw-customtoggle-commonmessaging mw-customtoggle-regionalmessaging mw-customtoggle-raremessaging mw-customtoggle-legendarymessagingtable}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||arcaneintensity||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Binding Shot||Yes||Passive||bindingshot||Your successful ranged weapon attacks have a standard flare chance to release a canister containing a net, Rooting the target for 5 seconds.  If the target is killed by your attack, the canister will instead ricochet to another target in the room.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||bloodartist||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||bloodprism||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||boatswain||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||boldbrawler||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||burningblood||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive||cannoneer|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||channeledge||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||consummate||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||cuttingcorners||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||dispulsionward||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||elemresonance||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||elementalistsgift||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||ephemera||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||etherflux||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute. [Note: That&#039;s the in-game description, but the latter sentence is ambiguous. For clarification, it means that the Ether Flux flare cannot occur more than once &#039;&#039;per creature&#039;&#039; per minute.]&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||flareresonance||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Focused Storm||Yes||Passive||focstorm||You gain a Focused Storm effect for each kill. Stacks up to 3 times. When your warding spells are successful, the endroll is increased by 2/3/4 per Focused Storm effect. Focused Storm falls off after 30 seconds without making a kill.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||forceofwill||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||geospite||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||gtk||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||greenthumb||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||hightolerance||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||immobiveil||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||journeybegin||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||jdefender||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||journeytactic||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||limitbreakpole (for example)||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||limitbreakaur (for example)||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||manaprism||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||metamorphicshield||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mephitic Brume||Yes||Passive||mephiticbrume||When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud.  Up to three enemies must make an SMR test.  On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||mysticmagnification||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||navigator||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||opporsadism||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||rootveil||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||slayerfort||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||spiritprism||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||stamprism||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||stormofrage||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||No||Passive||subtleward||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||tacticalcanny||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||tastebrutality||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||twisttheknife||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||webveil||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, the following common properties appeared on the test server, but weren&#039;t working properly and appear to have not been released for the live game yet:&lt;br /&gt;
* Companion&#039;s Might: When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
* Companion&#039;s Swiftness: When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||shroudsoothe||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||hwindigestible||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||hwlightdisir||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||hinterwarden||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightenment||Yes||Passive||megiftenlighten||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||moonsorgan||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||breathnymph||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||perfectconduct||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||tridentsunderer||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightenment||Yes||Passive||hwgiftenlighten||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||hivegait||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||hiveastral||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightenment||Yes||Passive||hivegiftenlight||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||riftgift||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||adaptresist||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||advspellshield||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||anointed||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||arcaneopus||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||banditbait||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Boil||No||Activated||bloodboil||Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||bloodsiphon||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||bloodwell||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||chamshroud||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||chanepiphany||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||defenduel||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||No||Activated||epossess||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||battlegrace||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||arcaneintensity||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||hunterafter||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||infusefrost (for example)||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||innatefocus||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Lost Arcanum||No||Passive||lostarcanum||1 additional spell on you is protected from Spell Sever.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||manawellspring||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||martialimpulse||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||mastertactic||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||relentless||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||relwarder||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||ripemelon||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Rock Hound||Yes||Passive||rockhound||You have a 5/10/15/20/25% increased chance of finding an appropriate gem when are collecting gems for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||serenhex||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||spiritwell||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||stamwell||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||strongback||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||sureshot||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Passive||terrortribute||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SMR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||tetheredstrike||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||thirstbrutality||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Aegis||No||Hybrid passive and activated||arcaneaegis||You have a standard flare chance when taking damage to gain 2d20 Critical Padding.  For every point of damage absorbed by the shield, 1 point of mana is drained.  This property can also be activated to apply to all damage taken for 60 seconds.  You gain 2d20 Critical Padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||arcascend||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||arcblade||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||arcwill||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Charged Presence||No||Passive||charged||Your attacks have a chance to surround you with lightning, granting you an aura that emits Electric flares at up to 3 enemies once every 10 seconds for 60 seconds.  This effect cannot occur more often than every 3 minutes.  You also emit an electric Major Elemental Wave when this effect begins and ends.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||chronocollusion||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Forbidden Arcanum||No||Passive||forbiddenarcanum||2 additional spells on you are protected from Spell Sever.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||No||Activated||imaerabalm||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Hybrid||manashield||You have a standard flare chance when taking damage to gain 2d20 Damage Padding.  For every point of damage absorbed by the shield, 1 point of mana is drained.  This property can also be activated to apply to all damage taken for 60 seconds.  You gain 2d20 Damage Padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mirror Image||No||Passive||mirrorimage||When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||mysticimpulse||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||oneshot||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||pixiemischief||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||No||Activated||reckless||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||spellblade||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||stolenpower||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of [Damage Type]||No||Triggered||thornsfrost (for example)||You gain a standard chance to flare with [Damage Type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||trueshot||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||unearthchains||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||No||Activated||witchhunt||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Legendary Property Messaging and Notes===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessagingtable&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click here for messaging table&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessagingtable&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 10%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;|First-person Messaging&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;|Third-person Messaging&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Aegis|||| &lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy|||| &lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!||As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.||&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||A torrent of mythical energy surges through you, awakening an ancient power within your soul!||A dazzling corona of mythical energy envelops Leafiara!||&lt;br /&gt;
|-&lt;br /&gt;
|Charged Presence||A powerful jolt of electricity erupts from your crackling aura, lashing towards a withered shadow-cloaked draugr!||||&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Your head rings like a struck bell as starlit darkness explodes across your field of vision. You find yourself moved several feet from your original position!||Suddenly, starlit darkness engulfs Aergo and he vanishes, reappearing several feet away instantaneously!||&lt;br /&gt;
|-&lt;br /&gt;
|Forbidden Arcanum||||&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst. Your wounds tug closed, leaving unmarred skin behind.||All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush. Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.||&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||||&lt;br /&gt;
|-&lt;br /&gt;
|Mirror Image||||&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||||&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||||&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||N/A||N/A||The effect of this gemstone appears to apply to all disabler spells, not just debuffs.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||||&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||||&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!||||&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of [Damage Type]||||&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Time stretches as you take a deep breath, your mind a fortress of calm.||No messaging; however, formula changes.  Example:&lt;br /&gt;
Amerek fires a wooden arrow at a savage fork-tongued wendigo!&lt;br /&gt;
&lt;br /&gt;
AS: +606 vs DS: +227 with AvD: +27 + &#039;&#039;&#039;20 + d80&#039;&#039;&#039; roll: +75 = +501&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains. Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!|||| &lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||You begin to inhale deeply... Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms. Exhaling, your hands pulse with threads of stolen energy. The power of an apex predator awakens within you!||Leafiara begins to inhale deeply... Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms. Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstone_Property_List&amp;diff=249825</id>
		<title>Gemstone Property List</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstone_Property_List&amp;diff=249825"/>
		<updated>2025-12-05T23:01:10Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of [[Gemstones|Gemstone]] properties that players have discovered. Details are a work in progress. There might or might not exist properties that aren&#039;t yet documented. &lt;br /&gt;
&lt;br /&gt;
{{CollapseAll|collapsetoggle = mw-customtoggle-commonmessaging mw-customtoggle-regionalmessaging mw-customtoggle-raremessaging mw-customtoggle-legendarymessagingtable}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||arcaneintensity||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Binding Shot||Yes||Passive||bindingshot||Your successful ranged weapon attacks have a standard flare chance to release a canister containing a net, Rooting the target for 5 seconds.  If the target is killed by your attack, the canister will instead ricochet to another target in the room.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||bloodartist||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||bloodprism||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||boatswain||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||boldbrawler||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||burningblood||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive||cannoneer|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||channeledge||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||consummate||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||cuttingcorners||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||dispulsionward||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||elemresonance||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||elementalistsgift||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||ephemera||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||etherflux||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute. [Note: That&#039;s the in-game description, but the latter sentence is ambiguous. For clarification, it means that the Ether Flux flare cannot occur more than once &#039;&#039;per creature&#039;&#039; per minute.]&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||flareresonance||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Focused Storm||Yes||Passive||focstorm||You gain a Focused Storm effect for each kill. Stacks up to 3 times. When your warding spells are successful, the endroll is increased by 2/3/4 per Focused Storm effect. Focused Storm falls off after 30 seconds without making a kill.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||forceofwill||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||geospite||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||gtk||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||greenthumb||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||hightolerance||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||immobiveil||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||journeybegin||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||jdefender||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||journeytactic||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||limitbreakpole (for example)||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||limitbreakaur (for example)||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||manaprism||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||metamorphicshield||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mephitic Brume||Yes||Passive||mephiticbrume||When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud.  Up to three enemies must make an SMR test.  On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||mysticmagnification||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||navigator||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||opporsadism||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||rootveil||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||slayerfort||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||spiritprism||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||stamprism||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||stormofrage||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||No||Passive||subtleward||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||tacticalcanny||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||tastebrutality||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||twisttheknife||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||webveil||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, the following common properties appeared on the test server, but weren&#039;t working properly and appear to have not been released for the live game yet:&lt;br /&gt;
* Companion&#039;s Might: When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
* Companion&#039;s Swiftness: When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||shroudsoothe||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||hwindigestible||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||hwlightdisir||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||hinterwarden||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightenment||Yes||Passive||megiftenlighten||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||moonsorgan||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||breathnymph||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||perfectconduct||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||tridentsunderer||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightenment||Yes||Passive||hwgiftenlighten||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||hivegait||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||hiveastral||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightenment||Yes||Passive||hivegiftenlight||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||riftgift||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||adaptresist||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||advspellshield||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||anointed||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||arcaneopus||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||banditbait||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Boil||No||Activated||bloodboil||Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||bloodsiphon||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||bloodwell||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||chamshroud||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||chanepiphany||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||defenduel||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||No||Activated||epossess||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||battlegrace||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||arcaneintensity||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||hunterafter||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||infusefrost (for example)||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||innatefocus||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Lost Arcanum||No||Passive||lostarcanum||1 additional spell on you is protected from Spell Sever.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||manawellspring||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||martialimpulse||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||mastertactic||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||relentless||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||relwarder||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||ripemelon||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Rock Hound||Yes||Passive||rockhound||You have a 5/10/15/20/25% increased chance of finding an appropriate gem when are collecting gems for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||serenhex||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||spiritwell||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||stamwell||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||strongback||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||sureshot||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Passive||terrortribute||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SMR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||tetheredstrike||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||thirstbrutality||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Aegis||No||Hybrid passive and activated||arcaneaegis||You have a standard flare chance when taking damage to gain 2d20 Critical Padding.  For every point of damage absorbed by the shield, 1 point of mana is drained.  This property can also be activated to apply to all damage taken for 60 seconds.  You gain 2d20 Critical Padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||arcascend||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||arcblade||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||arcwill||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Charged Presence||No||Passive||charged||Your attacks have a chance to surround you with lightning, granting you an aura that emits Electric flares at up to 3 enemies once every 10 seconds for 60 seconds.  This effect cannot occur more often than every 3 minutes.  You also emit an electric Major Elemental Wave when this effect begins and ends.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||chronocollusion||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Forbidden Arcanum||No||Passive||forbiddenarcanum||2 additional spells on you are protected from Spell Sever.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||No||Activated||imaerabalm||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Hybrid||manashield||You have a standard flare chance when taking damage to gain 2d20 Damage Padding.  For every point of damage absorbed by the shield, 1 point of mana is drained.  This property can also be activated to apply to all damage taken for 60 seconds.  You gain 2d20 Damage Padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mirror Image||No||Passive||mirrorimage||When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||mysticimpulse||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||oneshot||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||pixiemischief||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||No||Activated||reckless||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||spellblade||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||stolenpower||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of [Damage Type]||No||Triggered||thornsfrost (for example)||You gain a standard chance to flare with [Damage Type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||trueshot||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||unearthchains||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||witchhunt||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Legendary Property Messaging and Notes===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessagingtable&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click here for messaging table&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessagingtable&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 10%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;|First-person Messaging&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;|Third-person Messaging&lt;br /&gt;
!style=&amp;quot;width: 30%;&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Aegis|||| &lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy|||| &lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!||As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.||&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||A torrent of mythical energy surges through you, awakening an ancient power within your soul!||A dazzling corona of mythical energy envelops Leafiara!||&lt;br /&gt;
|-&lt;br /&gt;
|Charged Presence||A powerful jolt of electricity erupts from your crackling aura, lashing towards a withered shadow-cloaked draugr!||||&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Your head rings like a struck bell as starlit darkness explodes across your field of vision. You find yourself moved several feet from your original position!||Suddenly, starlit darkness engulfs Aergo and he vanishes, reappearing several feet away instantaneously!||&lt;br /&gt;
|-&lt;br /&gt;
|Forbidden Arcanum||||&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst. Your wounds tug closed, leaving unmarred skin behind.||All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush. Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.||&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||||&lt;br /&gt;
|-&lt;br /&gt;
|Mirror Image||||&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||||&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||||&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||N/A||N/A||The effect of this gemstone appears to apply to all disabler spells, not just debuffs.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||||&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||||&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!||||&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of [Damage Type]||||&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Time stretches as you take a deep breath, your mind a fortress of calm.||No messaging; however, formula changes.  Example:&lt;br /&gt;
Amerek fires a wooden arrow at a savage fork-tongued wendigo!&lt;br /&gt;
&lt;br /&gt;
AS: +606 vs DS: +227 with AvD: +27 + &#039;&#039;&#039;20 + d80&#039;&#039;&#039; roll: +75 = +501&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains. Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!|||| &lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||You begin to inhale deeply... Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms. Exhaling, your hands pulse with threads of stolen energy. The power of an apex predator awakens within you!||Leafiara begins to inhale deeply... Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms. Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=249820</id>
		<title>Leafiara (prime)/Mechanical Musings/The Autumnwinds&#039; Magical Monk Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=249820"/>
		<updated>2025-12-05T22:42:09Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = The Autumnwinds&#039; Magical Monk Guide&lt;br /&gt;
|topic = Combat, Monks, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-06-19&lt;br /&gt;
|updated = 2025-12-05&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind, in loving memory of &#039;&#039;&#039;[[Saraphenia (prime)/Memorial|Saraphenia]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
&lt;br /&gt;
Last updated December 5, 2025.&lt;br /&gt;
&lt;br /&gt;
Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction: How to Use This Guide==&lt;br /&gt;
&lt;br /&gt;
This guide is for all magical monks from 0 exp to 51,000,000! (What do I mean by a magical monk? One not using [[Kroderine Soul]]. Somebody else will have to write that guide!) I&#039;ll go over monks&#039; strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, or at least it can be.&lt;br /&gt;
&lt;br /&gt;
* If you want an exhaustive guide, read through it in order.&lt;br /&gt;
* If you want the opposite of an exhaustive guide, jump to the &amp;quot;tl;dr Recap: Cookie Cutter&amp;quot; section at the end.&lt;br /&gt;
* If you&#039;re not sure whether you want an exhaustive guide, read the &amp;quot;Why Play a Monk&amp;quot; section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you&#039;re intrigued afterward. The Cookie Cutter section provides an overview of &#039;&#039;what&#039;&#039; to do and gives a small window into what the rest of the guide covers, which is &#039;&#039;why&#039;&#039; to do it.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
&lt;br /&gt;
Speaking of experience, what&#039;s mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I&#039;m now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.&lt;br /&gt;
&lt;br /&gt;
Speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn&#039;t have had the passion or interest--at least on my own. When I say I&#039;ve written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I&#039;ll call it a job well done!&lt;br /&gt;
&lt;br /&gt;
No further ado. Let&#039;s get on with it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Play a Monk or Why Not Play a Monk?==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a monk at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unarmed Combat===&lt;br /&gt;
&lt;br /&gt;
Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:&lt;br /&gt;
&lt;br /&gt;
# &amp;quot;Tiering up,&amp;quot; AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.&lt;br /&gt;
# Improving your [[multiplier modifier]] primarily through things like forcing a creature&#039;s stance down or inflicting status conditions.&lt;br /&gt;
&lt;br /&gt;
Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC&#039;s equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! &lt;br /&gt;
&lt;br /&gt;
I&#039;ll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still &#039;&#039;miss&#039;&#039; via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you&#039;ve played other physical characters and can&#039;t stand seeing a creature avoid an attack before it even gets to the roll, try a monk!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gear Indifference===&lt;br /&gt;
&lt;br /&gt;
Monks have extremely low dependence on good gear.&lt;br /&gt;
&lt;br /&gt;
While GSIV is technically balanced around vanilla +20 gear, most people would agree there&#039;s a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I&#039;d put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!&lt;br /&gt;
&lt;br /&gt;
Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you&#039;re unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game&#039;s most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I&#039;d say monks are &#039;&#039;the best&#039;&#039; at not depending on gear nor even exp! Much more on that in the Ascension section.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Simplicity===&lt;br /&gt;
&lt;br /&gt;
Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it&#039;s difficult to get wrong. If you stick to unarmed combat, I&#039;d go so far as &#039;&#039;extremely&#039;&#039; difficult to get wrong.&lt;br /&gt;
&lt;br /&gt;
(If you want to do unusual things that don&#039;t involve UC, then read on in Odds and Ends!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fun Factor===&lt;br /&gt;
&lt;br /&gt;
Once monks hit their stride by level 40--maybe even level 30--they&#039;re great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!&lt;br /&gt;
&lt;br /&gt;
Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game&#039;s coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Might and Magic===&lt;br /&gt;
&lt;br /&gt;
If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Downsides or Lack Thereof===&lt;br /&gt;
&lt;br /&gt;
Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks &#039;&#039;can&#039;&#039;, if they want, operate like warriors who have more DS (until very far post-cap) but don&#039;t wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don&#039;t have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there&#039;s a very real case that a monk can be a better choice than a warrior.&lt;br /&gt;
&lt;br /&gt;
[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo&#039;s Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks&#039; offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.&lt;br /&gt;
&lt;br /&gt;
The best I can muster for legitimate monk downsides are that they can&#039;t obliterate an entire swarm of creatures in six seconds or less (that&#039;s the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your monk? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-creation&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If making a monk sounds intriguing, let&#039;s get started!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Choosing a Race===&lt;br /&gt;
&lt;br /&gt;
From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it&#039;s more a question of which ones are slightly better at any given thing. I don&#039;t think you can go wrong, which I don&#039;t say about other professions, so my honest suggestion is to pick whatever sounds interesting.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not sure what&#039;s interesting or are torn between options, my &#039;&#039;next&#039;&#039; suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk &#039;&#039;appear&#039;&#039; like other races, they can&#039;t perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!&lt;br /&gt;
&lt;br /&gt;
If verbs don&#039;t sound compelling either, then here&#039;s how I&#039;d rank monk races mechanically if I really had to:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;: What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means faster mstrikes and assault techniques--key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they&#039;re slightly below average on encumbrance.&lt;br /&gt;
# &#039;&#039;&#039;[[Halfling]]s&#039;&#039;&#039;: Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults. They also have an enormous bonus to defend against elemental warding spells, which monks would normally be weak against. (Enemy elemental warding spells &#039;&#039;are&#039;&#039; sort of rare, though.) They have a [[Logic]] bonus, so they gain exp slightly faster and [[Vertigo (1219)|Vertigo]] is slightly more reliable, though these are minor points. Halflings&#039; primary disadvantages are severe [[encumbrance]] issues and their height requires keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat&#039;s Leap]] to target heads as a finisher.&lt;br /&gt;
# &#039;&#039;&#039;[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]&#039;&#039;&#039;: All of these races tie for third place at Agidex and third place in my rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...&lt;br /&gt;
#* Aelotoi have a Logic bonus, like halflings, so more exp and better Vertigo.&lt;br /&gt;
#* Dark elves&#039; [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.&lt;br /&gt;
#* Half-elves have the best carrying capacity of my top six picks.&lt;br /&gt;
#* Sylvans&#039; Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.&lt;br /&gt;
# &#039;&#039;&#039;[[Forest Gnome]]s and [[Burghal Gnome]]s&#039;&#039;&#039;: These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are still minor enough that I don&#039;t think anyone should sweat it.&lt;br /&gt;
# &#039;&#039;&#039;[[Dwarf|Dwarves]]&#039;&#039;&#039;: Like halflings, dwarves have excellent defense against elemental TD (albeit +30 vs. +40). Dwarves face the short race issue of not being able to target the heads of standing foes--and, unlike the swifter short races, dwarves rank second to last in Agidex. Still, if you wanted the fastest attacks, I figure you would have picked one of the races above. If you&#039;re okay with slower attacks, then other selling points come into play; elemental TD is a rare and valuable one. Unlike other short races that have major encumbrance issues, dwarves also hold a surprising amount due to their [[Strength]] and [[Constitution]] bonuses. I rank dwarven monks the best of the slower races.&lt;br /&gt;
# &#039;&#039;&#039;[[Half-krolvin]]&#039;&#039;&#039;: The fourth best race for Agidex, though there&#039;s as much of a speed gap between third best and fourth best as between best and third best. Half-krolvin and dwarves have amazing verbs, but I don&#039;t see much purely mechanical reason to choose a half-krolvin over the previous nine races.&lt;br /&gt;
# &#039;&#039;&#039;[[Giantmen]]&#039;&#039;&#039;: Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance &#039;&#039;doesn&#039;t&#039;&#039; slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. Giants are the worst at mstrikes. Agidex-boosting enhancives can fix that, but it&#039;s more expensive than the small race path of buying encumbrance-reducing items like silvery blue potions and especially [[Blue_feather-shaped_charm|blue feather-shaped charms]], so I personally wouldn&#039;t take the trade. Even when lower carrying capacity races get encumbered, &#039;&#039;most&#039;&#039; hunting grounds allow a quick return to town to [[locksmith pool|drop off boxes]] and silver, then a quick return to hunting, so they can just do that as they become encumbered. (Halflings and gnomes probably also need charms or potions.) Still, there&#039;s a reason that some players choose giants near exclusively. If item upkeep or returning to town sounds aggravating or if you want to maximize the amount of time you can spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.&lt;br /&gt;
# &#039;&#039;&#039;[[Erithian]]s and [[Human]]s&#039;&#039;&#039;: These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!&lt;br /&gt;
&lt;br /&gt;
Races from dwarves up are close enough that I wouldn&#039;t quibble about any of them being seriously better than the others. I understand people&#039;s case for giants too, even though they&#039;re not my style. (I&#039;m okay with returning to town every four boxes or so!) I find half-krolvins, erithians, and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can&#039;t go wrong, exactly, but Perfect Self also makes the rich richer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to playing a halfling or gnome warrior who wears full plate, don&#039;t expect your encumbrance life to be similar on a halfling or gnome monk in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let&#039;s talk about GS&#039; encumbrance paradox!&lt;br /&gt;
&lt;br /&gt;
[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes.&lt;br /&gt;
&lt;br /&gt;
Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly &#039;&#039;that&#039;&#039; much of the gap, so be warned!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Placing Your Stats===&lt;br /&gt;
&lt;br /&gt;
At level 0, set Strength, Dexterity, and Agility high so you&#039;re at your best in combat and setting Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
&lt;br /&gt;
Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That&#039;s your cue to check in and decide your &amp;quot;real&amp;quot; stat placement!&lt;br /&gt;
&lt;br /&gt;
Here are my recommendations for each race. If you&#039;ve read Flimbo&#039;s older monk guide, a major difference between us is that he was on the side of tanking Influence while I&#039;m on the side of tanking Discipline or Intuition, which I&#039;ll explain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Level 20 Stat Placement Tables!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Discipline Version &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;(Recommended!)&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||31||82||73||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||43||85||64||62||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||41||82||75||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||31||82||70||70||77||92&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||50||70||73||70||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||20||82||70||69||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||33||82||73||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||23||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||35||82||75||70||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||37||85||79||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||53||82||70||70||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||25||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||43||77||73||70||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Intuition Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||59||82||73||41||82||92&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||70||85||62||37||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||68||82||73||44||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||58||82||70||44||77||91&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||70||70||73||50||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||58||82||71||29||83||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||59||82||73||44||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||62||82||70||32||83||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||68||82||73||39||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||62||85||77||46||83||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||68||82||70||56||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||62||82||70||35||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||70||77||73||43||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
&lt;br /&gt;
* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline or Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, Influence, or occasionally Logic.&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wondering what relevant things each stat does, I&#039;ll go over them quickly:&lt;br /&gt;
&lt;br /&gt;
* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). Increased resistance to enemy warcries. Improves tattooing ability.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[starting mana]] for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #1!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there&#039;s endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don&#039;t require good Agidex like hard-hitting melee weapons.&lt;br /&gt;
&lt;br /&gt;
Once mstrikes and weapon techniques are a regular part of your monk&#039;s arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren&#039;t the majority of commands in combat.&lt;br /&gt;
&lt;br /&gt;
Overall, in my example, there&#039;s a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #2!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s also endless debate across most professions on which stat to tank out of Discipline, Intuition, and Influence. The short answer is Discipline. The long answer requires more detail.&lt;br /&gt;
&lt;br /&gt;
The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; monks&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition ultimately provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
&lt;br /&gt;
As for Discipline being used in a lot of systems, that&#039;s true, but it&#039;s once again more trivia than useful information. Warcry defense is at least potentially relevant, but many monks will rarely, if ever, interact with it. SSR bonus is a reasonable perk because Voln is the mechanically strongest society (a point that I &#039;&#039;do&#039;&#039; concur with the majority on) and SSR bonus improves the success rate of Symbol of Sleep, arguably Voln&#039;s strongest ability, along with a couple of its others. (More on Voln in the next section!) However, Influence also grants SSR bonus.&lt;br /&gt;
&lt;br /&gt;
The main reason that few players of any profession used to tank Discipline was experience. Instant Mind Clearers from login rewards can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
&lt;br /&gt;
That was then. Now, the Wisdom of the Ages perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. Between that, the Ascension system introduced in 2020 (though that&#039;s more aimed at capped characters), and of course Perfect Self, it&#039;s far easier than ever to retain the all-important 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
Still, what if someone doesn&#039;t do bounties and doesn&#039;t stay subscribed all the time? In that case, Discipline reclaims at least slightly more of its old importance and the question goes to whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. As already mentioned, Influence improves Symbol of Sleep and other Voln symbols. It also helps a little bit with Trading bonuses and making extra silver! (More on that in the Monk Merchants section toward the end.) As a monk, admittedly you can max Trading benefit in the end even if you do tank Influence thanks to Glamour, but that&#039;s a post-cap thing and this guide is aimed at everyone.&lt;br /&gt;
&lt;br /&gt;
If main argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it&#039;s much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter).&lt;br /&gt;
&lt;br /&gt;
To put it into perspective, my capped monk Tarine, who tanked Intuition (because Wisdom of the Ages didn&#039;t exist yet), has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive!&lt;br /&gt;
&lt;br /&gt;
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn&#039;t maxed her stats yet, didn&#039;t have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn&#039;t sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn&#039;t appeal to me like improving the success of the absurdly powerful Symbol of Sleep.&lt;br /&gt;
&lt;br /&gt;
Even assuming that you &#039;&#039;do&#039;&#039; want improved defense, remember that having extra silver from higher Influence lets you pay for better gear and items, which are also their &#039;&#039;own&#039;&#039; paths to improved defense--and often simultaneously to improved offense as well. Ultimately, the Intuition benefit is more narrow than the Influence benefit. That said, the Discipline benefit is even more narrow still. That&#039;s my true choice for tank stat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Also, like I said in stats, Voln makes Influence very relevant, so it&#039;s worth considering right away. Which society is right for your monk?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)&lt;br /&gt;
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This society has a bit more mechanical appeal for monks.&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist&#039;s powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.&lt;br /&gt;
&lt;br /&gt;
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.&lt;br /&gt;
&lt;br /&gt;
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most or possibly all professions.&lt;br /&gt;
&lt;br /&gt;
Like all professions, monks get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat. There&#039;s also an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits. Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.&lt;br /&gt;
&lt;br /&gt;
Voln also features two UC-specific abilities in [[Kai&#039;s Strike]] and [[Kai&#039;s Smite]]. Kai&#039;s Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don&#039;t have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.&lt;br /&gt;
&lt;br /&gt;
Kai&#039;s Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn&#039;t. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren&#039;t those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.&lt;br /&gt;
&lt;br /&gt;
The idea of Kai&#039;s Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you&#039;re not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don&#039;t benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I&#039;d say it&#039;s a net loss for anyone with at least two flares.&lt;br /&gt;
&lt;br /&gt;
The inability to turn off Kai&#039;s Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai&#039;s Strike. Sanctify takes off 5% resistance per tier, so you&#039;d get 20% resistance while keeping your flares between blesses. While Kai&#039;s Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it&#039;s not a dealbreaker.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat Primer==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-unarmedcombat&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Still figuring out how unarmed combat works? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-unarmedcombat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s go over the unarmed combat system in more detail! If you&#039;re familiar with more conventional melee combat, put that knowledge aside--a great deal of it won&#039;t apply and might even interfere with understanding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beginner Basics===&lt;br /&gt;
&lt;br /&gt;
JAB, GRAPPLE, KICK, and PUNCH are your tools of the trade. What&#039;s the difference? Have a look at this table from the unarmed combat system page.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Attack Type&lt;br /&gt;
![[Armor|AG]]&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Scale&lt;br /&gt;
!Chain&lt;br /&gt;
!Plate&lt;br /&gt;
!Base [[Roundtime|RT]]&lt;br /&gt;
!Min [[Roundtime|RT]]&lt;br /&gt;
![[Critical table|Damage Type]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Jab]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.100&lt;br /&gt;
|.075&lt;br /&gt;
|.060&lt;br /&gt;
|.050&lt;br /&gt;
|.040&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[Jab critical table (UCS)|Jab]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Punch]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.275&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.170&lt;br /&gt;
|.140&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Punch critical table (UCS)|Punch]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[GRAPPLE (verb)|Grapple]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.160&lt;br /&gt;
|.120&lt;br /&gt;
|.100&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Grapple critical table (UCS)|Grapple]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Kick]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.400&lt;br /&gt;
|.350&lt;br /&gt;
|.300&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Kick critical table (UCS)|Kick]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Weak, but fast.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power, but less of the latter than punches.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Powerful, but slow (at least by UC standards).&lt;br /&gt;
&lt;br /&gt;
The use case for punches and kicks seems clear, but why jab when it&#039;s so weak and why grapple if punches are the same speed with more strength?&lt;br /&gt;
&lt;br /&gt;
One answer that applies to both jabs and grapples is the defining component of unarmed combat: &#039;&#039;&#039;positioning&#039;&#039;&#039;. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk&#039;s position, follow the combat prompts as they appear. Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
 You attempt to jab a mezic!&lt;br /&gt;
 As you strike, a deep golden light surrounds your hands!&lt;br /&gt;
 You have &#039;&#039;&#039;decent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137&lt;br /&gt;
  ... and hit for 4 points of damage!&lt;br /&gt;
  Fast slap only reddens the cheek.&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the cue to grapple:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
As you can see, the followup was significantly more powerful. That&#039;s partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here&#039;s one more example, this time going from good to excellent:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;jab&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You exploit the momentum of your previous strike to make a stronger attack against a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146&lt;br /&gt;
  ... and hit for 15 points of damage!&lt;br /&gt;
  Blow to kidney!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
 &lt;br /&gt;
 [2 seconds later...]&lt;br /&gt;
 &lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;excellent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158&lt;br /&gt;
  ... and hit for 48 points of damage!&lt;br /&gt;
  Powerful tug pulls right hip, and leg, free of the socket!&lt;br /&gt;
   A mezic falls to the ground grasping her mangled right leg!&lt;br /&gt;
 Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
This time the jab started at good positioning because of Rolling Krynch Stance (more on that in the Martial Stances section), but the followup grapple was still far more powerful. Tiering up is crucial!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting highlights can help! Since the text prompt is...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...you can either create four highlights for each individual message or create a highlight for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup&amp;lt;/font&amp;gt;, then four more highlights for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;jab attack!&amp;lt;/font&amp;gt; and the others.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, in unarmed combat&#039;s &#039;&#039;&#039;most basic form&#039;&#039;&#039; at the lowest levels, the use cases for each attack type are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning. &lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Only when needed to tier up.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Deliver a finishing blow during excellent positioning.&lt;br /&gt;
&lt;br /&gt;
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples. We&#039;ll get into that later, but first let&#039;s keep exploring the basics to lay the foundation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UAF, UDF, and MM===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to GemStone&#039;s AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a mezic!&lt;br /&gt;
 You have good positioning against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s look at an even more extreme example that doesn&#039;t go as well:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a spectral shade!&lt;br /&gt;
 You have good positioning against a spectral shade.&lt;br /&gt;
  UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102&lt;br /&gt;
  ... and hit for 1 point of damage!&lt;br /&gt;
  The spectral shade shakes off a weak arm grab.&lt;br /&gt;
&lt;br /&gt;
This is why I say you have to ignore what you know about AS-based combat.&lt;br /&gt;
&lt;br /&gt;
UAF isn&#039;t completely irrelevant, but the more important numbers are UDF and the &#039;&#039;&#039;multiplier modifier&#039;&#039;&#039; (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.&lt;br /&gt;
&lt;br /&gt;
What does that mean in practice? Higher lows and lower highs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rare that a monk outright &#039;&#039;couldn&#039;t possibly&#039;&#039; hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.&lt;br /&gt;
&lt;br /&gt;
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes&#039; stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is the number that drops so low in defensive that it can even become negative! This used to occasionally trip up Saraphenia&#039;s player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it&#039;s often easier to figure out that you&#039;re in the wrong stance because everything&#039;s failing to hit; that was how I&#039;d take notice and Leafi would tell Phenia to fix up her stance.&lt;br /&gt;
&lt;br /&gt;
Also unlike AS-based melee attacks, lying down not only doesn&#039;t reduce your UAF, but also doesn&#039;t even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you&#039;re not paying attention, you could be fighting from your back and not even know it! You&#039;d find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. Those can&#039;t be done from the ground.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release &#039;&#039;enemy creatures&#039;&#039; who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mstrikes===&lt;br /&gt;
&lt;br /&gt;
As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you&#039;ll eventually be able to use mstrikes or weapon techniques. (I&#039;ll refer to these as &amp;quot;techniques&amp;quot; from here on. Despite the name, the brawling &amp;quot;weapon techniques&amp;quot; don&#039;t require weapons--unless you&#039;re thinking of your monk&#039;s hands and feet as weapons!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are your means to fit more attacks into less time.&lt;br /&gt;
&lt;br /&gt;
Covering mstrikes first!&lt;br /&gt;
&lt;br /&gt;
Mstrikes with no target specified, AKA &#039;&#039;&#039;unfocused mstrikes&#039;&#039;&#039;, can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA &#039;&#039;&#039;focused mstrikes&#039;&#039;&#039;, can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.&lt;br /&gt;
&lt;br /&gt;
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you&#039;re at decent positioning against them and attacking them for the first time. Once you&#039;re into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.&lt;br /&gt;
&lt;br /&gt;
Mstrikes &#039;&#039;sort of&#039;&#039; have a cooldown after use, which is 15-20 seconds or so (depending on training). When on &amp;quot;cooldown,&amp;quot; you &#039;&#039;can&#039;&#039; still mstrike, but they&#039;ll consume a good chunk of stamina. (I can&#039;t give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.&lt;br /&gt;
&lt;br /&gt;
Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it&#039;ll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk&#039;s life, especially if you&#039;re a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn&#039;t increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fury and Clash===&lt;br /&gt;
&lt;br /&gt;
The unarmed combat assault technique is &#039;&#039;&#039;[[Fury]]&#039;&#039;&#039;, which you learn with 25 ranks of Brawling (level 11). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There&#039;s no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it&#039;s not a major selling point.&lt;br /&gt;
&lt;br /&gt;
The AoE unarmed combat technique is &#039;&#039;&#039;[[Clash]]&#039;&#039;&#039;, which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn&#039;t include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist &#039;&#039;before&#039;&#039; Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities &#039;&#039;and&#039;&#039; seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.&lt;br /&gt;
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Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can&#039;t be used while they&#039;re on cooldown. They do have separate cooldown timers, so you can alternate between them.&lt;br /&gt;
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However, you can&#039;t alternate mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you &#039;&#039;can&#039;&#039; use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it&#039;ll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn&#039;t intend for players to insert mstrikes into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)&lt;br /&gt;
&lt;br /&gt;
RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it&#039;ll execute them as 2 RT, 2 RT, and 1 RT.&lt;br /&gt;
&lt;br /&gt;
Compared to focused mstrikes, Fury&#039;s structure has upsides and downsides. One upside is that you&#039;ll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can &#039;&#039;also&#039;&#039; interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It&#039;s also less likely that your target will be dead as soon your command gets sent to the server since attacks don&#039;t happen all at once. &lt;br /&gt;
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===Twin Hammerfists and Spin Kick===&lt;br /&gt;
&lt;br /&gt;
The other two UC techniques are &#039;&#039;&#039;[[Twin Hammerfists]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Spin Kick]]&#039;&#039;&#039;, respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won&#039;t lock you out of them.&lt;br /&gt;
&lt;br /&gt;
Twin Hammerfists is an [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! At only 2 RT and 7 stamina, it&#039;s a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.&lt;br /&gt;
&lt;br /&gt;
Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it&#039;s an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn&#039;t a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If highlighting tier up opportunities goes well for you, then &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;You could use this opportunity to Spin Kick!&amp;lt;/font&amp;gt; is another message to consider highlighting from level 35-36 on!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Beyond Basics: Synchronizing Everything===&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.&lt;br /&gt;
&lt;br /&gt;
However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let&#039;s put everything together into a cohesive whole.&lt;br /&gt;
&lt;br /&gt;
Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot (&amp;quot;flare slot&amp;quot;), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of a Twin Hammerfists firing off three flares:&lt;br /&gt;
&lt;br /&gt;
 Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist&lt;br /&gt;
 [SMR result: 316 (Open d100: 89, Bonus: 107)]&lt;br /&gt;
 Perfectly executed strike to the crimson angargeist&#039;s back!  It staggers!&lt;br /&gt;
 The attack exposes a vulnerability in a roiling crimson angargeist&#039;s defenses!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps emit a searing bolt of lightning! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Hard shot to the crimson angargeist&#039;s back sends it drifting forward!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps spray forth a shower of pure water! **&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Incredible strike to the crimson angargeist&#039;s back smashes through the chest!&lt;br /&gt;
   Too bad it melts back together.&lt;br /&gt;
 Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.&lt;br /&gt;
 &lt;br /&gt;
 ** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **&lt;br /&gt;
 &lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Strong strike splits the belly open, revealing ghostly organs.&lt;br /&gt;
   Haggis anyone?&lt;br /&gt;
&lt;br /&gt;
The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it&#039;s a great illustration because of the particulars.&lt;br /&gt;
&lt;br /&gt;
First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk&#039;s entire life. That&#039;s the least interesting thing to say here, though.&lt;br /&gt;
&lt;br /&gt;
The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water.&lt;br /&gt;
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Angargeists are non-corporeal undead. Normally Kai&#039;s Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn&#039;t allow for one-shotting it; you have to take out its entire health pool.&lt;br /&gt;
&lt;br /&gt;
2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you&#039;re fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.&lt;br /&gt;
&lt;br /&gt;
Speaking of uncrittable creatures or creatures you&#039;re otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a more nuanced look at the unarmed combat core attack types than before:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can&#039;t hit a foe who&#039;s already downed, so it&#039;s not repeatable.)&lt;br /&gt;
* The fastest means of tiering up with single strikes.&lt;br /&gt;
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.&lt;br /&gt;
* Poor as the specified command of a Fury or mstrike since they have little or (usually) no speed advantage over the other commands in that case.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.&lt;br /&gt;
* The best aimed attack at excellent positioning. I&#039;m not particularly a fan of aimed UC attacks for reasons we&#039;ll delve into later, but it is there.&lt;br /&gt;
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.&lt;br /&gt;
* Poor as the specified command of an unfocused mstrike or Clash since it&#039;s unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but can&#039;t help tier up.)&lt;br /&gt;
* Good against individual threatening creatures that need to be slowed down.&lt;br /&gt;
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.&lt;br /&gt;
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The best finishing blow at excellent positioning per hit.&lt;br /&gt;
* The highest damage output per hit.&lt;br /&gt;
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or exactly as fast as the other commands.)&lt;br /&gt;
* Poor at tiering up with single strikes. (Same as above.)&lt;br /&gt;
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In short, pick the right tool for the right job. They can all be the right tool at times!&lt;br /&gt;
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===Macros and Aliases===&lt;br /&gt;
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If you&#039;re playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Grapple&lt;br /&gt;
* Punch&lt;br /&gt;
* Kick&lt;br /&gt;
* Weapon Twinhammer&lt;br /&gt;
* Weapon Fury [Grapple/Punch/Kick (depending on your level, training, specialization, and preference)]&lt;br /&gt;
* Weapon Spinkick&lt;br /&gt;
* Mstrike Grapple&lt;br /&gt;
* Mstrike Punch&lt;br /&gt;
* Mstrike Kick&lt;br /&gt;
* Mstrike Grapple Target&lt;br /&gt;
* Mstrike Punch Target&lt;br /&gt;
* Mstrike Kick Target&lt;br /&gt;
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For macros, this just means tying each one you care about to a single key press. You can configure them in Options -&amp;gt; Macros if using [[Wrayth]].&lt;br /&gt;
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For Lich aliases, I&#039;ve set mine as jj for jab, gg for grapple, pp for punch, kk for kick, twin for Twin Hammerfists, utf for Fury Grapple (stands for &amp;quot;unarmed technique Fury&amp;quot;), uts for Spin Kick, mg for mstrike grapple, mp for mstrike punch, and mk for mstrike kick. I could create things like an mkt alias for mstrike kick target if I wanted, but in that case I just type out &amp;quot;mk target&amp;quot; or &amp;quot;mk [target noun].&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Training Plan: Skills==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your monk&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
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These are skills you consistently train with little to no deviation.&lt;br /&gt;
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* &#039;&#039;&#039;[[Brawling]]&#039;&#039;&#039;: Max every level.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more stamina early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more DS early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Combat Maneuvers as Core Skills?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I&#039;d say &#039;&#039;roughly&#039;&#039; 1x minimum is mandatory and you&#039;ll almost certainly want far more than that early on. However, philosophically, I don&#039;t consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That&#039;s why it&#039;s in the Breakpoint Skills section below!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Breakpoint Skills===&lt;br /&gt;
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Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
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* &#039;&#039;&#039;[[Two Weapon Combat]]&#039;&#039;&#039;: One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn&#039;t that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it&#039;s also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you&#039;re going self-spelled. Up to you!&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and &#039;&#039;possibly&#039;&#039; 90 or 100. The good technique breakpoints are 10, 24, 50, and &#039;&#039;possibly&#039;&#039; 100. If you&#039;re using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Mental]] up to 13 or 16 ranks&#039;&#039;&#039;: The major early benchmarks are [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I&#039;m not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body&#039;s stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.&lt;br /&gt;
* &#039;&#039;&#039;[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore&#039;&#039;&#039;: To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why anyone would train to account for the mstrike MOC thresholds &#039;&#039;and&#039;&#039; the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.&lt;br /&gt;
&lt;br /&gt;
My monk, Sariara, prefers Fury in most hunts, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don&#039;t even get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I&#039;ll discuss in the Offensive Specialization section.&lt;br /&gt;
&lt;br /&gt;
However, Clash is a very weak technique compared to unfocused mstrikes. Mstrikes&#039; bonus jab allows double the number of attacks for the first engagement with the enemy, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she can use focused mstrikes for single targets, even though they&#039;re slightly weaker than Fury because of her Grapple Specialization, while leaving the unfocused mstrike option open for battling hordes.&lt;br /&gt;
 &lt;br /&gt;
Your MOC training plan doesn&#039;t need to assume that mstrikes or techniques are either/or!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Niche Skills===&lt;br /&gt;
&lt;br /&gt;
Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]] and [[Mental Mana Control]]&#039;&#039;&#039;: Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game &#039;&#039;unless&#039;&#039; you&#039;re surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Monks get immense value out of at least the first 20 ranks. See the Trade Secrets section!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s more expensive than First Aid. Slightly reduces duration of stuns, but monks don&#039;t get stunned very often. Like First Aid, I recommend it during the first 19 levels. Afterward, train it only if you want to excel at skinning bounties &#039;&#039;and&#039;&#039; have already trained First Aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk mana sharing breakpoints!&lt;br /&gt;
&lt;br /&gt;
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.&lt;br /&gt;
&lt;br /&gt;
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.&lt;br /&gt;
&lt;br /&gt;
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.&lt;br /&gt;
&lt;br /&gt;
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.&lt;br /&gt;
&lt;br /&gt;
Just remember: 5, 7, 10, 24!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at 24 mana control, consider going to 25! This unlocks [[Multicast|multicasting]], the ability to cast a buff spell twice in one cast. For self-cast spells, that&#039;ll take you to full duration in 3 RT instead of 6, which is nice quality of life!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
&lt;br /&gt;
Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
&lt;br /&gt;
Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midgame and Later Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]] at half your level&#039;&#039;&#039;: After you&#039;re finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you&#039;re still not feeling hardy enough.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Spiritual]] up to 2 or 7 ranks&#039;&#039;&#039;: I&#039;d ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It&#039;s very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you&#039;re a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that&#039;s all the way at 20 ranks.) If you don&#039;t want to rely on the invoker or others, I&#039;d say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.&lt;br /&gt;
* &#039;&#039;&#039;Minor Mental up to 20 or 25 ranks&#039;&#039;&#039;: [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #4: The Spirit Barrier Irony!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! &#039;&#039;Lowering&#039;&#039; your UAF in exchange for increasing your DS via Spirit Barrier isn&#039;t nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren&#039;t like (weapon-using) rangers who would find trading &#039;&#039;AS&#039;&#039; for DS completely untenable. This spell can be worth a second look!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Post-Cap Skills===&lt;br /&gt;
&lt;br /&gt;
Eventually you can train everything if you play long enough, but here are some considerations for what to prioritize if or when you reach post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Edged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that&#039;s not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can&#039;t be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery is another possibility for diversifying. Unlike with katars, AS-based &#039;&#039;ranged&#039;&#039; attacks don&#039;t necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren&#039;t exactly &#039;&#039;poor&#039;&#039; at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Item Use]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Supplementing DS with [[small statue]]s is eventually a good idea for every profession and MIU bolsters their duration. (As a historical note, MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta&#039;Faendryl, the Ruined Temple, or the Sanctum of Scales. However, that&#039;s largely immaterial these days. [[Spell sever]] has supplanted spellburst in newer capped hunting grounds like the Hinterwilds, Moonsedge Castle, and the Hive--and, although these are technically Ascension grounds aimed at far post-cap characters, monks are able to do well in them long before other professions, including even at fresh cap, due to the unique qualities of unarmed combat.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual up to 20 or 40 ranks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It&#039;ll become apparent enough when that&#039;s the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I&#039;m fairly certain that my second monk Sariara will ignore them when the time comes. Voln already offers a fine substitute for fogging, Wall of Force isn&#039;t what it used to be when it had no cooldown, and having fewer spell ranks means more redux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental up to 48 or 50 ranks (or beyond)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they&#039;re more for hunting things like bandits and pirates or just messing around than for casting in &amp;quot;real&amp;quot; hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I&#039;ll elaborate further there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secret Sauce of Lores===&lt;br /&gt;
&lt;br /&gt;
This section contains tables to visualize lore thresholds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Telepathy Ranks&#039;&#039;&#039;||0||6||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039;&amp;lt;/font&amp;gt;||80||150&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mind Over Body Stamina Reduction&#039;&#039;&#039;||20%||25%||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;35%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Green&amp;lt;/font&amp;gt;&#039;&#039;&#039;: The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.&lt;br /&gt;
&lt;br /&gt;
Aside from Mind Over Body, a couple of Telepathy&#039;s more minor claims to fame for monks include:&lt;br /&gt;
&lt;br /&gt;
* 25 ranks allow [[Soothing Word (1201)|Soothing Word]] to remove sheer fear and grant 30 seconds of immunity to it&lt;br /&gt;
* 15, 45, and 90 ranks improve the spawn rate of [[Provoke (1235)|Provoke]]&lt;br /&gt;
&lt;br /&gt;
You can work around sheer fear in other ways by being in Voln or getting your robes sanctified, but the Soothing Word option exists.&lt;br /&gt;
&lt;br /&gt;
Provoke is an interesting niche, but not a major selling point in my eyes. Training 35 Minor Mental ranks asks a ton pre-cap and Provoke becomes less effective the more people are hunting in an area. Most capped hunting grounds are either very crowded, so Provoke does little, or they&#039;re not crowded because they&#039;re extremely dangerous, which makes Provoke a bad idea.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 2&#039;&#039;&#039;||&#039;&#039;&#039;Level 5&#039;&#039;&#039;||&#039;&#039;&#039;Level 15&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Full leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforced leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Double leather||Leather breastplate||Cuirbouilli leather||Studded leather&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||||Double leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Leather breastplate&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Cuirbouilli leather||Studded leather||Brigandine&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||||||Cuirbouilli leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Studded leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Brigandine&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||||||||Brigandine||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Double chain&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||||||||Double chain||Augmented chain&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||||||||Chain hauberk&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;105 Transformation&amp;lt;/font&amp;gt;|||||||||||||Metal breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;140 Transformation&amp;lt;/font&amp;gt;|||||||||||||Augmented breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;180 Transformation&amp;lt;/font&amp;gt;|||||||||||||Half plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You&#039;ll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it &#039;&#039;is&#039;&#039; amazing and I recommend it highly for a magical monk--I&#039;d consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won&#039;t be the majority of my readers.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Pink&#039;&#039;&#039;&amp;lt;/font&amp;gt;: My recommendations for which levels to meet which Iron Skin thresholds if you&#039;re undecided. You have more leeway at level 50 on to push lores higher, so I&#039;ve highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.&lt;br /&gt;
&lt;br /&gt;
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell&#039;s effect has improved over the previous breakpoint.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||&#039;&#039;&#039;Dragonclaw UAF Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Brace Disarm Rate&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0||10||25%&lt;br /&gt;
|-&lt;br /&gt;
||1||11||&lt;br /&gt;
|-&lt;br /&gt;
||3||12||27%&lt;br /&gt;
|-&lt;br /&gt;
||6||13||&lt;br /&gt;
|-&lt;br /&gt;
||7||||29%&lt;br /&gt;
|-&lt;br /&gt;
||10||14||&lt;br /&gt;
|-&lt;br /&gt;
||12||||31%&lt;br /&gt;
|-&lt;br /&gt;
||15||15||&lt;br /&gt;
|-&lt;br /&gt;
||18||||33%&lt;br /&gt;
|-&lt;br /&gt;
||21||16||&lt;br /&gt;
|-&lt;br /&gt;
||25||||35%&lt;br /&gt;
|-&lt;br /&gt;
||28||17||&lt;br /&gt;
|-&lt;br /&gt;
||33||||37%&lt;br /&gt;
|-&lt;br /&gt;
||36||18||&lt;br /&gt;
|-&lt;br /&gt;
||42||||39%&lt;br /&gt;
|-&lt;br /&gt;
||45||19||&lt;br /&gt;
|-&lt;br /&gt;
||52||||41%&lt;br /&gt;
|-&lt;br /&gt;
||55||20||&lt;br /&gt;
|-&lt;br /&gt;
||63||||43%&lt;br /&gt;
|-&lt;br /&gt;
||66||21||&lt;br /&gt;
|-&lt;br /&gt;
||75||||45%&lt;br /&gt;
|-&lt;br /&gt;
||78||22||&lt;br /&gt;
|-&lt;br /&gt;
||88||||47%&lt;br /&gt;
|-&lt;br /&gt;
||91||23||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn&#039;t make a huge difference. Brace, on the other hand, can be impactful &#039;&#039;if&#039;&#039; you&#039;re getting hit by physical attacks. I wouldn&#039;t go out of my way to push Transformation for Brace alone, but if you&#039;re already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we&#039;ll look at in the Meditation Resistance section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Training Snapshots===&lt;br /&gt;
&lt;br /&gt;
For illustration and discussion purposes, here&#039;s what my most recent monk Sariara has looked like at various level thresholds--or, in the case of level 30, what she &#039;&#039;should&#039;&#039; have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Level 20&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 40&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 60&#039;&#039;&#039;||&#039;&#039;&#039;Level 70&#039;&#039;&#039;||&#039;&#039;&#039;Level 80&#039;&#039;&#039;||&#039;&#039;&#039;Level 90&#039;&#039;&#039;||&#039;&#039;&#039;Level 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||0||0||0||0||0||0||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||24||48||74||100||114||134||134||144||144&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||44||65||85||105||125||149||165||187||207&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||24||35||55||55||55||55||55||60||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||44||64||84||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||44||64||125||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||10||10||10||10||20||20||38||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||5||5||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||15||15||15||15||15||15||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||20||30||40||50||60||72||82||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||10||10||10||20||20||40||40||60||60&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||10||10||10||10||10||10||40||0||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||20||30||20||25||30||35||40||42||42&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||40||43||42||48||60||72||83||95||167&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039;||0||0||0||0||3||3||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Mental&#039;&#039;&#039;||12||13||14||16||20||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;(spare TPs)&#039;&#039;&#039;||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s break down some of the more unusual things you might notice!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I could have done the one rank of Two Weapon Combat much sooner, but didn&#039;t particularly feel the need for the quick DS.&lt;br /&gt;
&lt;br /&gt;
Combat Maneuvers are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.&lt;br /&gt;
&lt;br /&gt;
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she&#039;d maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM &#039;&#039;is&#039;&#039; her second post-cap goal, finally; it&#039;s currently at 190 as she approaches 8.6m experience.)&lt;br /&gt;
&lt;br /&gt;
Max Brawling, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.&lt;br /&gt;
&lt;br /&gt;
Physical Fitness and Dodging are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks&#039; training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
I took a little bit of early Harness Power, then slacked off for a while, then finally only began pushing it in the late game as an efficient way to wear more spells in &#039;&#039;spellburst&#039;&#039; hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90).&lt;br /&gt;
&lt;br /&gt;
I started First Aid relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She eventually picked it back up post-cap, but the table only shows up to fresh 100.&lt;br /&gt;
&lt;br /&gt;
Swimming and Climbing are skills that you might not need at fresh cap if you intend to stick to a specific hunting ground for a long time. I dropped Swimming since the Sanctum doesn&#039;t have any water and the only swimming in the Hinterwilds can be bypassed with Water Walking or Symbol of Return (among other options), but hunters of the Atoll, Ruined Temple, or Sailor&#039;s Grief would want it. Conversely, I kept Climbing because the Sanctum has a pretty tough check, but various other hunting grounds don&#039;t. For where Saria&#039;s currently at long after the initial publication of this guide, she could actually skip both Swimming and Climbing.&lt;br /&gt;
&lt;br /&gt;
Saria heavily pushed Trading early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated.) Similar story for Minor Mental, which came out of the gate fast, then inched to 20 at level 60 and stayed there.&lt;br /&gt;
&lt;br /&gt;
Level 30 and 100 spare TPs are there because I was hoarding for the next MOC thresholds while level 70 spare TPs are there because I was hoarding for the 20 Minor Spiritual threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn&#039;t care about any of the in-between spells, so might as well preserve higher redux until then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Exclusive Choices==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meditation Resistance===&lt;br /&gt;
&lt;br /&gt;
One neat monk perk I haven&#039;t mentioned yet is that their [[Verb:MEDITATE#Damage_Resistance|MEDITATE verb]] allows them to gain resistance to one selected damage type! It offers 10% resistance to start, then improves at these thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||0||1||3||6||10||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;15&amp;lt;/font&amp;gt;&#039;&#039;&#039;||21||28||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;36&amp;lt;/font&amp;gt;&#039;&#039;&#039;||45||55||66||78||91&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||10%||12%||14%||16%||18%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;20%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||22%||24%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;26%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||28%||30%||32%||34%||36%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And if you decide to go ham post-cap with Ascension and enhancives:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||38%||40%||42%||44%||46%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted 15 and 36 Transformation because 20% and 26% (translation: &amp;quot;25% or more&amp;quot;) are extremely notable benchmarks. I &#039;&#039;could&#039;&#039; fully elaborate, but people who aren&#039;t Whirlin and me would probably get bored to tears by the rows and charts I&#039;d need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV&#039;s crit system, and how it relates to order of operations with redux and crit padding.&lt;br /&gt;
&lt;br /&gt;
Suffice it to say this:&lt;br /&gt;
&lt;br /&gt;
Because of rounding and the nature of GSIV crits, it wouldn&#039;t be merely &#039;&#039;underestimating&#039;&#039; 20% and 25% resistance to say that they&#039;re twice as effective or two and a half times as effective as 10% resistance, but &#039;&#039;completely off base&#039;&#039; by orders of magnitude. The upgrade is huge.&lt;br /&gt;
&lt;br /&gt;
That said, which damage type should you resist? You can change your type any time, but these jump out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold&#039;&#039;&#039;: Useful for Icemule-based hunting at various levels.&lt;br /&gt;
* &#039;&#039;&#039;Crush&#039;&#039;&#039;: A very common damage type, like all physical damage types. Particularly helpful for gigantic creatures that fall on you as they die.&lt;br /&gt;
* &#039;&#039;&#039;Electrical&#039;&#039;&#039;: The most lethal damage type, albeit somewhat rare. If you&#039;re hunting creatures that use it, though, protect yourself!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;: Useful for Teras Isle, among other specific areas.&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Great against various rock-themed creatures or shield-using creatures, among some others.&lt;br /&gt;
* &#039;&#039;&#039;Puncture&#039;&#039;&#039;: Another common physical damage type. Very deadly if it hits the eyes even on a fairly tame enemy attack, so 20% or 25% resistance will help immensely.&lt;br /&gt;
* &#039;&#039;&#039;Slash&#039;&#039;&#039;: The last of the common physical damage types. Probably the least impressive in a vacuum, but it &#039;&#039;is&#039;&#039; very common.&lt;br /&gt;
&lt;br /&gt;
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!&lt;br /&gt;
&lt;br /&gt;
The only damage types I&#039;d generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn&#039;t stop that aspect. Still, if you&#039;re in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything&#039;s worth considering in the right context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Grapple Specialization]], [[Kick Specialization]], and [[Punch Specialization]], which each improve their respective attacks, but which is right for you? I&#039;ll write about each one as if it&#039;s maxed, but during the earliest levels, these ramp up by gaining 20% of their max effectiveness per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. &amp;quot;Before&amp;quot; is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists.&lt;br /&gt;
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone.&lt;br /&gt;
* If you love Fury or hate setups, this could be the specialization for you!&lt;br /&gt;
* In a vacuum, grapples aren&#039;t ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.&lt;br /&gt;
* Grapple Specialization has little to offer if you exclusively use mstrikes. &amp;quot;Exclusively&amp;quot; is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Turns your [[Spin Kick]] into two Spin Kicks!&lt;br /&gt;
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It&#039;s great fun and can save you in situations where the other two specializations couldn&#039;t.&lt;br /&gt;
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it&#039;s flat out the best mstrike option.&lt;br /&gt;
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven&#039;t become as fast as they&#039;ll eventually be and Spin Kick might not even be an option yet (pre-level 35-36).&lt;br /&gt;
* While Spin Kick performs exceptionally well against like-level foes, it&#039;s not nearly as good against overleveled ones for two reasons: it&#039;s less likely to succeed and you&#039;re much more incentivized to disable those foes immediately. If they don&#039;t attack, you don&#039;t evade, so you don&#039;t Spin Kick.&lt;br /&gt;
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Punch Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.&lt;br /&gt;
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn&#039;t a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.&lt;br /&gt;
* Despite the above, the buff to Clash being minor doesn&#039;t matter if the monk isn&#039;t using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can&#039;t bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specialization Sidebar: Mstrikes with Specified Attack Types!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In case it isn&#039;t clear or in case going into math would be helpful...&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mstrike kick&#039;&#039;&#039; becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike punch&#039;&#039;&#039; can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they&#039;re slower because your Agidex isn&#039;t up to par, punches can still win overall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike grapple&#039;&#039;&#039; is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.&lt;br /&gt;
&lt;br /&gt;
In short...&lt;br /&gt;
&lt;br /&gt;
Use mstrike kick if you&#039;re a high Agidex race who&#039;s at or close to the peak of your Agidex growth.&lt;br /&gt;
&lt;br /&gt;
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you&#039;re a moderate Agidex race or a high Agidex race not yet near your peak, you&#039;re against foes in armor lighter than chain, and you trained Grapple Specialization, but you&#039;re in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)&lt;br /&gt;
&lt;br /&gt;
Use mstrike punch if neither of the above applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I&#039;ve been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).&lt;br /&gt;
&lt;br /&gt;
As for Punch Specialization, I wouldn&#039;t honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn&#039;t necessarily wrong either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Defensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one&#039;s a lot easier than the last!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Block Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they&#039;re expensive to train, monks can&#039;t learn shield skills, and shields significantly decrease their MM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Parry Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to parry melee or ranged attacks--assuming you have [[Brace (1214)|Brace]] active. After parrying, it gives a 25% chance of gaining the [[Counter]] effect, which means your next attack has 1 less RT and costs 25% less stamina (if applicable). This might sound neat until it&#039;s compared to...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say &amp;quot;Brawling&amp;quot; because I&#039;m not even limiting this to unarmed combat. Even if you&#039;re using brawling &#039;&#039;weapons&#039;&#039; like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Martial Stances===&lt;br /&gt;
&lt;br /&gt;
Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let&#039;s review them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Duck and Weave]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most flavorful martial stance.&lt;br /&gt;
&lt;br /&gt;
Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.&lt;br /&gt;
&lt;br /&gt;
This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker&#039;s AS and weapon type have to be good enough compared to the defending creature&#039;s DS and armor type to do meaningful damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Delightful, but bad. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Flurry of Blows]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The screen scrolliest martial stance.&lt;br /&gt;
&lt;br /&gt;
Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.&lt;br /&gt;
&lt;br /&gt;
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren&#039;t good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn&#039;t say it comes close to being worthwhile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Again, great fun, but bad. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Inner Harmony]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most wasted potential of martial stances.&lt;br /&gt;
&lt;br /&gt;
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you&#039;d most want to remove are exactly the ones you can&#039;t because you can&#039;t use Inner Harmony while bound or RT-locked. [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]] this definitely isn&#039;t!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I appreciate the idea behind this stance, but it has little to no appeal in practice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Rolling Krynch Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Almost surely the best martial stance for UC monks.&lt;br /&gt;
&lt;br /&gt;
This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won&#039;t kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least &#039;&#039;might&#039;&#039; kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap.&lt;br /&gt;
&lt;br /&gt;
When I wrote that monks rarely one-shot creatures, that&#039;s true in a vacuum, but Rolling Krynch can at least open that door for them.&lt;br /&gt;
&lt;br /&gt;
Bottom line: the less time you spend in decent positioning, the better off you are, and that&#039;s what Rolling Krynch offers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Slippery Mind]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most defensive martial stance.&lt;br /&gt;
&lt;br /&gt;
When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you&#039;re in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don&#039;t avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
This stance is simple, but really good, offering two lines of defense against a monk&#039;s biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I&#039;d say it&#039;s the very best for a weapon-wielding monk in robes!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Stance of the Mongoose]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most &amp;quot;almost got there&amp;quot; martial stance.&lt;br /&gt;
&lt;br /&gt;
This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you&#039;re running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you&#039;re doing that, thank you for making it this far into the guide for reasons I don&#039;t understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a more typical unarmed combat monk, the good news is that Stance of the Mongoose&#039;s retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it&#039;s always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it&#039;ll pick the tier up type.&lt;br /&gt;
&lt;br /&gt;
That last bit might sound good--and, truthfully, it &#039;&#039;is&#039;&#039; good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it&#039;s not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That&#039;s not necessarily saying much; I&#039;d put it distantly behind Rolling Krynch Stance and Slippery Mind. If you&#039;re running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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I&#039;m not knocking wildly niche monks. Many of my characters who &#039;&#039;aren&#039;t&#039;&#039; monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I&#039;m torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and &#039;&#039;can&#039;&#039; have immense defensive gain!)&lt;br /&gt;
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This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you&#039;re doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the &#039;&#039;creatures&#039;&#039; do--things you&#039;re actively trying to prevent them from doing, no less!--and, for that matter, only &#039;&#039;some&#039;&#039; of them do it and only &#039;&#039;some&#039;&#039; of the time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Striking Asp Stance]]&#039;&#039;&#039;:&lt;br /&gt;
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The best... uh... PvP martial stance?&lt;br /&gt;
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[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.&lt;br /&gt;
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Whoever this stance might be good for--if anyone, because I&#039;m not convinced it&#039;s worthwhile in any context other than PvP duels--it&#039;s not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp&#039;s own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs&#039; worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp&#039;s reduced stamina cost.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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No.&lt;br /&gt;
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===Combat Maneuvers===&lt;br /&gt;
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I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Acrobat&#039;s Leap]]&#039;&#039;&#039;:&lt;br /&gt;
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Useful for short races to make up the height gap.&lt;br /&gt;
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&#039;&#039;&#039;[[Bearhug]]&#039;&#039;&#039;:&lt;br /&gt;
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Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that &#039;&#039;are&#039;&#039; so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don&#039;t necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. It&#039;s also a bit worse for small races, but, since it&#039;s an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first.&lt;br /&gt;
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Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you&#039;re already using them!&lt;br /&gt;
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&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
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Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a need of controlling the enemy hordes so you can systematically pick them off.&lt;br /&gt;
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&#039;&#039;&#039;[[Burst of Swiftness]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
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If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don&#039;t recommend using it until you have at least four ranks since the cooldown is very long before then.&lt;br /&gt;
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If your monk is a fast race, there&#039;s still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar &#039;&#039;mstrikes&#039;&#039;&#039; don&#039;t get faster than 5 seconds regardless of Agidex.) &lt;br /&gt;
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&#039;&#039;&#039;[[Cheapshots]]&#039;&#039;&#039;:&lt;br /&gt;
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I love this suite of disabling skills on rogues and bards, but I don&#039;t think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can&#039;t, Cheapshots won&#039;t either since they&#039;re all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I&#039;d rather get Bearhug or Coup de Grace.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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I like two or three ranks to slightly shore up TD weaknesses if you can spare the points, but it&#039;s not mandatory by any means.&lt;br /&gt;
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&#039;&#039;&#039;[[Combat Mobility]]&#039;&#039;&#039;:&lt;br /&gt;
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Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points &#039;&#039;are&#039;&#039; a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.&lt;br /&gt;
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&#039;&#039;&#039;[[Coup de Grace]]&#039;&#039;&#039;:&lt;br /&gt;
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A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.&lt;br /&gt;
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The AS/UAF buff isn&#039;t what matters (at least for solo UC-oriented monks; it&#039;s amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can&#039;t be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup&#039;s insta-kill, so it&#039;s another helpful option in your toolbox.&lt;br /&gt;
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&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
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Even though UAF attacks &#039;&#039;can&#039;&#039; power through turtled creatures, turning that &amp;quot;can&amp;quot; into &amp;quot;most likely&amp;quot; is ideal. Feint is the premier combat maneuver for lowering enemies&#039; stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier.&lt;br /&gt;
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&#039;&#039;&#039;[[Hamstring]]&#039;&#039;&#039;:&lt;br /&gt;
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I mention this for the katar builds. Hamstring can only be used with an edged weapon, but it&#039;s a devastatingly powerful setup-and-damage maneuver all in one. Two Weapon Combat characters will find it even more exceptional.&lt;br /&gt;
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&#039;&#039;&#039;[[Ki Focus]]&#039;&#039;&#039;:&lt;br /&gt;
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Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver&#039;s wiki page recommends it if you aren&#039;t using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.&lt;br /&gt;
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That said, the stamina cost to use it too often &#039;&#039;is&#039;&#039; real, even with Mind Over Body, so you&#039;ll need heavy Physical Fitness training. It&#039;s more of a midgame or late game skill to me.&lt;br /&gt;
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Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don&#039;t cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.&lt;br /&gt;
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&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
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You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
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I&#039;d consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge&#039;s cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you&#039;re willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Further Character Progression==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats, meditating, or upgrading your monk&#039;s gear later? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
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===Feats===&lt;br /&gt;
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Monks gain new abilities called Feats at various levels, which are as follows:&lt;br /&gt;
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====Level 0 Monk Feat - [[Kroderine Soul]]====&lt;br /&gt;
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Kroderine Soul is an opt-in feat that I won&#039;t cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.&lt;br /&gt;
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In exchange, before level 30, you can&#039;t learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I&#039;ll explain in the level 30 feat section.&lt;br /&gt;
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====Level 0 Monk Feat - [[Martial Mastery]]====&lt;br /&gt;
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After you&#039;ve maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two &#039;&#039;additional&#039;&#039; weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I&#039;ll explain that too in the level 30 feat section.&lt;br /&gt;
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While Martial Mastery is technically learned automatically from level 0, most monks won&#039;t make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I&#039;ll speak more about that in the Odds and Ends section discussing builds off the beaten path.&lt;br /&gt;
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====Level 20 Monk Feat - [[Mystic Tattoo]]====&lt;br /&gt;
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Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from &#039;&#039;[[Stock_tattoo|nearly 1000 different options]]&#039;&#039; from a stock tattoo list! These are called mundane tattoos.&lt;br /&gt;
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From level 20 on, monks can upgrade a character&#039;s existing tattoo--including one for which the monk wasn&#039;t the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!&lt;br /&gt;
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For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer&#039;s choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)&lt;br /&gt;
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As profession services go--so I&#039;m comparing Mystic Tattoos to Battle Standards, enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this &#039;&#039;can&#039;&#039; be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It  can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.&lt;br /&gt;
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However, Mystic Tattoos are definitely on the lower end of profession service value overall, so don&#039;t create a monk expecting to start rolling in silver. (...at least not via tattooing, but more on the silver-making secrets of monks later!) GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point, but that it&#039;ll have to wait until empaths and rogues even have services at all.&lt;br /&gt;
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====Level 25 Monk Feat - [[Mystic Strike]]====&lt;br /&gt;
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A weird one, to say the least. FEAT MYSTICSTRIKE allows a monk to use a small amount of stamina to infuse their next physical UC or melee attack with an effect that debuffs a foe&#039;s defense against warding spells after it lands. While monks do have a few warding spells like Thought Lash, Vertigo, and Mindwipe, those spells are normally better off as setups--if they&#039;re even used at all--than something to set up &#039;&#039;toward&#039;&#039;.&lt;br /&gt;
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====Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]====&lt;br /&gt;
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At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.&lt;br /&gt;
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&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; is a straightforward buff that improves monks&#039; Iron Skin spell.&lt;br /&gt;
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Reviewing the basics of Iron Skin first, it improves a monk&#039;s robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).&lt;br /&gt;
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Here&#039;s a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA &#039;&#039;without&#039;&#039; Dragonscale Skin.&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Dragonscale Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
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||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)&lt;br /&gt;
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||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)&lt;br /&gt;
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||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)&lt;br /&gt;
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||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)&lt;br /&gt;
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||50 Transformation||||Double chain||Augmented chain (23 benefit)&lt;br /&gt;
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||75 Transformation|||||||Chain hauberk (24 benefit)&lt;br /&gt;
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||105 Transformation|||||||Metal breastplate (33 benefit)&lt;br /&gt;
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||140 Transformation|||||||Augmented breastplate (34 benefit)&lt;br /&gt;
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||180 Transformation|||||||Half plate (35 benefit)&lt;br /&gt;
|}&lt;br /&gt;
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For illustration&#039;s sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she&#039;ll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.&lt;br /&gt;
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To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.&lt;br /&gt;
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The alternative to Dragonscale Skin, &#039;&#039;&#039;Mental Acuity&#039;&#039;&#039;, is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk&#039;s first 20 learned Minor Mental spells don&#039;t count. However, instead of a monk&#039;s first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won&#039;t necessarily be exactly twice.)&lt;br /&gt;
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The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it&#039;s not a route I&#039;m interested in.&lt;br /&gt;
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In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There &#039;&#039;are&#039;&#039; still reasons to do it. Saving 20 spell ranks&#039; worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks&#039; worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.&lt;br /&gt;
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Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I&#039;ll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can&#039;t cast Iron Skin &#039;&#039;unless&#039;&#039; they have Mental Acuity.&lt;br /&gt;
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====Level 40 Monk Feat - [[Martial Arts Mastery]]====&lt;br /&gt;
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Now we&#039;re talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).&lt;br /&gt;
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If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.&lt;br /&gt;
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Level 40 draws a line in the sand, though, to establish that unarmed combat &#039;&#039;is&#039;&#039; the monk&#039;s wheelhouse because Martial Arts Mastery &#039;&#039;is&#039;&#039; the monk&#039;s premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you&#039;ll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like &#039;&#039;double-maxing&#039;&#039; it.&lt;br /&gt;
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Unleash the power and never look back.&lt;br /&gt;
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====Level 50 Monk Feat - [[Perfect Self]]====&lt;br /&gt;
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Perfect Self raises all your stats by +10 (or +5 bonus). That&#039;s it! Your monk hits level 50 and great power drops on their head.&lt;br /&gt;
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Like I&#039;ve said, there&#039;s pretty much no bad monk stat split from level 50 on because of this feat. It&#039;s also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you&#039;re using mstrikes and weapon techniques at all, you&#039;ll notice the improvement!&lt;br /&gt;
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===Gear Upgrades: Armor===&lt;br /&gt;
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Even though fancy gear is more a luxury than a necessity for monks, you might as well upgrade your monk&#039;s gear eventually if you enjoy them! But how and in what way?&lt;br /&gt;
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For armor, I think the answer is to keep it really simple. Most of the expensive armor you can pick up doesn&#039;t do all that much for monks. (...at least not magical non-Kroderine Soul monks, the subject of this guide. I assume expensive armor does way more for KS monks who are tanking more hits.)&lt;br /&gt;
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&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
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* Rusalkan: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts UAF and CS for 10 seconds if it does knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, but the expenses  are enormous. Some contact-based combat maneuvers like Bull Rush can also trigger rusalkan flares.&lt;br /&gt;
* Zelnorn: Uses half of what would be the DS from its enchant as AS (or in monks&#039; case UAF) instead, but doesn&#039;t allow flares or a TD boost to go in the ability slot (AKA category B). Players hit creatures more than creatures hit players, so zelnorn can be fantastic for AS-based professions--but most monks aren&#039;t AS-based. Improving UAF is fairly irrelevant, not justifying the base cost of 50k bloodscrip in the case of monks. Either flares or increased TD would more greatly benefit monks, making use of the ability slot.&lt;br /&gt;
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&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
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* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you&#039;re a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.&lt;br /&gt;
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn&#039;t screaming for more DS and a flare chance for crit padding.&lt;br /&gt;
* [[Forest Armor]]? Monks don&#039;t need a tiny boost to UAF and CS.&lt;br /&gt;
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.&lt;br /&gt;
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk&#039;s seeking.&lt;br /&gt;
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip. Pass.&lt;br /&gt;
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!&lt;br /&gt;
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.&lt;br /&gt;
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You&#039;d have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.&lt;br /&gt;
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&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
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So my actual answer to the armor question is:&lt;br /&gt;
&lt;br /&gt;
* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I&#039;ll come back and update the guide at that point!&lt;br /&gt;
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===Gear Upgrades: Weapons===&lt;br /&gt;
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I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I&#039;ll go over the few that I think are worth looking into depending on your budget--plus flourishes and flares!&lt;br /&gt;
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&#039;&#039;&#039;No script or flourish, just basic elemental flares (especially lightning)&#039;&#039;&#039;:&lt;br /&gt;
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This is where I think you should begin if you&#039;re uncertain or just dipping your toe in the water.&lt;br /&gt;
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You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares &#039;&#039;on top&#039;&#039; of it, but that means even heavier investment.&lt;br /&gt;
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Nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later!&lt;br /&gt;
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&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; (price range: 30k to 210k bloodscrip):&lt;br /&gt;
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Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.&lt;br /&gt;
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You might hear dispel flares commonly cited as better than lightning flares in a weapon&#039;s ability slot and the best in class (unless you&#039;re using Flare Affinity for 400k bloodscrip, in which case lightning flares come roaring back). I generally agree with this and would say it&#039;s even more true that dispel is great for UC than for other weapon types due to three factors:&lt;br /&gt;
&lt;br /&gt;
# High volume of attacks&lt;br /&gt;
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount&lt;br /&gt;
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature&lt;br /&gt;
&lt;br /&gt;
There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don&#039;t affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong.&lt;br /&gt;
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All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. These aren&#039;t starter gear, but for committed and reasonably wealthy monks, and should only go onto UC gear that started with a script like Animalistic Spirit, Knockout, or Phytomorphic Weapons. (GEF can&#039;t use dispel flares.)&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
&lt;br /&gt;
Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn&#039;t the best since it&#039;s mainly good for knockdowns and monks are very adept at that on their own. My higher exp monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that&#039;s an extra expense.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (As a caveat, though, I highly recommend against the Savage Power unlock, which isn&#039;t particularly good for any build of any profession, and the Wild Backlash unlock, which is excellent for some professions but not all that useful for monks. Animalistic Fury upgrades can be worth it &#039;&#039;if&#039;&#039; you first change the damage type.)&lt;br /&gt;
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Overall, this script has been monks&#039; top pick for years for very good reason on the strength of Revenge Flares, messaging, and being one of the only games in town. However, it&#039;s been five years since Animalistic Spirit and the creator of Animalistic Spirit, GM Avaluka, has debuted a new script called Phytomorphic Weapons that I think is even better for monks!&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
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For unarmed combat, Energy Weapons are only available in the form of &#039;&#039;held&#039;&#039; weapons like a [[cestus]], not handwear and footwear. That&#039;s immediately anathema to some people. I&#039;d agree with them when talking about a -10 or -15 MM weapon, but I&#039;m actually not down on the -5 MM held UC weapons like others.&lt;br /&gt;
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Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.&lt;br /&gt;
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That &#039;&#039;is&#039;&#039; an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don&#039;t use it. Easy enough.&lt;br /&gt;
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The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren&#039;t very useful to monks, so I called mine a one and done.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Obscure Trivia Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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When you&#039;re wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon&#039;s flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?&lt;br /&gt;
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Well, let&#039;s say my Animalistic Spirit gloves still had their default grapple flares, which I don&#039;t value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.&lt;br /&gt;
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This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren&#039;t as favorable or you&#039;re spending currency to upgrade gloves &#039;&#039;and&#039;&#039; a cestus. Still, I stand behind it as at least an &#039;&#039;option&#039;&#039; if your stopping point is a flare and a script flare.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Greater elemental flare|Greater Elemental Flares]] script&#039;&#039;&#039; (price: 40k bloodscrip):&lt;br /&gt;
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These are a gold standard of midrange weapon scripts, at least if you&#039;d consider 40k bloodscrip per item &amp;quot;midrange.&amp;quot; Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.&lt;br /&gt;
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GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I&#039;ve used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the &amp;quot;You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!&amp;quot; messaging.&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than other options such as Animalistic Spirit or Phytomorphic Weapons. Some people pick Knockout for for their handwear or footwear and a different script for the others.&lt;br /&gt;
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As for Skullcrusher, see everything I just said about Knockout, because Skullcrusher costs the same and is mechanically identical except that it goes into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; Animalistic Spirit or Phytomorphic if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic Weapon Shield|Phytomorphic Weapon]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit of a script in the vein of Animalistic Spirit and from the same creator! This one is plant-themed instead of animal-themed and you can customize it yourself via foraging plants. Arboreal Agony is the big selling point of unlockable features here, which makes creatures Disoriented so they&#039;ll have difficulty casting spells--which are one of a monk&#039;s weak points. The default damage type is disintegrate, which is also broadly useful and can have killing power.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (Like with Animalistic Spirit&#039;s Wild Backlash, I&#039;ll give the caveat that Phytomorphic&#039;s Deciduous Decay is far more useful for AS-based professions than UAF-based professions like most monks. Phytomorphic Putrescence upgrades, on the other hand, don&#039;t need you to change the damage type first to get full value, making them either better or cheaper than Animalistic Spirit&#039;s Animalistic Fury counterpart, depending on how you look at it.)&lt;br /&gt;
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RP-wise, I think there&#039;s a very real chance that people will continue to favor Animalistic Spirit going forward. Mechanically, though, I&#039;d say that Arboreal Agony not allowing enemy casters to cast is even better than Animalistic Spirit&#039;s Revenge Flares firing off when dodging physical attacks--and not needing to change the base damage type is also a big win.&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Telepathy or Transformation&#039;&#039;&#039; (price: 400k bloodcsrip):&lt;br /&gt;
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At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training &#039;&#039;and&#039;&#039; great enhancives, but hey, I did say this guide was for 0 exp to 51,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that&#039;s mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.&lt;br /&gt;
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You probably aren&#039;t even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can&#039;t stack on a single creature, so it&#039;s more valuable to have a stronger initial hit since you&#039;d be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that&#039;s a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, &#039;&#039;focused&#039;&#039; mstrikes still favor Transformation due to DoTs not stacking.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. Buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later, for example. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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If there&#039;s only one service I&#039;d recommend for a monk, it&#039;s Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)&lt;br /&gt;
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As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you&#039;re only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won&#039;t, but even a lighter hit might stun a creature--and stunning increases UC&#039;s most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Battle Standards have a few other perks, but these are the main ones making them so good for monks.&lt;br /&gt;
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Battle Standards have charges and periodically need recharging, which will cost you. I don&#039;t believe we have hard confirmation on how the charges drain, but &#039;&#039;if&#039;&#039; (if!) it&#039;s identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith (1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
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The temporary healing is difficult to advise on because its value heavily depends on how much risk you take in hunting. That benefit is about knowing yourself well enough to know if you&#039;ll like it or not. Same goes for more max health; I see the value for small races roughly doubling their health, but otherwise don&#039;t consider it particularly valuable. However, opinions vary widely. As for max stamina, monks already have Mind Over Body--but, even if they didn&#039;t, you can shore up stamina far more cheaply with conventional regen enhancives than with Bloodstone Jewelry.&lt;br /&gt;
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As for everything else, the value for a monk--at least a magical monk--is like a mishmash of weaker Battle Standards and weaker Ensorcell. Bloodstone Jewelry and Ensorcell both offer stamina regeneration, which is a great in a vacuum, but Ensorcell&#039;s version of stamina regeneration is a flare chance (which is effective with frequent UC attacks) instead of a per minute effect and never requires paying again for recharging. There is something to be said for having both Bloodstone Jewelry and Ensorcell since Ensorcell usually won&#039;t restore stamina unless your health is full and Bloodstone Jewelry helps keep your health full--but, then again, just having herbs or using society abilities could also keep your health full.&lt;br /&gt;
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Extra health damage, on the other hand, is a reasonable selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it does affect every attack instead of 20% of attacks--and 1-5 damage might not sound like a lot, but when it&#039;s every attack, it does matter. On average, you&#039;ll get the Major Bleed effect after every 16.67 attacks, which is decently powerful in its own right. All that said, Bloodstone Jewelry add extra damage until its fifth and final tier, so you&#039;d probably be paying a premium to get it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Either go all the way with this service or pass on it unless someone&#039;s offering a steal. I wouldn&#039;t call this a particularly monk-oriented service unless you&#039;re a Kroderine Soul build or a small race.&lt;br /&gt;
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(Since this is alphabetically the first service I&#039;m recommending against, I&#039;ll clarify that that doesn&#039;t mean it&#039;s a bad service; even Enchant isn&#039;t particularly great for monks, as we&#039;ll see later, and that&#039;s a classic service. I&#039;m simply saying that, when you&#039;re reading a monk guide because you&#039;re making a monk, don&#039;t view this service through the lens of playing your warrior, your semi, or your Sunfist pure, who would all make better use of more of the Bloodstone Jewelry perks.)&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like many of the most recent profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they&#039;re already amazing at. (By contrast, casters see excellent benefit from things like FOF defense and the myriad bonuses to maneuver defense.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat.&lt;br /&gt;
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Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. Unlike with Battle Standards, jabs don&#039;t flare with Poisoncraft. Poisons don&#039;t affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren&#039;t lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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It&#039;s worth learning at least Poisoncraft even though the other Covert Arts don&#039;t do much for monks. Recharging Poisoncraft isn&#039;t much cheaper--if any cheaper--than learning more Arts and learning them &#039;&#039;also&#039;&#039; recharges, so once you&#039;re in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves UAF (or AS if you&#039;re using a weapon) while enchanting armor improves DS.&lt;br /&gt;
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UAF offers minimal help for all the reasons described in the Unarmed Combat Primer. DS is more compelling, especially once you&#039;re hunting areas with the [[spell sever]] mechanic. Monks have the game&#039;s cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they &#039;&#039;are&#039;&#039; regularly in offensive stance. I don&#039;t go hard on improving monk DS, but it can&#039;t hurt either.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but improving it doesn&#039;t matter much otherwise.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling armor improves CvA and enemy spells are a weak point, so I&#039;d say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling adds much more gear difficulty than sanctifying. (For much more on the intricacies of gear difficulty and order of operations for upgrading gear, see [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|my service guide]]! For our purposes here, though, basically just know that tiers 2-5 of Ensorcell should usually be done after finishing the enchanting and sanctifying you want. The order of enchanting and sanctifying doesn&#039;t matter much, though.)&lt;br /&gt;
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For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.&lt;br /&gt;
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I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy. You already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul, but only after finished with enchanting and sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible. They improve virtually every offensive and defensive aspect of combat, which is like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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...but monks aren&#039;t most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.&lt;br /&gt;
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Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you&#039;re probably firing off a lot of those. On the bright side, since Lucky Items&#039; charges drain depending on the amount of time spent in combat, that aspect does pair well with monks&#039; high volume of attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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If this were any other profession, I&#039;d be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they&#039;re tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you&#039;re a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I&#039;d recommend your silvers go elsewhere first--but only &amp;quot;first.&amp;quot; Luck is powerful and you should get it eventually, just not as a high priority. I&#039;d take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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Despite Mystic Tattooing being a monk&#039;s own ability, it&#039;s not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won&#039;t consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include:&lt;br /&gt;
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* Strength to decrease encumbrance, especially for small races&lt;br /&gt;
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to slightly improve defense against spiritual magic&lt;br /&gt;
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Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can&#039;t go further than &amp;quot;arguably&amp;quot; since the others will have more impact when they &#039;&#039;do&#039;&#039; have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would.&lt;br /&gt;
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Mystic Tattoos are slated for a future upgrade. The current proposal includes adding a skill bonus up to +10, flares to double the stat and skill bonuses for a short duration, an activated ability with a cooldown to double the stat and skill bonuses for a short duration, and ignoring enhancive limits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Until the future update, I&#039;d only tattoo yourself in your spare time when you can&#039;t find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins&#039; Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there&#039;s &#039;&#039;some&#039;&#039; merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you&#039;d have to know you&#039;ll be running into that damage type consistently for a while.&lt;br /&gt;
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On an obscure note, nature resistance is unique to ranger trinkets. Monks can&#039;t meditate against it and even the Ascension system can&#039;t train to defend against it. However, an extremely small number of creatures use nature damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.&lt;br /&gt;
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The first five tiers of Sanctify have dubious value for UC gear (unless you&#039;re buying the first tier specifically because of the Kai&#039;s Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you&#039;re willing to pay for the first five tiers&#039; minimal value just to get to holy fire.&lt;br /&gt;
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Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it&#039;ll only trigger for certain combat maneuvers or when the undead hit you.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get the first five tiers on your robes unless you&#039;re absolutely certain you&#039;ll never have interest in hunting high-level undead. Holy fire isn&#039;t a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don&#039;t bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify).&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
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Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It&#039;s still marginally useful for good positioning (very specifically good positioning). Crit padding is more broadly useful. Either way, neither is useful enough to justify paying warriors unless they&#039;re charging less than the automated WPS smithy that comes around every couple of months. (They probably aren&#039;t!) Use that instead to bring your robes up to speed.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn&#039;t terribly desirable for most players, monks or otherwise.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I&#039;d say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Battle Standard up to P3 as soon as possible&lt;br /&gt;
* Enchant armor up to +30 relatively quickly&lt;br /&gt;
* Ensorcell UC gear to T1 relatively quickly&lt;br /&gt;
* Battle Standard up to P5 relatively quickly&lt;br /&gt;
* Either Sanctify UC gear all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Sanctify armor unless very rarely hunting undead&lt;br /&gt;
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Slowly enchant UC gear over time&lt;br /&gt;
* Padding to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Slowly Ensorcell armor over time&lt;br /&gt;
* Weighting to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge&lt;br /&gt;
* Bloodstone Jewelry if you want it&lt;br /&gt;
* Slowly enchant armor past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell UC gear past T1 over time, if ever&lt;br /&gt;
* Mystic Tattoo only if you can&#039;t sell yours, but selling it is preferable to fund all of the above&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
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Congratulations, you&#039;ve got a cap and a half worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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Since it&#039;s not relevant to the large majority of players, I&#039;ve only vaguely talked about monks&#039; advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they&#039;re &amp;quot;done enough&amp;quot; with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements.&lt;br /&gt;
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Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.&lt;br /&gt;
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I did say this guide was for magical monks from 0 to 51,000,000 experience, so what should you do with Ascension Training Points (ATPs)?&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race.&lt;br /&gt;
* &#039;&#039;&#039;Brawling&#039;&#039;&#039;: +2 UAF per rank. I&#039;m not going to knock UAF this time because, once we&#039;re talking Ascension, we&#039;re talking marginal gains almost no matter what you do. Get it if you like numbers going up!&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Increased maneuver defense every two ranks, but half as much increase as Agility. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race. For the weapon route, specifically, Dexterity also adds crit weighting.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction. &#039;&#039;Now&#039;&#039; I&#039;ll knock UAF again! If we&#039;re already in the realm of diminishing returns from exp, then there&#039;s a serious argument that the best path is staying out hunting longer for loot and turning the proceeds into profession services or pay event items (via event boxes and trading silver for pay event currencies on the secondary market). Enter Porter, the Ascension skill for reducing your encumbrance by 2 pounds per rank to extend your loot hunts.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: If you&#039;re firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body and Ensorcell no longer enough. If that&#039;s you, you&#039;ll know when to train this--or just buy stamina regen enhancives and Bloodstone Jewelry.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks.&lt;br /&gt;
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During earlier versions of this guide, I was also open to Aura, Dodging, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let&#039;s finally delve into the Elite skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is Monks&#039; Everything&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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There&#039;s a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones potentially relevant to (magical) monks in green:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Automatic Success of Certain Spells&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;UC - Tier Up Probability&amp;lt;/font&amp;gt;&lt;br /&gt;
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As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I&#039;d argue that usually it&#039;s at or near the top end of value &#039;&#039;in&#039;&#039; that application:&lt;br /&gt;
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* Improving UC tier ups is, naturally, at its best for the profession most built around UC.&lt;br /&gt;
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy&#039;s EBP means improving MM, which is a UC monk&#039;s most important offensive combat number.&lt;br /&gt;
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don&#039;t use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here.&lt;br /&gt;
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn&#039;t go so far to say it&#039;s at its best here, which I think goes to pures who become capable of warding off spells from (some) &#039;&#039;pure&#039;&#039;-style Ascension creatures, but it&#039;s a pretty narrow win.&lt;br /&gt;
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln.&lt;br /&gt;
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks.&lt;br /&gt;
* Improving ambush defense is a benefit I place almost no value on for any profession and build &#039;&#039;except&#039;&#039; magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don&#039;t have 105 or more Transformation lore, so defense is valuable.&lt;br /&gt;
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(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do &#039;&#039;have&#039;&#039; the occasional spots of value. The auto-success spell benefits don&#039;t do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.)&lt;br /&gt;
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Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can!&lt;br /&gt;
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Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I&#039;d also argue that there&#039;s less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds.&lt;br /&gt;
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As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they&#039;re both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn&#039;t have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more &#039;&#039;total&#039;&#039; Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she&#039;s only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn&#039;t need to work for at all because monks have Perfect Self and Burst of Swiftness.&lt;br /&gt;
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Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They&#039;re simply the most exp-efficient profession in the game.&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
&lt;br /&gt;
The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and you want them to hit more reliably.&lt;br /&gt;
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&#039;&#039;&#039;Bold Brawler&#039;&#039;&#039;&lt;br /&gt;
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 Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
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A self-explanatory staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy!&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
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Pretty good reactive damage that comes at full power out of the gate. Needing an SMR check does slightly hinder its efficiency against overleveled creatures, but that&#039;s offset by the fact that it can go after multiple targets to hit at least one of them. Importantly, note that &amp;quot;a rank 2+ critical strike&amp;quot; refers to a rank 2 critical &#039;&#039;based on a crit table,&#039;&#039; not a rank 2 wound. Usually a rank 2 critical only creates a rank 1 wound; for example, rank 2 [[Slash_critical_table|slash crits]] are always rank 1 wounds unless they hit an eye. In other words, even very light hits can get this going, but just not the absolute lightest hits.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
&lt;br /&gt;
Reasonable if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to monks&#039; combination of inexpensive Harness Power costs, not much to spend that mana on, not being in full plate like warriors (and so valuing the DS more), and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don&#039;t know any of those other than my own).&lt;br /&gt;
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&#039;&#039;&#039;Ether Flux&#039;&#039;&#039;&lt;br /&gt;
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 When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
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(For clarity, it can occur once &#039;&#039;per creature&#039;&#039; per minute. You can basically consider it once per creature, period. For even more clarity, Ether Flux itself isn&#039;t a flare &#039;&#039;chance&#039;&#039;; it&#039;s described as a flare because it deals a random amount of disruption damage, but it always triggers once you meet the condition.)&lt;br /&gt;
&lt;br /&gt;
Ether Flux has no tiers and comes at full power immediately, which is definitely nice and it&#039;s a very good perk &#039;&#039;if&#039;&#039; you can get it going! ...but can you? Even though monks don&#039;t innately deal elemental damage, it still might be easier than you think.&lt;br /&gt;
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Some options for elemental flares include conventional ability slot flares, Battle Standards of applicable Arkati or spirits, certain Gemstone properties like Blood Boil or Infusion or Thorns, holy fire or holy water when hunting undead, or script flares of elemental types. That&#039;s already up to seven sources of elemental flares and I&#039;m not describing anything too wildly out of the way or anything that&#039;s very expensive by post-cap standards. The most expensive of those would be buying flare type changes for Animalistic Spirit or Phytomorphic Weapons.&lt;br /&gt;
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Whether you&#039;re mstriking or using Fury, monks fire off a lot of attacks, so with a decent base of varied flare types, the odds can stack up to force a lot of Ether Flux triggers through! However, if you don&#039;t have that decent base, I wouldn&#039;t go out of my way working up to it just because you find an Ether Flux. This is a very solid B or maybe B+ common, but it&#039;s no Bold Brawler, Flare Resonance, Stamina Prism, or Storm of Rage.&lt;br /&gt;
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&#039;&#039;&#039;Flare Resonance&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
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Assuming you have flares on your handwear and your footwear (and if you don&#039;t, then you should!), this is another staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries.&lt;br /&gt;
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[[Flare Affinity]] basically supercharges your flares to hit substantially harder--and, for that matter, more often! Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. (If you &#039;&#039;are&#039;&#039; someone who already has the Flare Affinity flourish, you wouldn&#039;t want this property since they don&#039;t stack.) The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk&#039;s handwear &#039;&#039;and&#039;&#039; footwear would cost 800k bloodscrip.&lt;br /&gt;
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In short, get more flares and make them spend less time poking and more time killing. &lt;br /&gt;
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&#039;&#039;&#039;Force of Will&#039;&#039;&#039;&lt;br /&gt;
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 You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
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This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! Alternatively, if you find it on a Gemstone with at least one other property that&#039;s good for somebody else but isn&#039;t good for you, you can try to sell it for a good chunk of silver since solo hunters of almost every profession like Force of Will for general purposes. (The exceptions are bards, who can already get rid of almost all of these conditions with their own [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]], and maybe clerics, who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die.)&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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The UAF boost is fairly immaterial for all the reasons you know by now about UAF, but the maneuver boost makes for an acceptable placeholder for most monks to use while looking for better Gemstones in the long run. That said, I wouldn&#039;t recommend upgrading it except possibly on a monk who makes very heavy use of extremely endroll-dependent attacks like Spin Kick or Bearhug.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
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 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
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Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
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 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
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This might be the highest ceiling Gemstone property of all for monks. It&#039;s easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don&#039;t run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they&#039;re off cooldown and Ki Focus when the mstrikes &#039;&#039;are&#039;&#039; on cooldown, thus basically only using stamina for the latter. However, if you started stacking on enhancives, Ascension, and Stamina Prism to start recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and &#039;&#039;still&#039;&#039; not run out of stamina.&lt;br /&gt;
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In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits, but you can be even more of a whirlwind in battle if you build for it!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
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If you&#039;ll battle just about any creature in your preferred hunting ground and it&#039;s a fairly swarmy place, this is an extraordinary property since you&#039;ll have the boost going constantly. UC monks or weapon monks will both love this property! Even if you&#039;re picky about which creatures you battle or if you hunt a slower area, it&#039;s still excellent. The only other thing is to consider is that it&#039;s a top tier common for virtually every build of virtually every profession--any weapon user, any UC build, any magical bolter--and so people are likely to pay very well for it if you&#039;d rather have the silvers!&lt;br /&gt;
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&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
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Mini Storm of Rage, except you always have the boost even if you&#039;re in the slowest of areas or if you&#039;re selectively hunting a single creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you&#039;ll almost definitely have at least one of those.&lt;br /&gt;
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&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
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 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
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If you&#039;re using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn&#039;t.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
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Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death. Don&#039;t use this if you go the Kroderine Soul route.&lt;br /&gt;
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&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
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A high quality Gemstone property for almost every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky; they can&#039;t outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened. A possibly bigger obstacle is that Blood Boil, of course, only works on creatures with blood! That won&#039;t be an obstacle in most hunting grounds, but if you try to exclusively hunt undead who have no blood (most undead by far don&#039;t; a few do), this wouldn&#039;t be the property for you.&lt;br /&gt;
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&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
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 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
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Despite having some anti-synergy with Spin Kick, it&#039;s very hard to ignore the value of a universal 5% chance to avoid and (to an extent) counter AS attacks. All else being equal, it &#039;&#039;is&#039;&#039; better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!)&lt;br /&gt;
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&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
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Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you&#039;re one of the rare monks who uses CS spells in combat.&lt;br /&gt;
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&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
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Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that&#039;s exactly what I&#039;d recommend, but they&#039;re mutually exclusive.)&lt;br /&gt;
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&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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Journeyman Tactician, but twice as good. Like its common counterpart, the UAF boost isn&#039;t noteworthy for a UC monk (it is good for a weapon monk, though!), but if you make heavy use of SMR attacks, I think it can be a reasonable long-term property for you. If not, I&#039;d either sell it to someone willing to pay top silvers or reroll until you get a better rare property.&lt;br /&gt;
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&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
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If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That&#039;s an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you&#039;re looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I&#039;ll cover shortly, you might consider working your entire build around it...&lt;br /&gt;
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&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
It&#039;s definitely not flashy, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS. Here&#039;s a possible solution to that! More lightweight races are more likely to appreciate this too.&lt;br /&gt;
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&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
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From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
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&#039;&#039;&#039;Thirst for Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Twice as strong as its already very powerful common counterpart, Taste of Brutality... or is it? The common version&#039;s 5% penalty when taking hits is negligible, but a 10% penalty isn&#039;t as easily dismissed. Still,  the increased DF is fantastic, so I&#039;d say you should consider your options with this one. If you have high redux &#039;&#039;and&#039;&#039; high Transformation lore, get it, love it, and upgrade it all the way. If you only have one of those, then you could simply treat it like Taste of Brutality by leaving it un-upgraded. 6% on both ends with no upgrades is comparable to the fully upgraded Taste of Brutality&#039;s 5%, after all, and nothing says you have to upgrade it at any point, never mind right away.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It&#039;s actually difficult to even sell you on this because it&#039;s so straightforward that I shouldn&#039;t have to. It&#039;s a 10% double attack chance on every attack!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that&#039;s also solid for monks and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
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&#039;&#039;&#039;Mystic Impulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
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Hear me out. This is a very, very specific niche, but it&#039;s incredible within that niche, which is that you&#039;re a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise.&lt;br /&gt;
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If all of that&#039;s true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you&#039;ll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them.&lt;br /&gt;
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&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you &#039;&#039;aren&#039;t&#039;&#039; running the Serendipitous Hex build, then I&#039;d honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.&lt;br /&gt;
&lt;br /&gt;
Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power&#039;s effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that&#039;s with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Great general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF boost is, as always, borderline immaterial unless you&#039;re a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy that works well with the free jabs in your mstrikes! Unlike traditional dispel flares, these are post-resolution, so they&#039;re slightly less reliable. However, UC monks tend to have no trouble making their attacks land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here are some hypothetical ideal layouts!&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Traditional Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# &#039;&#039;(Blood Boil)&#039;&#039; (rare 2 of 3)&lt;br /&gt;
# &#039;&#039;(Thirst for Brutality)&#039;&#039; (rare 3 of 3)&lt;br /&gt;
# Force of Will (common 5 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 6 of 7)&lt;br /&gt;
# Journeyman Tactician if using Thirst for Brutality, otherwise Taste of Brutality (common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
Blood Boil and Thirst of Brutality are parenthetical and italicized because they&#039;re slightly conditional picks. For general purposes, that&#039;s what I&#039;d go with, but specific hunting ground choices or even gear can change everything. Blood Boil might be useless if you primarily hunt undead without blood. Tethered Strike, not listed, might be superior to either Blood Boil or Thirst of Brutality if you regularly hunt evasive creatures. Anointed Defender, also not listed, could be the way to go if you&#039;ve managed your gear and training in such a way that the TD boost can push you just out of range of dangerous CS attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Very Magic-Heavy Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# &#039;&#039;(Serendipitous Hex)&#039;&#039; (rare 1 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Greater Arcane Intensity (rare 3 of 3)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# Arcane Intensity (common 5 of 7)&lt;br /&gt;
# Taste of Brutality (common 6 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
This has enough overlap that you might think they&#039;re the same picture, but the subtle differences add up to large ones. This Gemstone setup assumes a high CS monk, then Greater Arcane Intensity and Arcane Intensity push CS even higher. That means that Vertigo and Mindwipe land more consistently, which means that creatures are disabled more often, which means Force of Will shouldn&#039;t be as necessary. It also means that your MM will be higher, which means I wouldn&#039;t even think about Journeyman Tactician. Conversely, Taste of Brutality claims a solid place because its rare counterpart has been traded off to secure Greater Arcane Intensity and maybe Serendipitous Hex.&lt;br /&gt;
&lt;br /&gt;
Speaking of Serendipitous Hex, even though I ranked it highly, it gets the parenthetical italics treatment because I only recommend it if you&#039;re regularly casting Web! It doesn&#039;t trigger with Vertigo or Mindwipe, so if those are your go-tos, then bring in some other top end rare like Blood Boil, Tethered Strike, or Thirst for Brutality. (Unlike the traditional monk, the magic-heavy monk doesn&#039;t risk as much from the double DF hit of using Taste and Thirst simultaneously because their more consistent disablers will keep enemies contained. Still, just in case of the worst, &#039;&#039;definitely&#039;&#039; use Ephemera&#039;s Extension over Ether Flux if you go the double Brutality route!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we draw close to the end, I&#039;ll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Magic After Dark===&lt;br /&gt;
&lt;br /&gt;
...wait, I can&#039;t write about that on the wiki! Moving on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade Secrets of the Sneaky Monk Merchants===&lt;br /&gt;
&lt;br /&gt;
I&#039;m one of the bigger advocates of training [[Trading]] in the GS community, but even more so for monks than others!&lt;br /&gt;
&lt;br /&gt;
Monks have easier and more universal means to make more silvers per item sold than any other profession--and they can do it almost anywhere in Elanthia.&lt;br /&gt;
&lt;br /&gt;
Except for [[Mist Harbor]] and [[Kraken&#039;s Fall]], every town&#039;s NPC shops will pay +5% extra silver to at least one race when players sell. ([[Trading#Trading_chart|See the chart of favored races here!]])&lt;br /&gt;
&lt;br /&gt;
Monks have a &#039;&#039;&#039;secret weapon&#039;&#039;&#039; in the profit war: &#039;&#039;&#039;[[Shroud of Deception (1212)|Shroud of Deception]]&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Even monks who live in a geographic region where their race can&#039;t get a bonus can configure their Shroud profile to appear as another race and get the bonus anyway! It&#039;s that easy!&lt;br /&gt;
&lt;br /&gt;
But wait, it gets better! Monks also have &#039;&#039;[[Glamour (1205)|Glamour]]&#039;&#039;&#039;, which gives an enhancive boost of 20 Trading ranks or 50 Trading skill, whichever is lower. (50 Trading skill will be lower before you have 20 Trading ranks on your own.)&lt;br /&gt;
&lt;br /&gt;
What does Trading do, though?&lt;br /&gt;
&lt;br /&gt;
You get an extra 1% silver for every combined 12 bonus between Influence and Trading bonus. That&#039;s &#039;&#039;bonus&#039;&#039;, not ranks! So, for example, if you had 44 Trading ranks, which is 144 Trading bonus, you&#039;d make 12% more silver for selling items than if you had 0 Trading ranks. Shroud of Deception takes that 12% to 17%, then Glamour takes that 17% to 18%--and, actually, 8/12ths of the way to 19%. If you took my advice and set Influence high from the start, Influence will also get you to 19% if not 20%!&lt;br /&gt;
&lt;br /&gt;
This is a big part of how Sariara made 2,509,473 million silver within a week of existing. By now she&#039;s existed for four weeks and a day and is up to 23,108,060 silver, only 1,500,000 of which came from selling a Mystic Tattoo.&lt;br /&gt;
&lt;br /&gt;
Some general tips on early silvers:&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t hunt overcrowded Landing areas, but find the rich lower level creatures. There are plenty of them because characters don&#039;t stay low level for long, so hunting pressure is low. (For more on hunting pressure, see the [[treasure system]] page and [[Treasure_system/saved_posts|saved posts subpage]].)&lt;br /&gt;
* Take advantage of Glamour and Shroud of Deception to get a percentage boost to these rich creatures&#039; already valuable loot. Reap the reward of being a monk!&lt;br /&gt;
* Between level 0 and 19, when skills migrate near instantly, max out Trading every time you&#039;re about to sell things.&lt;br /&gt;
* Between level 0 and 19, push First Aid and Survival up when you&#039;re out hunting so you can get value from skinning. Unlearn them afterward so you can...&lt;br /&gt;
* Between level 5 and 19, learn Glamour and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* Between level 12 and 19, learn Shroud of Deception and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* For your final level 19.9 build, as you&#039;re forced to commit to your skills, have at least 20 ranks of Trading and know at least your first 12 Minor Mental spells.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I did. I got to see delightful lines in my SKILL command like:&lt;br /&gt;
&lt;br /&gt;
 You started this migration period on Saturday, 5/25/2024 at 01:55:18 EDT.  You have 4 days, 20 hours, 8 minutes remaining in your current 30 day migration period.&lt;br /&gt;
 &lt;br /&gt;
 You&#039;re currently migrating at a rate of .001 skill points per pulse, and &#039;&#039;&#039;have converted 25580.00 training points this migration period.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t go to this extreme, though, monks are the game&#039;s best at selling to NPC merchants. At the low end, monks skyrocket toward high sales value. At the high end in the post-cap world, monks reach the maximum sale bonus in almost every town.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maximum sale bonus&amp;quot; is 28% from Trading and Influence plus another 5% from race bonus. To be clear, the max bonus is 33%, but only sort of; the two bonuses are treated separately. For example, if you&#039;re an elf monk selling in Solhaven (no bonus), you can&#039;t just pump your Trading and Influence so high that you&#039;d make 33% from that alone; it&#039;s capped at 28% and the other 5% &#039;&#039;has to&#039;&#039; come from Shroud of Deception.&lt;br /&gt;
&lt;br /&gt;
My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===When Robes Aren&#039;t Robes: Alterations===&lt;br /&gt;
&lt;br /&gt;
For simplicity, I&#039;ve been talking about &amp;quot;robes&amp;quot; throughout this guide because that&#039;s the conventional name for that [[armor]] type.&lt;br /&gt;
&lt;br /&gt;
However, robes don&#039;t have to remain robes at all; they have the same leeway for alterations as other chest-worn clothing! Here are examples of post-alteration &amp;quot;robes&amp;quot; that my various characters (monks or otherwise) have worn or that I plan to create:&lt;br /&gt;
&lt;br /&gt;
* An airy white starsilk sundress sporting an asymmetrical knee-length skirt&lt;br /&gt;
* A sleeveless lily white tunic with a jet black silk sash&lt;br /&gt;
* A knee-length midnight blue silk dress aglisten with a constellation of stars&lt;br /&gt;
* A sleeveless white tunic splashed with an autumn-hued music motif&lt;br /&gt;
* A sleeveless white starsilk tunic spangled with sunset orange musical notes&lt;br /&gt;
* A midnight black silk tunic marked with a silver eight-pointed star&lt;br /&gt;
* A sleeveless sunlight gold tunic accented by bright white edges&lt;br /&gt;
* A royal purple starsilk tunic featuring an embroidered silver rose&lt;br /&gt;
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits)&lt;br /&gt;
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola)&lt;br /&gt;
* A thigh-slit scarlet starsilk dress accented by ivory edges&lt;br /&gt;
* A sleeveless white kimono featuring golden star embroidery&lt;br /&gt;
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves&lt;br /&gt;
* A sleeveless gold feather-patterned tunic tied at the waist&lt;br /&gt;
&lt;br /&gt;
Mine are mostly feminine designs, but even for a masculine character, you can turn your robes into shirts, vests, jackets, and more. Get your creativity on!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Likewise, unarmed combat footwear isn&#039;t limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Hunting Partner Tactics and Synergy===&lt;br /&gt;
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Who do monks team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer that&#039;s enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies&#039; UDF. In turn, warriors love monks&#039; Mind Over Body stamina cost reduction, the best group buff they can get other than bards&#039; [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day).&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don&#039;t necessarily mind being targeted more often since it offers more Spin Kick opportunities.&lt;br /&gt;
* &#039;&#039;&#039;A monk duo&#039;&#039;&#039; can keep up both Mind Over Body and Focus Barrier, but otherwise doesn&#039;t have any particular synergy.&lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don&#039;t have as much redux as warriors and rogues nor as much DS as them, so a boost can really help.&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don&#039;t offer much to rangers otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; can make a monk&#039;s attacks even faster, at least for now, since Song of Tonis is the game&#039;s best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they&#039;re already pretty durable as casters go. Monks simply being present as an additional target to split up enemies&#039; attacks is helpful to wizards and all casters.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks&#039; Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath&#039;s [[Mass Interference (217)|Mass Interference]] setting up a monk&#039;s Vertigo isn&#039;t the worst idea I&#039;ve ever had, but it&#039;s not an amazing one either. &lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it&#039;s still there when needed. Having a hunting partner&#039;s extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn&#039;t help monks as most other professions&#039; disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward.&lt;br /&gt;
&lt;br /&gt;
Nearly regardless of team composition, your monk training &#039;&#039;&#039;Coup de Grace&#039;&#039;&#039; and &#039;&#039;&#039;Side by Side&#039;&#039;&#039; (which also requires two ranks of &#039;&#039;&#039;Combat Movement&#039;&#039;&#039;) can be helpful to groups.&lt;br /&gt;
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&lt;br /&gt;
===The Weapon-Wielding Melee Monk===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk more about Martial Mastery, the level 0 feat. Although monks have access, it was primarily invented for warriors and rogues as an alternative to learning [[Elemental Targeting (425)|Elemental Targeting]], a Minor Elemental spell that increases AS.&lt;br /&gt;
&lt;br /&gt;
Far enough post-cap, magical warriors or magical rogues have the same AS ceiling as their non-magical counterparts. (Their non-magical counterparts do get there millions of experience points sooner while the magical ones have more DS and TD, but that&#039;s outside the scope of this guide...) Monks, on the other hand, don&#039;t have Elemental Targeting, so a monk maximizing Martial Mastery can have up to 50 more AS and UAF than a monk &#039;&#039;not&#039;&#039; maximizing it! Of course, UAF doesn&#039;t matter nearly as much as AS and the entire monk profession is built around unarmed combat. So I ask:&lt;br /&gt;
&lt;br /&gt;
Is there merit to a weapon-wielding, AS-based monk?&lt;br /&gt;
&lt;br /&gt;
Before I explore it, I&#039;ll repeat that I think people should make whatever kind of character they find fun and that I personally like wacky builds. However, I&#039;m not convinced that a melee monk even &#039;&#039;is&#039;&#039; a wacky build. When people consider making a melee-only character who isn&#039;t stealth-based, a warrior is probably their first thought, but let&#039;s seriously compare these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Training Cost Factor&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I&#039;ll use my (first) monk and warrior for the sake of illustration since they&#039;re both elves. At level 50, my warrior had a total pool of 2568 PTPs and 2242 MTPs while my monk had a total pool of 2319 PTPs and 2259 MTPs. You might think the warrior is hugely ahead, but no, not at all. I could show you paragraphs upon paragraphs of math I wrote, but let&#039;s just cut to the chase.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say my monk and warrior had both done dual katar builds that shared nearly identical core training. 2x Brawling, 2x Edged Weapons, 1x Thrown Weapons (to buff up Martial Mastery), 2x Two Weapon Combat, 2x Combat Maneuvers, 2x Physical Fitness, 50 Multi-Opponent Combat, and 1x Perception were all in common.&lt;br /&gt;
&lt;br /&gt;
From there, my warrior took 70 Armor Use to get metal breastplate, then trained as many Dodging ranks as possible with her remaining points. My monk learned Iron Skin, took 30 Transformation to buff up Iron Skin, and took 10 Harness Power, then trained as many Dodging ranks as possible with her remaining points. Their skills would be identical in most ways, but here&#039;s where they&#039;d differ:&lt;br /&gt;
&lt;br /&gt;
* Monk in robes that act like chain mail: 153 ranks of Dodging and 102 MTPs spare&lt;br /&gt;
* Warrior in metal breastplate: 109 ranks of Dodging and 21 MTPs spare&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to claim that my monk would basically just be better; there are too many factors to say that. Warriors have their guild skills. Monks have Perfect Self. Warriors have a higher parry chance because of [[Combat Mastery|their level 40 feat]]. Monks have a higher evade chance because of &#039;&#039;their&#039;&#039; level 40 feat. Warriors have [[Whirling Dervish]]. Monks have more DS, at least at this stage of the game. Warriors have [[Weapon Specialization]]. Monks have Burst of Swiftness. Warriors have [[Weapon Bonding]].&lt;br /&gt;
&lt;br /&gt;
My point is that a melee monk is even &#039;&#039;comparable&#039;&#039;--better in some ways and worse in others--to a warrior with the exact same build despite ignoring so much of what the monk skillset is tailored toward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Mental Acuity Possibility&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
What if you learned Mental Acuity even without Kroderine Soul? My above training cost example illustrated my monk stopping at two Minor Mental spells for Iron Skin, but another alternative (though this would be during later levels) would be taking Mental Acuity to retain access to the first 20 Minor Mental spells and still even allowing room for Spirit Warding I and Spirit Defense. (If you were okay with Martial Mastery capping out at +45 AS instead of 50, you could even learn Spirit Warding II!)&lt;br /&gt;
&lt;br /&gt;
The hypothetical Martial Mastery and Mental Acuity monk has almost the same AS as a Martial Mastery warrior, but her spells would pull her far ahead in DS while keeping all the silver selling benefits of Glamour and Shroud of Deception, plus saving tons of stamina via Mind Over Body. The tradeoff is making spelling up more of a hassle, but that might be worth the payoff of having a light armored warrior-like character whose combat maneuvers and weapon techniques have 35% stamina cost reduction!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Doubly Perfect Self&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
As great as Perfect Self is for unarmed combat, it&#039;s arguably even better for a melee monk. For UC purposes, it&#039;s mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you&#039;re getting AS--more useful than UAF--and RT reduction for &#039;&#039;two&#039;&#039; types of assault techniques: Brawling&#039;s Fury and Edged Weapons&#039; Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don&#039;t sweat it as much due to Mind Over Body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specializations and Katars&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
The Grapple, Kick, and Punch Specialization bonuses for their respective techniques &#039;&#039;do&#039;&#039; still apply even if you&#039;re using a brawling weapon instead of unarmed combat!&lt;br /&gt;
&lt;br /&gt;
Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.&lt;br /&gt;
&lt;br /&gt;
Ironically, if there&#039;s anywhere that I even sort of like Punch Specialization-powered Clash, it&#039;s on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash &#039;&#039;with&#039;&#039; Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you&#039;re regularly hunting things like bandits, pirates, warcamps, or areas that swarm.&lt;br /&gt;
&lt;br /&gt;
Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I&#039;d make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It&#039;s also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk&#039;s stamina cost reduction from Mind Over Body.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it&#039;s a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I&#039;d bring it up.&lt;br /&gt;
&lt;br /&gt;
Instead, after considering all the math and angles I did while writing this, it&#039;s made such a strong case for a bizarrely appealing build that I&#039;ve talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind&#039;s swirling and it seems clear that the melee monk is a very, very real idea that&#039;s gone unexplored because it&#039;s not an intuitive or obvious idea from a glance over the monk skillset.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infrequently Asked (or Imagined) Questions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-faq&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-faq&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This final section covers any random topics that people have asked me or that I can &#039;&#039;imagine&#039;&#039; them asking me if I feel that they&#039;re worth answering in this guide, but not worth a full tip or sidebar of their own.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things actually asked are red.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Things I imagine people should ask are pink.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things that are both red and pink come from comments I got that&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;weren&#039;t originally questions, but I&#039;ve reframed them into questions because they&#039;re worth discussing.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Does enchanting UC handwear and footwear help with DS?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Why do you rank half-krolvin monks so low?&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Flimbo&#039;s Guide and the [[Comprehensive Monk Guide]] really like them!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s guide likes half-krolvin monks because Perfect Self normalizes their Logic penalty and they have &amp;quot;solid physical stats with which to punch things quite well.&amp;quot; I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even kind of agree that if you&#039;re set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I&#039;d rather have a race without a Logic penalty to begin with!&lt;br /&gt;
&lt;br /&gt;
I also agree with Flimbo that half-krolvin have solid physical stats with which to &#039;&#039;punch&#039;&#039; things quite well. I&#039;d just rather have a faster Agidex race who has solid physical stats with which to also &#039;&#039;kick&#039;&#039; things quite well, meaning minimum RT for mstrike kick!&lt;br /&gt;
&lt;br /&gt;
The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn&#039;t matter! (Okay, fine, &#039;&#039;technically&#039;&#039; the math says UAF matters... fractionally.)&lt;br /&gt;
&lt;br /&gt;
Cold damage protection has some appeal if you&#039;re specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that?&lt;br /&gt;
&lt;br /&gt;
The Hinterwilds &#039;&#039;are&#039;&#039; a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you&#039;ve exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you&#039;ll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk.&lt;br /&gt;
&lt;br /&gt;
Like I said, any race can do well as a monk. I&#039;m not down on half-krolvin, exactly, but I&#039;d rather truly excel at &#039;&#039;something&#039;&#039; than be a generalist. Play a half-krolvin if you like their excellent verbs, though!&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Should I train Ambush?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The short answer is no. Now for the long, fun answer!&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but back then, players had no visibility into the aiming formula. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you &#039;&#039;did,&#039;&#039; it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.&lt;br /&gt;
&lt;br /&gt;
In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:&lt;br /&gt;
&lt;br /&gt;
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)&lt;br /&gt;
* Knocking creatures down helps (I don&#039;t remember if we&#039;d known this or not)&lt;br /&gt;
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but we underestimated how much)&lt;br /&gt;
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Intuition Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you&#039;ve tanked Intuition instead of Discipline, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even &#039;&#039;standing&#039;&#039; foes. Of course, they need Acrobat&#039;s Leap for that.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let&#039;s use that in an example.&lt;br /&gt;
&lt;br /&gt;
With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you&#039;d have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let&#039;s say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.&lt;br /&gt;
&lt;br /&gt;
Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let&#039;s say everything had reached 91%, 86%, and 83%. Even that&#039;s not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you&#039;d need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that&#039;s +17 DS in offensive stance) at 3x costs!&lt;br /&gt;
&lt;br /&gt;
What if you eased back to the old 24 Ambush mark? Then you&#039;d need 148 Combat Maneuvers. Perfect Self has kicked in, so let&#039;s call it 144 Combat Maneuvers needed. Even that&#039;s already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)&lt;br /&gt;
&lt;br /&gt;
In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you &#039;&#039;can&#039;&#039; reach max or near-max success rates with some Ambush, but not &#039;&#039;so&#039;&#039; high that you reach max or near-max success rates even without Ambush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But even then,&#039;&#039; we&#039;re only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your &#039;&#039;unaimed&#039;&#039; attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head!&lt;br /&gt;
&lt;br /&gt;
Like PSM3&#039;s wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I&#039;ve made my choice: forget Ambush and play to my strengths.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==The TL;DR Recap: Making Cookie Cutter Monks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-cookiecutter&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Low on time or thought processing power and just want a cookie cutter build you don&#039;t need to put much thought into? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-cookiecutter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(...by my wacky definition of &amp;quot;cookie cutter.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leafi, I love you and all, but I expanded every section, noticed my scroll bar is tiny, noticed your guide is crazy long, and ain&#039;t nobody got time for that. Please tl;dr this nonsense?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Okay, okay, I hear you.&lt;br /&gt;
&lt;br /&gt;
Some of you never wanted the Leafiara treatment where we seek to become real life monks with advanced spiritual and mental understanding by thoroughly exploring the unfathomable mysteries of reality and transcendent metareality (like math and logic).&lt;br /&gt;
&lt;br /&gt;
Some of you instead wanted the Saraphenia treatment where I tell you how to have a functional build that lets you have mechanical fun in an online text-based multiplayer video game and then you embark on your journey.&lt;br /&gt;
&lt;br /&gt;
So I included this section for you!&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Race&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aelotoi, burghal gnomes, dark elves, elves, forest gnomes, half-elves, halflings, and sylvankind are all basically the same power for monks. Faster is better, but more encumbrance is worse, so find your balance. Giantmen have a niche.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Stats&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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See the table in the Placing Your Stats section.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Society&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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Voln.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;How do I fight?&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Weapon Twinhammer&#039;&#039;&#039; as your opener once you learn it.&lt;br /&gt;
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&#039;&#039;&#039;Jab&#039;&#039;&#039; at decent position, &#039;&#039;&#039;punch&#039;&#039;&#039; at good position if you&#039;re not Grapple Specialization and &#039;&#039;&#039;grapple&#039;&#039;&#039; at good position if you are, &#039;&#039;&#039;kick&#039;&#039;&#039; at excellent position. Regardless of those general rules, &#039;&#039;&#039;follow prompts&#039;&#039;&#039; and do what it tells you when it tells you.&lt;br /&gt;
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Against single targets, &#039;&#039;&#039;Weapon Fury&#039;&#039;&#039; until whenever you have enough Agidex for a 5-6 second &#039;&#039;&#039;mstrike kick&#039;&#039;&#039;.&lt;br /&gt;
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Against multiple targets, &#039;&#039;&#039;mstrike grapple&#039;&#039;&#039; if you&#039;re Grapple Specialization or &#039;&#039;&#039;mstrike kick&#039;&#039;&#039; if you&#039;re Kick Specialization. In either case, not until they&#039;re 7 seconds or less. If mstrike grapple is 7 seconds or less, but you&#039;re Kick Specialization and mstrike kick is 8 seconds or more, &#039;&#039;&#039;mstrike punch&#039;&#039;&#039; for now until mstrike kick doesn&#039;t take so long.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Core skills to train every level&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2x &#039;&#039;&#039;Brawling&#039;&#039;&#039;, 2x &#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; (eventually 3x), 2x &#039;&#039;&#039;Dodging&#039;&#039;&#039; (eventually 3x), 1x &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Skills with breakpoints&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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1 rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; in bursts for various breakpoints to pick up specific maneuvers. (For which ones and when, see the &amp;quot;combat maneuvers and feats&amp;quot; section below.)&lt;br /&gt;
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&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; in bursts to 5, 10, 24, 30, 35, 50, 55, 60, 90, and 100 ranks.&lt;br /&gt;
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10 &#039;&#039;&#039;Harness Power&#039;&#039;&#039; early, 20-30 mid-game, then push near cap if you want QoL for spelling up.&lt;br /&gt;
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&#039;&#039;&#039;Minor Mental&#039;&#039;&#039; to 16 so you have both focus spells (1213 and 1216) as options, then slack off with spells until the midgame. Grab 1220 if you feel the DS need, especially if using 1213 instead of 1216.&lt;br /&gt;
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&#039;&#039;&#039;Telepathy&#039;&#039;&#039; lore in bursts to 6, 15, and 30.&lt;br /&gt;
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&#039;&#039;&#039;Transformation lore&#039;&#039;&#039; in bursts to 5, 15, and 30.&lt;br /&gt;
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10 &#039;&#039;&#039;Climbing and Swimming&#039;&#039;&#039; until the midgame or as needs arise.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Tertiary skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Spiritual/Mental Mana Control&#039;&#039;&#039; only if sharing mana with friends and alts.&lt;br /&gt;
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&#039;&#039;&#039;First Aid and Survival&#039;&#039;&#039; only if you want skinning.&lt;br /&gt;
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20 &#039;&#039;&#039;Trading&#039;&#039;&#039; by level 20 because monks make silver via Glamour (1205) and Shroud of Deception (1212). Get to 40 or the nearest multiple of 12 Trading+Influence bonus over time.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Midgame skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; to 2, 3, or 7 ranks, but only after 3x Dodging.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Combat maneuvers and feats&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; for your level 30 feat.&lt;br /&gt;
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&lt;br /&gt;
Step 1 of Combat Maneuvers, making the super early game not painful:&lt;br /&gt;
&lt;br /&gt;
Get 3 CM ranks ASAP for your first rank of &#039;&#039;&#039;Rolling Krynch Stance&#039;&#039;&#039;, then another 6 CM ranks (so 9 total) for your second rank ASAP.&lt;br /&gt;
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&lt;br /&gt;
Step 2 of Combat Maneuvers, improving the early game:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up the last rank of Krynch and first three ranks of &#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039; or &#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it&#039;s not necessarily an early game priority since you don&#039;t get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3 of Combat Maneuvers, fleshing out skills and diversifying your abilities through the midgame:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up three or more ranks of &#039;&#039;&#039;Bearhug&#039;&#039;&#039;, two or more ranks of &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;, all three ranks of &#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;, three or more ranks of &#039;&#039;&#039;Feint&#039;&#039;&#039;, and the remaining ranks of Grapple or Kick Specialization. If you went Kick Specialization, add &#039;&#039;&#039;Combat Mobility&#039;&#039;&#039; to the list sooner than later. If you picked a halfling or gnome, add Acrobat&#039;s Leap, but otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 of Combat Maneuvers, putting the last pieces in place:&lt;br /&gt;
&lt;br /&gt;
Pick up Combat Mobility (if you didn&#039;t already have it) and all three ranks of &#039;&#039;&#039;Ki Focus&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5 of Combat Maneuvers, player&#039;s choice:&lt;br /&gt;
&lt;br /&gt;
Whatever you want. Finish Bearhug, Bull Rush, and Feint or don&#039;t, depending how you like them. You can veer off in different directions with more niche maneuver options or not. Up to you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Armor upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy TD-boosting armor of +7 or more from a playershop. It&#039;ll cost 1-5 million silver and serve you fantastically. Add services of Enchant, Sanctify, and Ensorcell over time in roughly that order while adding padding via the WPS wagons. (Enchant and Sanctify can switch places easily enough, but Ensorcell is definitely last.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spending almost nothing (~1 million silver): Buy basic lightning flaring handwear and footwear.&lt;br /&gt;
* Spending moderately (~35k pay event currency (equivalent of 35 million silver)): Buy off-the-shelf Animalistic Spirit from Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.&lt;br /&gt;
* Spending a ton (~150k pay event currency): Buy Phytomorphic handwear from Duskruin. Add Phytomorphic upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Phytomorphic upgrades and unlocks.&lt;br /&gt;
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Phytomorphic upgrades and unlocks for your footwear.&lt;br /&gt;
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.&lt;br /&gt;
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.&lt;br /&gt;
&lt;br /&gt;
And if you&#039;re the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you&#039;re probably not reading this guide. &#039;&#039;But just in case&#039;&#039;, for fun, and to entertain the other 99.5%...&lt;br /&gt;
&lt;br /&gt;
* Whaling out beyond most people&#039;s imagination just because you can (~4.24 million pay event currency):  Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Phytomorphic script at Duskruin. Add a slew of Phytomorphic upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
&lt;br /&gt;
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They&#039;ve never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it&#039;s still around. I&#039;m guessing they learned the hard way that top end flares are so astonishingly powerful with UC&#039;s low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Other upgrades when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can&#039;t afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks are easy! Go have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Denouement: An Unexpected Journey==&lt;br /&gt;
&lt;br /&gt;
First, thank you for reading The Autumnwinds&#039; Magical Monk Guide.&lt;br /&gt;
&lt;br /&gt;
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I&#039;m thankful for every reader.&lt;br /&gt;
&lt;br /&gt;
Sometimes I write a &amp;quot;guide&amp;quot; partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I&#039;d take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally &#039;&#039;was&#039;&#039; a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters&#039; skills when they want a template of where to take their post-cap training.&lt;br /&gt;
&lt;br /&gt;
This one was for you guys, though. I hope it&#039;s been helpful, I hope it&#039;s gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.&lt;br /&gt;
&lt;br /&gt;
That said, if you were here only for mechanical informational purposes, I&#039;m pretty much done with those. There&#039;s one more at the very end for people with multiple character slots (not multiple accounts, but &#039;&#039;character slots&#039;&#039;), but otherwise, you can head out! I wish you a good day or good night and hopefully I&#039;ll see you around the lands.&lt;br /&gt;
&lt;br /&gt;
Thank you again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-denouement&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious on the backstory of why this guide exists and why now? Click here and we&#039;ll close out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-denouement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the rest of you, if you&#039;ll indulge my rambling a bit longer...&lt;br /&gt;
&lt;br /&gt;
The Magical Monk Guide existing is an emergent happy accident.&lt;br /&gt;
&lt;br /&gt;
The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK&#039;s strongest.&lt;br /&gt;
&lt;br /&gt;
I thought, but didn&#039;t have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don&#039;t have the history, nostalgia, momentum, or player population of other professions.&lt;br /&gt;
&lt;br /&gt;
To be honest, even if I had said it was impossible, that wouldn&#039;t have stopped Phenia. Even as I type this, I can picture how I&#039;d try to temper her expectations and she&#039;d come back with &amp;quot;Well, I&#039;m going to try anyway!&amp;quot; Phenia aimed high, never mind the odds.&lt;br /&gt;
&lt;br /&gt;
When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia&#039;s name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia.&lt;br /&gt;
&lt;br /&gt;
I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a &amp;quot;Monk tip!&amp;quot;--plus a &amp;quot;Bonus tip!&amp;quot; about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide!&lt;br /&gt;
&lt;br /&gt;
By coincidence, I&#039;d also been answering a few people&#039;s questions in the main GS Discord server&#039;s monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia&#039;s spot as the monk division lead, I agreed. I don&#039;t think I &#039;&#039;could&#039;&#039; have declined. Over that string of seven weeks, I was basically doing what she needed already.&lt;br /&gt;
&lt;br /&gt;
That morning, I decided I should write a new guide to replace Flimbo&#039;s old one.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know what I expected would come out of it, but it wasn&#039;t this. With a motive like honoring my departed friend, I &#039;&#039;knew&#039;&#039; I&#039;d put my all into it--but I didn&#039;t expect to write this much or this in-depth, I didn&#039;t expect to cover the topics I did, and, most of all, I didn&#039;t expect that I&#039;d be learning myself, not just passing along what I knew beforehand.&lt;br /&gt;
&lt;br /&gt;
I&#039;d never thought about a non-Kroderine Soul monk without Mental Acuity. I&#039;d barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I&#039;d barely thought about synergy between monks and other professions. I&#039;d never investigated how one rank of Sanctify interacted with Kai&#039;s Strike. I&#039;d never investigated how or if Stance of the Mongoose worked with unarmed combat. I&#039;d never even investigated how or if Clash worked with a specified UC attack type.&lt;br /&gt;
&lt;br /&gt;
But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you&#039;ve learned too.&lt;br /&gt;
&lt;br /&gt;
When Phenia said she wanted the monk division to be RYSK&#039;s strongest, I assumed she was talking about numbers. Maybe she was; I don&#039;t know either way. I &#039;&#039;do&#039;&#039; know that we want you monk players to be &#039;&#039;your&#039;&#039; strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you&#039;ll be your strongest. Any part I might have played in helping you get there is an honor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, for fun and because I can, here&#039;s one last obscure mechanical interaction for the road.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have a couple character slots where, even though I don&#039;t play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they&#039;d have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.)&lt;br /&gt;
&lt;br /&gt;
What&#039;s probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one&#039;s login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character &#039;&#039;had&#039;&#039; gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn&#039;t even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains.&lt;br /&gt;
&lt;br /&gt;
Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Farewell, have fun, and be good to one another!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=249816</id>
		<title>Leafiara (prime)/Mechanical Musings/The Autumnwinds&#039; Magical Monk Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=249816"/>
		<updated>2025-12-05T22:34:57Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = The Autumnwinds&#039; Magical Monk Guide&lt;br /&gt;
|topic = Combat, Monks, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-06-19&lt;br /&gt;
|updated = 2025-12-05&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind, in loving memory of &#039;&#039;&#039;[[Saraphenia (prime)/Memorial|Saraphenia]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
&lt;br /&gt;
Last updated December 5, 2025.&lt;br /&gt;
&lt;br /&gt;
Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction: How to Use This Guide==&lt;br /&gt;
&lt;br /&gt;
This guide is for all magical monks from 0 exp to 51,000,000! (What do I mean by a magical monk? One not using [[Kroderine Soul]]. Somebody else will have to write that guide!) I&#039;ll go over monks&#039; strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, or at least it can be.&lt;br /&gt;
&lt;br /&gt;
* If you want an exhaustive guide, read through it in order.&lt;br /&gt;
* If you want the opposite of an exhaustive guide, jump to the &amp;quot;tl;dr Recap: Cookie Cutter&amp;quot; section at the end.&lt;br /&gt;
* If you&#039;re not sure whether you want an exhaustive guide, read the &amp;quot;Why Play a Monk&amp;quot; section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you&#039;re intrigued afterward. The Cookie Cutter section provides an overview of &#039;&#039;what&#039;&#039; to do and gives a small window into what the rest of the guide covers, which is &#039;&#039;why&#039;&#039; to do it.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
&lt;br /&gt;
Speaking of experience, what&#039;s mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I&#039;m now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.&lt;br /&gt;
&lt;br /&gt;
Speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn&#039;t have had the passion or interest--at least on my own. When I say I&#039;ve written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I&#039;ll call it a job well done!&lt;br /&gt;
&lt;br /&gt;
No further ado. Let&#039;s get on with it!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Why Play a Monk or Why Not Play a Monk?==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a monk at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unarmed Combat===&lt;br /&gt;
&lt;br /&gt;
Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:&lt;br /&gt;
&lt;br /&gt;
# &amp;quot;Tiering up,&amp;quot; AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.&lt;br /&gt;
# Improving your [[multiplier modifier]] primarily through things like forcing a creature&#039;s stance down or inflicting status conditions.&lt;br /&gt;
&lt;br /&gt;
Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC&#039;s equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! &lt;br /&gt;
&lt;br /&gt;
I&#039;ll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still &#039;&#039;miss&#039;&#039; via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you&#039;ve played other physical characters and can&#039;t stand seeing a creature avoid an attack before it even gets to the roll, try a monk!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Gear Indifference===&lt;br /&gt;
&lt;br /&gt;
Monks have extremely low dependence on good gear.&lt;br /&gt;
&lt;br /&gt;
While GSIV is technically balanced around vanilla +20 gear, most people would agree there&#039;s a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I&#039;d put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!&lt;br /&gt;
&lt;br /&gt;
Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you&#039;re unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game&#039;s most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I&#039;d say monks are &#039;&#039;the best&#039;&#039; at not depending on gear nor even exp! Much more on that in the Ascension section.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Simplicity===&lt;br /&gt;
&lt;br /&gt;
Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it&#039;s difficult to get wrong. If you stick to unarmed combat, I&#039;d go so far as &#039;&#039;extremely&#039;&#039; difficult to get wrong.&lt;br /&gt;
&lt;br /&gt;
(If you want to do unusual things that don&#039;t involve UC, then read on in Odds and Ends!)&lt;br /&gt;
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===Fun Factor===&lt;br /&gt;
&lt;br /&gt;
Once monks hit their stride by level 40--maybe even level 30--they&#039;re great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!&lt;br /&gt;
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Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game&#039;s coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!&lt;br /&gt;
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===Might and Magic===&lt;br /&gt;
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If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!&lt;br /&gt;
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===Downsides or Lack Thereof===&lt;br /&gt;
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Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks &#039;&#039;can&#039;&#039;, if they want, operate like warriors who have more DS (until very far post-cap) but don&#039;t wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don&#039;t have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there&#039;s a very real case that a monk can be a better choice than a warrior.&lt;br /&gt;
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[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo&#039;s Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks&#039; offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.&lt;br /&gt;
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The best I can muster for legitimate monk downsides are that they can&#039;t obliterate an entire swarm of creatures in six seconds or less (that&#039;s the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your monk? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-creation&amp;quot;&amp;gt;&lt;br /&gt;
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If making a monk sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it&#039;s more a question of which ones are slightly better at any given thing. I don&#039;t think you can go wrong, which I don&#039;t say about other professions, so my honest suggestion is to pick whatever sounds interesting.&lt;br /&gt;
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If you&#039;re not sure what&#039;s interesting or are torn between options, my &#039;&#039;next&#039;&#039; suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk &#039;&#039;appear&#039;&#039; like other races, they can&#039;t perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!&lt;br /&gt;
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If verbs don&#039;t sound compelling either, then here&#039;s how I&#039;d rank monk races mechanically if I really had to:&lt;br /&gt;
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# &#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;: What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means faster mstrikes and assault techniques--key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they&#039;re slightly below average on encumbrance.&lt;br /&gt;
# &#039;&#039;&#039;[[Halfling]]s&#039;&#039;&#039;: Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults. They also have an enormous bonus to defend against elemental warding spells, which monks would normally be weak against. (Enemy elemental warding spells &#039;&#039;are&#039;&#039; sort of rare, though.) They have a [[Logic]] bonus, so they gain exp slightly faster and [[Vertigo (1219)|Vertigo]] is slightly more reliable, though these are minor points. Halflings&#039; primary disadvantages are severe [[encumbrance]] issues and their height requires keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat&#039;s Leap]] to target heads as a finisher.&lt;br /&gt;
# &#039;&#039;&#039;[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]&#039;&#039;&#039;: All of these races tie for third place at Agidex and third place in my rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...&lt;br /&gt;
#* Aelotoi have a Logic bonus, like halflings, so more exp and better Vertigo.&lt;br /&gt;
#* Dark elves&#039; [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.&lt;br /&gt;
#* Half-elves have the best carrying capacity of my top six picks.&lt;br /&gt;
#* Sylvans&#039; Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.&lt;br /&gt;
# &#039;&#039;&#039;[[Forest Gnome]]s and [[Burghal Gnome]]s&#039;&#039;&#039;: These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are still minor enough that I don&#039;t think anyone should sweat it.&lt;br /&gt;
# &#039;&#039;&#039;[[Dwarf|Dwarves]]&#039;&#039;&#039;: Like halflings, dwarves have excellent defense against elemental TD (albeit +30 vs. +40). Dwarves face the short race issue of not being able to target the heads of standing foes--and, unlike the swifter short races, dwarves rank second to last in Agidex. Still, if you wanted the fastest attacks, I figure you would have picked one of the races above. If you&#039;re okay with slower attacks, then other selling points come into play; elemental TD is a rare and valuable one. Unlike other short races that have major encumbrance issues, dwarves also hold a surprising amount due to their [[Strength]] and [[Constitution]] bonuses. I rank dwarven monks the best of the slower races.&lt;br /&gt;
# &#039;&#039;&#039;[[Half-krolvin]]&#039;&#039;&#039;: The fourth best race for Agidex, though there&#039;s as much of a speed gap between third best and fourth best as between best and third best. Half-krolvin and dwarves have amazing verbs, but I don&#039;t see much purely mechanical reason to choose a half-krolvin over the previous nine races.&lt;br /&gt;
# &#039;&#039;&#039;[[Giantmen]]&#039;&#039;&#039;: Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance &#039;&#039;doesn&#039;t&#039;&#039; slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. Giants are the worst at mstrikes. Agidex-boosting enhancives can fix that, but it&#039;s more expensive than the small race path of buying encumbrance-reducing items like silvery blue potions and especially [[Blue_feather-shaped_charm|blue feather-shaped charms]], so I personally wouldn&#039;t take the trade. Even when lower carrying capacity races get encumbered, &#039;&#039;most&#039;&#039; hunting grounds allow a quick return to town to [[locksmith pool|drop off boxes]] and silver, then a quick return to hunting, so they can just do that as they become encumbered. (Halflings and gnomes probably also need charms or potions.) Still, there&#039;s a reason that some players choose giants near exclusively. If item upkeep or returning to town sounds aggravating or if you want to maximize the amount of time you can spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.&lt;br /&gt;
# &#039;&#039;&#039;[[Erithian]]s and [[Human]]s&#039;&#039;&#039;: These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!&lt;br /&gt;
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Races from dwarves up are close enough that I wouldn&#039;t quibble about any of them being seriously better than the others. I understand people&#039;s case for giants too, even though they&#039;re not my style. (I&#039;m okay with returning to town every four boxes or so!) I find half-krolvins, erithians, and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can&#039;t go wrong, exactly, but Perfect Self also makes the rich richer.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you&#039;re used to playing a halfling or gnome warrior who wears full plate, don&#039;t expect your encumbrance life to be similar on a halfling or gnome monk in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let&#039;s talk about GS&#039; encumbrance paradox!&lt;br /&gt;
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[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes.&lt;br /&gt;
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Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly &#039;&#039;that&#039;&#039; much of the gap, so be warned!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Placing Your Stats===&lt;br /&gt;
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At level 0, set Strength, Dexterity, and Agility high so you&#039;re at your best in combat and setting Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
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Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That&#039;s your cue to check in and decide your &amp;quot;real&amp;quot; stat placement!&lt;br /&gt;
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Here are my recommendations for each race. If you&#039;ve read Flimbo&#039;s older monk guide, a major difference between us is that he was on the side of tanking Influence while I&#039;m on the side of tanking Discipline or Intuition, which I&#039;ll explain.&lt;br /&gt;
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&#039;&#039;&#039;The Level 20 Stat Placement Tables!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
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&#039;&#039;&#039;Tanking Discipline Version &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;(Recommended!)&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||31||82||73||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||43||85||64||62||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||41||82||75||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||31||82||70||70||77||92&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||50||70||73||70||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||20||82||70||69||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||33||82||73||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||23||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||35||82||75||70||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||37||85||79||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||53||82||70||70||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||25||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||43||77||73||70||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Intuition Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||59||82||73||41||82||92&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||70||85||62||37||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||68||82||73||44||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||58||82||70||44||77||91&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||70||70||73||50||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||58||82||71||29||83||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||59||82||73||44||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||62||82||70||32||83||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||68||82||73||39||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||62||85||77||46||83||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||68||82||70||56||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||62||82||70||35||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||70||77||73||43||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
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* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline or Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, Influence, or occasionally Logic.&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
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If you&#039;re wondering what relevant things each stat does, I&#039;ll go over them quickly:&lt;br /&gt;
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* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). Increased resistance to enemy warcries. Improves tattooing ability.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[starting mana]] for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #1!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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While there&#039;s endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don&#039;t require good Agidex like hard-hitting melee weapons.&lt;br /&gt;
&lt;br /&gt;
Once mstrikes and weapon techniques are a regular part of your monk&#039;s arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren&#039;t the majority of commands in combat.&lt;br /&gt;
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Overall, in my example, there&#039;s a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #2!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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There&#039;s also endless debate across most professions on which stat to tank out of Discipline, Intuition, and Influence. The short answer is Discipline. The long answer requires more detail.&lt;br /&gt;
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The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; monks&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition ultimately provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
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As for Discipline being used in a lot of systems, that&#039;s true, but it&#039;s once again more trivia than useful information. Warcry defense is at least potentially relevant, but many monks will rarely, if ever, interact with it. SSR bonus is a reasonable perk because Voln is the mechanically strongest society (a point that I &#039;&#039;do&#039;&#039; concur with the majority on) and SSR bonus improves the success rate of Symbol of Sleep, arguably Voln&#039;s strongest ability, along with a couple of its others. (More on Voln in the next section!) However, Influence also grants SSR bonus.&lt;br /&gt;
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The main reason that few players of any profession used to tank Discipline was experience. Instant Mind Clearers from login rewards can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
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That was then. Now, the Wisdom of the Ages perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. Between that, the Ascension system introduced in 2020 (though that&#039;s more aimed at capped characters), and of course Perfect Self, it&#039;s far easier than ever to retain the all-important 1000 exp pool even while tanking Discipline.&lt;br /&gt;
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Still, what if someone doesn&#039;t do bounties and doesn&#039;t stay subscribed all the time? In that case, Discipline reclaims at least slightly more of its old importance and the question goes to whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. As already mentioned, Influence improves Symbol of Sleep and other Voln symbols. It also helps a little bit with Trading bonuses and making extra silver! (More on that in the Monk Merchants section toward the end.) As a monk, admittedly you can max Trading benefit in the end even if you do tank Influence thanks to Glamour, but that&#039;s a post-cap thing and this guide is aimed at everyone.&lt;br /&gt;
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If main argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it&#039;s much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter).&lt;br /&gt;
&lt;br /&gt;
To put it into perspective, my capped monk Tarine, who tanked Intuition (because Wisdom of the Ages didn&#039;t exist yet), has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive!&lt;br /&gt;
&lt;br /&gt;
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn&#039;t maxed her stats yet, didn&#039;t have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn&#039;t sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn&#039;t appeal to me like improving the success of the absurdly powerful Symbol of Sleep.&lt;br /&gt;
&lt;br /&gt;
Even assuming that you &#039;&#039;do&#039;&#039; want improved defense, remember that having extra silver from higher Influence lets you pay for better gear and items, which are also their &#039;&#039;own&#039;&#039; paths to improved defense--and often simultaneously to improved offense as well. Ultimately, the Intuition benefit is more narrow than the Influence benefit. That said, the Discipline benefit is even more narrow still. That&#039;s my true choice for tank stat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Also, like I said in stats, Voln makes Influence very relevant, so it&#039;s worth considering right away. Which society is right for your monk?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)&lt;br /&gt;
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This society has a bit more mechanical appeal for monks.&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist&#039;s powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.&lt;br /&gt;
&lt;br /&gt;
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.&lt;br /&gt;
&lt;br /&gt;
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most or possibly all professions.&lt;br /&gt;
&lt;br /&gt;
Like all professions, monks get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat. There&#039;s also an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits. Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.&lt;br /&gt;
&lt;br /&gt;
Voln also features two UC-specific abilities in [[Kai&#039;s Strike]] and [[Kai&#039;s Smite]]. Kai&#039;s Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don&#039;t have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.&lt;br /&gt;
&lt;br /&gt;
Kai&#039;s Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn&#039;t. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren&#039;t those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.&lt;br /&gt;
&lt;br /&gt;
The idea of Kai&#039;s Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you&#039;re not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don&#039;t benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I&#039;d say it&#039;s a net loss for anyone with at least two flares.&lt;br /&gt;
&lt;br /&gt;
The inability to turn off Kai&#039;s Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai&#039;s Strike. Sanctify takes off 5% resistance per tier, so you&#039;d get 20% resistance while keeping your flares between blesses. While Kai&#039;s Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it&#039;s not a dealbreaker.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat Primer==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-unarmedcombat&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Still figuring out how unarmed combat works? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-unarmedcombat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s go over the unarmed combat system in more detail! If you&#039;re familiar with more conventional melee combat, put that knowledge aside--a great deal of it won&#039;t apply and might even interfere with understanding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beginner Basics===&lt;br /&gt;
&lt;br /&gt;
JAB, GRAPPLE, KICK, and PUNCH are your tools of the trade. What&#039;s the difference? Have a look at this table from the unarmed combat system page.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Attack Type&lt;br /&gt;
![[Armor|AG]]&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Scale&lt;br /&gt;
!Chain&lt;br /&gt;
!Plate&lt;br /&gt;
!Base [[Roundtime|RT]]&lt;br /&gt;
!Min [[Roundtime|RT]]&lt;br /&gt;
![[Critical table|Damage Type]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Jab]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.100&lt;br /&gt;
|.075&lt;br /&gt;
|.060&lt;br /&gt;
|.050&lt;br /&gt;
|.040&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[Jab critical table (UCS)|Jab]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Punch]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.275&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.170&lt;br /&gt;
|.140&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Punch critical table (UCS)|Punch]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[GRAPPLE (verb)|Grapple]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.160&lt;br /&gt;
|.120&lt;br /&gt;
|.100&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Grapple critical table (UCS)|Grapple]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Kick]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.400&lt;br /&gt;
|.350&lt;br /&gt;
|.300&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Kick critical table (UCS)|Kick]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Weak, but fast.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power, but less of the latter than punches.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Powerful, but slow (at least by UC standards).&lt;br /&gt;
&lt;br /&gt;
The use case for punches and kicks seems clear, but why jab when it&#039;s so weak and why grapple if punches are the same speed with more strength?&lt;br /&gt;
&lt;br /&gt;
One answer that applies to both jabs and grapples is the defining component of unarmed combat: &#039;&#039;&#039;positioning&#039;&#039;&#039;. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk&#039;s position, follow the combat prompts as they appear. Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
 You attempt to jab a mezic!&lt;br /&gt;
 As you strike, a deep golden light surrounds your hands!&lt;br /&gt;
 You have &#039;&#039;&#039;decent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137&lt;br /&gt;
  ... and hit for 4 points of damage!&lt;br /&gt;
  Fast slap only reddens the cheek.&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the cue to grapple:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
As you can see, the followup was significantly more powerful. That&#039;s partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here&#039;s one more example, this time going from good to excellent:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;jab&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You exploit the momentum of your previous strike to make a stronger attack against a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146&lt;br /&gt;
  ... and hit for 15 points of damage!&lt;br /&gt;
  Blow to kidney!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
 &lt;br /&gt;
 [2 seconds later...]&lt;br /&gt;
 &lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;excellent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158&lt;br /&gt;
  ... and hit for 48 points of damage!&lt;br /&gt;
  Powerful tug pulls right hip, and leg, free of the socket!&lt;br /&gt;
   A mezic falls to the ground grasping her mangled right leg!&lt;br /&gt;
 Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
This time the jab started at good positioning because of Rolling Krynch Stance (more on that in the Martial Stances section), but the followup grapple was still far more powerful. Tiering up is crucial!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting highlights can help! Since the text prompt is...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...you can either create four highlights for each individual message or create a highlight for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup&amp;lt;/font&amp;gt;, then four more highlights for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;jab attack!&amp;lt;/font&amp;gt; and the others.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, in unarmed combat&#039;s &#039;&#039;&#039;most basic form&#039;&#039;&#039; at the lowest levels, the use cases for each attack type are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning. &lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Only when needed to tier up.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Deliver a finishing blow during excellent positioning.&lt;br /&gt;
&lt;br /&gt;
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples. We&#039;ll get into that later, but first let&#039;s keep exploring the basics to lay the foundation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UAF, UDF, and MM===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to GemStone&#039;s AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a mezic!&lt;br /&gt;
 You have good positioning against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s look at an even more extreme example that doesn&#039;t go as well:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a spectral shade!&lt;br /&gt;
 You have good positioning against a spectral shade.&lt;br /&gt;
  UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102&lt;br /&gt;
  ... and hit for 1 point of damage!&lt;br /&gt;
  The spectral shade shakes off a weak arm grab.&lt;br /&gt;
&lt;br /&gt;
This is why I say you have to ignore what you know about AS-based combat.&lt;br /&gt;
&lt;br /&gt;
UAF isn&#039;t completely irrelevant, but the more important numbers are UDF and the &#039;&#039;&#039;multiplier modifier&#039;&#039;&#039; (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.&lt;br /&gt;
&lt;br /&gt;
What does that mean in practice? Higher lows and lower highs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rare that a monk outright &#039;&#039;couldn&#039;t possibly&#039;&#039; hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.&lt;br /&gt;
&lt;br /&gt;
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes&#039; stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is the number that drops so low in defensive that it can even become negative! This used to occasionally trip up Saraphenia&#039;s player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it&#039;s often easier to figure out that you&#039;re in the wrong stance because everything&#039;s failing to hit; that was how I&#039;d take notice and Leafi would tell Phenia to fix up her stance.&lt;br /&gt;
&lt;br /&gt;
Also unlike AS-based melee attacks, lying down not only doesn&#039;t reduce your UAF, but also doesn&#039;t even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you&#039;re not paying attention, you could be fighting from your back and not even know it! You&#039;d find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. Those can&#039;t be done from the ground.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release &#039;&#039;enemy creatures&#039;&#039; who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mstrikes===&lt;br /&gt;
&lt;br /&gt;
As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you&#039;ll eventually be able to use mstrikes or weapon techniques. (I&#039;ll refer to these as &amp;quot;techniques&amp;quot; from here on. Despite the name, the brawling &amp;quot;weapon techniques&amp;quot; don&#039;t require weapons--unless you&#039;re thinking of your monk&#039;s hands and feet as weapons!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are your means to fit more attacks into less time.&lt;br /&gt;
&lt;br /&gt;
Covering mstrikes first!&lt;br /&gt;
&lt;br /&gt;
Mstrikes with no target specified, AKA &#039;&#039;&#039;unfocused mstrikes&#039;&#039;&#039;, can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA &#039;&#039;&#039;focused mstrikes&#039;&#039;&#039;, can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.&lt;br /&gt;
&lt;br /&gt;
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you&#039;re at decent positioning against them and attacking them for the first time. Once you&#039;re into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.&lt;br /&gt;
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Mstrikes &#039;&#039;sort of&#039;&#039; have a cooldown after use, which is 15-20 seconds or so (depending on training). When on &amp;quot;cooldown,&amp;quot; you &#039;&#039;can&#039;&#039; still mstrike, but they&#039;ll consume a good chunk of stamina. (I can&#039;t give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.&lt;br /&gt;
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Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it&#039;ll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk&#039;s life, especially if you&#039;re a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn&#039;t increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.&lt;br /&gt;
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===Fury and Clash===&lt;br /&gt;
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The unarmed combat assault technique is &#039;&#039;&#039;[[Fury]]&#039;&#039;&#039;, which you learn with 25 ranks of Brawling (level 11). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There&#039;s no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it&#039;s not a major selling point.&lt;br /&gt;
&lt;br /&gt;
The AoE unarmed combat technique is &#039;&#039;&#039;[[Clash]]&#039;&#039;&#039;, which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn&#039;t include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist &#039;&#039;before&#039;&#039; Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities &#039;&#039;and&#039;&#039; seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.&lt;br /&gt;
&lt;br /&gt;
Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can&#039;t be used while they&#039;re on cooldown. They do have separate cooldown timers, so you can alternate between them.&lt;br /&gt;
&lt;br /&gt;
However, you can&#039;t alternate mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you &#039;&#039;can&#039;&#039; use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it&#039;ll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn&#039;t intend for players to insert mstrikes into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)&lt;br /&gt;
&lt;br /&gt;
RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it&#039;ll execute them as 2 RT, 2 RT, and 1 RT.&lt;br /&gt;
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Compared to focused mstrikes, Fury&#039;s structure has upsides and downsides. One upside is that you&#039;ll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can &#039;&#039;also&#039;&#039; interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It&#039;s also less likely that your target will be dead as soon your command gets sent to the server since attacks don&#039;t happen all at once. &lt;br /&gt;
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&lt;br /&gt;
===Twin Hammerfists and Spin Kick===&lt;br /&gt;
&lt;br /&gt;
The other two UC techniques are &#039;&#039;&#039;[[Twin Hammerfists]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Spin Kick]]&#039;&#039;&#039;, respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won&#039;t lock you out of them.&lt;br /&gt;
&lt;br /&gt;
Twin Hammerfists is an [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! At only 2 RT and 7 stamina, it&#039;s a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.&lt;br /&gt;
&lt;br /&gt;
Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it&#039;s an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn&#039;t a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If highlighting tier up opportunities goes well for you, then &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;You could use this opportunity to Spin Kick!&amp;lt;/font&amp;gt; is another message to consider highlighting from level 35-36 on!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Beyond Basics: Synchronizing Everything===&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.&lt;br /&gt;
&lt;br /&gt;
However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let&#039;s put everything together into a cohesive whole.&lt;br /&gt;
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Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot (&amp;quot;flare slot&amp;quot;), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of a Twin Hammerfists firing off three flares:&lt;br /&gt;
&lt;br /&gt;
 Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist&lt;br /&gt;
 [SMR result: 316 (Open d100: 89, Bonus: 107)]&lt;br /&gt;
 Perfectly executed strike to the crimson angargeist&#039;s back!  It staggers!&lt;br /&gt;
 The attack exposes a vulnerability in a roiling crimson angargeist&#039;s defenses!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps emit a searing bolt of lightning! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Hard shot to the crimson angargeist&#039;s back sends it drifting forward!&lt;br /&gt;
 &lt;br /&gt;
 ** Sariara&#039;s owl-painted handwraps spray forth a shower of pure water! **&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Incredible strike to the crimson angargeist&#039;s back smashes through the chest!&lt;br /&gt;
   Too bad it melts back together.&lt;br /&gt;
 Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.&lt;br /&gt;
 &lt;br /&gt;
 ** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **&lt;br /&gt;
 &lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Strong strike splits the belly open, revealing ghostly organs.&lt;br /&gt;
   Haggis anyone?&lt;br /&gt;
&lt;br /&gt;
The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it&#039;s a great illustration because of the particulars.&lt;br /&gt;
&lt;br /&gt;
First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk&#039;s entire life. That&#039;s the least interesting thing to say here, though.&lt;br /&gt;
&lt;br /&gt;
The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water.&lt;br /&gt;
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Angargeists are non-corporeal undead. Normally Kai&#039;s Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn&#039;t allow for one-shotting it; you have to take out its entire health pool.&lt;br /&gt;
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2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you&#039;re fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.&lt;br /&gt;
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Speaking of uncrittable creatures or creatures you&#039;re otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.&lt;br /&gt;
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Here&#039;s a more nuanced look at the unarmed combat core attack types than before:&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can&#039;t hit a foe who&#039;s already downed, so it&#039;s not repeatable.)&lt;br /&gt;
* The fastest means of tiering up with single strikes.&lt;br /&gt;
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.&lt;br /&gt;
* Poor as the specified command of a Fury or mstrike since they have little or (usually) no speed advantage over the other commands in that case.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.&lt;br /&gt;
* The best aimed attack at excellent positioning. I&#039;m not particularly a fan of aimed UC attacks for reasons we&#039;ll delve into later, but it is there.&lt;br /&gt;
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.&lt;br /&gt;
* Poor as the specified command of an unfocused mstrike or Clash since it&#039;s unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but can&#039;t help tier up.)&lt;br /&gt;
* Good against individual threatening creatures that need to be slowed down.&lt;br /&gt;
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.&lt;br /&gt;
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The best finishing blow at excellent positioning per hit.&lt;br /&gt;
* The highest damage output per hit.&lt;br /&gt;
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or exactly as fast as the other commands.)&lt;br /&gt;
* Poor at tiering up with single strikes. (Same as above.)&lt;br /&gt;
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In short, pick the right tool for the right job. They can all be the right tool at times!&lt;br /&gt;
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===Macros and Aliases===&lt;br /&gt;
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If you&#039;re playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:&lt;br /&gt;
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* Jab&lt;br /&gt;
* Grapple&lt;br /&gt;
* Punch&lt;br /&gt;
* Kick&lt;br /&gt;
* Weapon Twinhammer&lt;br /&gt;
* Weapon Fury [Grapple/Punch/Kick (depending on your level, training, specialization, and preference)]&lt;br /&gt;
* Weapon Spinkick&lt;br /&gt;
* Mstrike Grapple&lt;br /&gt;
* Mstrike Punch&lt;br /&gt;
* Mstrike Kick&lt;br /&gt;
* Mstrike Grapple Target&lt;br /&gt;
* Mstrike Punch Target&lt;br /&gt;
* Mstrike Kick Target&lt;br /&gt;
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For macros, this just means tying each one you care about to a single key press. You can configure them in Options -&amp;gt; Macros if using [[Wrayth]].&lt;br /&gt;
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For Lich aliases, I&#039;ve set mine as jj for jab, gg for grapple, pp for punch, kk for kick, twin for Twin Hammerfists, utf for Fury Grapple (stands for &amp;quot;unarmed technique Fury&amp;quot;), uts for Spin Kick, mg for mstrike grapple, mp for mstrike punch, and mk for mstrike kick. I could create things like an mkt alias for mstrike kick target if I wanted, but in that case I just type out &amp;quot;mk target&amp;quot; or &amp;quot;mk [target noun].&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Training Plan: Skills==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your monk&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
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These are skills you consistently train with little to no deviation.&lt;br /&gt;
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* &#039;&#039;&#039;[[Brawling]]&#039;&#039;&#039;: Max every level.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more stamina early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more DS early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Combat Maneuvers as Core Skills?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I&#039;d say &#039;&#039;roughly&#039;&#039; 1x minimum is mandatory and you&#039;ll almost certainly want far more than that early on. However, philosophically, I don&#039;t consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That&#039;s why it&#039;s in the Breakpoint Skills section below!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Breakpoint Skills===&lt;br /&gt;
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Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
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* &#039;&#039;&#039;[[Two Weapon Combat]]&#039;&#039;&#039;: One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn&#039;t that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it&#039;s also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you&#039;re going self-spelled. Up to you!&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and &#039;&#039;possibly&#039;&#039; 90 or 100. The good technique breakpoints are 10, 24, 50, and &#039;&#039;possibly&#039;&#039; 100. If you&#039;re using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Mental]] up to 13 or 16 ranks&#039;&#039;&#039;: The major early benchmarks are [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I&#039;m not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body&#039;s stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.&lt;br /&gt;
* &#039;&#039;&#039;[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore&#039;&#039;&#039;: To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why anyone would train to account for the mstrike MOC thresholds &#039;&#039;and&#039;&#039; the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.&lt;br /&gt;
&lt;br /&gt;
My monk, Sariara, prefers Fury in most hunts, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don&#039;t even get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I&#039;ll discuss in the Offensive Specialization section.&lt;br /&gt;
&lt;br /&gt;
However, Clash is a very weak technique compared to unfocused mstrikes. Mstrikes&#039; bonus jab allows double the number of attacks for the first engagement with the enemy, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she can use focused mstrikes for single targets, even though they&#039;re slightly weaker than Fury because of her Grapple Specialization, while leaving the unfocused mstrike option open for battling hordes.&lt;br /&gt;
 &lt;br /&gt;
Your MOC training plan doesn&#039;t need to assume that mstrikes or techniques are either/or!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Niche Skills===&lt;br /&gt;
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Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]] and [[Mental Mana Control]]&#039;&#039;&#039;: Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game &#039;&#039;unless&#039;&#039; you&#039;re surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Monks get immense value out of at least the first 20 ranks. See the Trade Secrets section!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s more expensive than First Aid. Slightly reduces duration of stuns, but monks don&#039;t get stunned very often. Like First Aid, I recommend it during the first 19 levels. Afterward, train it only if you want to excel at skinning bounties &#039;&#039;and&#039;&#039; have already trained First Aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk mana sharing breakpoints!&lt;br /&gt;
&lt;br /&gt;
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.&lt;br /&gt;
&lt;br /&gt;
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.&lt;br /&gt;
&lt;br /&gt;
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.&lt;br /&gt;
&lt;br /&gt;
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.&lt;br /&gt;
&lt;br /&gt;
Just remember: 5, 7, 10, 24!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at 24 mana control, consider going to 25! This unlocks [[Multicast|multicasting]], the ability to cast a buff spell twice in one cast. For self-cast spells, that&#039;ll take you to full duration in 3 RT instead of 6, which is nice quality of life!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
&lt;br /&gt;
Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
&lt;br /&gt;
Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midgame and Later Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]] at half your level&#039;&#039;&#039;: After you&#039;re finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you&#039;re still not feeling hardy enough.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Spiritual]] up to 2 or 7 ranks&#039;&#039;&#039;: I&#039;d ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It&#039;s very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you&#039;re a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that&#039;s all the way at 20 ranks.) If you don&#039;t want to rely on the invoker or others, I&#039;d say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.&lt;br /&gt;
* &#039;&#039;&#039;Minor Mental up to 20 or 25 ranks&#039;&#039;&#039;: [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #4: The Spirit Barrier Irony!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! &#039;&#039;Lowering&#039;&#039; your UAF in exchange for increasing your DS via Spirit Barrier isn&#039;t nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren&#039;t like (weapon-using) rangers who would find trading &#039;&#039;AS&#039;&#039; for DS completely untenable. This spell can be worth a second look!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Post-Cap Skills===&lt;br /&gt;
&lt;br /&gt;
Eventually you can train everything if you play long enough, but here are some considerations for what to prioritize if or when you reach post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Edged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that&#039;s not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can&#039;t be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery is another possibility for diversifying. Unlike with katars, AS-based &#039;&#039;ranged&#039;&#039; attacks don&#039;t necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren&#039;t exactly &#039;&#039;poor&#039;&#039; at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Item Use]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Supplementing DS with [[small statue]]s is eventually a good idea for every profession and MIU bolsters their duration. (As a historical note, MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta&#039;Faendryl, the Ruined Temple, or the Sanctum of Scales. However, that&#039;s largely immaterial these days. [[Spell sever]] has supplanted spellburst in newer capped hunting grounds like the Hinterwilds, Moonsedge Castle, and the Hive--and, although these are technically Ascension grounds aimed at far post-cap characters, monks are able to do well in them long before other professions, including even at fresh cap, due to the unique qualities of unarmed combat.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual up to 20 or 40 ranks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It&#039;ll become apparent enough when that&#039;s the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I&#039;m fairly certain that my second monk Sariara will ignore them when the time comes. Voln already offers a fine substitute for fogging, Wall of Force isn&#039;t what it used to be when it had no cooldown, and having fewer spell ranks means more redux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental up to 48 or 50 ranks (or beyond)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they&#039;re more for hunting things like bandits and pirates or just messing around than for casting in &amp;quot;real&amp;quot; hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I&#039;ll elaborate further there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secret Sauce of Lores===&lt;br /&gt;
&lt;br /&gt;
This section contains tables to visualize lore thresholds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Telepathy Ranks&#039;&#039;&#039;||0||6||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039;&amp;lt;/font&amp;gt;||80||150&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mind Over Body Stamina Reduction&#039;&#039;&#039;||20%||25%||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;35%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Green&amp;lt;/font&amp;gt;&#039;&#039;&#039;: The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.&lt;br /&gt;
&lt;br /&gt;
Aside from Mind Over Body, a couple of Telepathy&#039;s more minor claims to fame for monks include:&lt;br /&gt;
&lt;br /&gt;
* 25 ranks allow [[Soothing Word (1201)|Soothing Word]] to remove sheer fear and grant 30 seconds of immunity to it&lt;br /&gt;
* 15, 45, and 90 ranks improve the spawn rate of [[Provoke (1235)|Provoke]]&lt;br /&gt;
&lt;br /&gt;
You can work around sheer fear in other ways by being in Voln or getting your robes sanctified, but the Soothing Word option exists.&lt;br /&gt;
&lt;br /&gt;
Provoke is an interesting niche, but not a major selling point in my eyes. Training 35 Minor Mental ranks asks a ton pre-cap and Provoke becomes less effective the more people are hunting in an area. Most capped hunting grounds are either very crowded, so Provoke does little, or they&#039;re not crowded because they&#039;re extremely dangerous, which makes Provoke a bad idea.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 2&#039;&#039;&#039;||&#039;&#039;&#039;Level 5&#039;&#039;&#039;||&#039;&#039;&#039;Level 15&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Full leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforced leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Double leather||Leather breastplate||Cuirbouilli leather||Studded leather&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||||Double leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Leather breastplate&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Cuirbouilli leather||Studded leather||Brigandine&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||||||Cuirbouilli leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Studded leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Brigandine&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||||||||Brigandine||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Double chain&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||||||||Double chain||Augmented chain&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||||||||Chain hauberk&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;105 Transformation&amp;lt;/font&amp;gt;|||||||||||||Metal breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;140 Transformation&amp;lt;/font&amp;gt;|||||||||||||Augmented breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;180 Transformation&amp;lt;/font&amp;gt;|||||||||||||Half plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You&#039;ll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it &#039;&#039;is&#039;&#039; amazing and I recommend it highly for a magical monk--I&#039;d consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won&#039;t be the majority of my readers.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Pink&#039;&#039;&#039;&amp;lt;/font&amp;gt;: My recommendations for which levels to meet which Iron Skin thresholds if you&#039;re undecided. You have more leeway at level 50 on to push lores higher, so I&#039;ve highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.&lt;br /&gt;
&lt;br /&gt;
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell&#039;s effect has improved over the previous breakpoint.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||&#039;&#039;&#039;Dragonclaw UAF Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Brace Disarm Rate&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0||10||25%&lt;br /&gt;
|-&lt;br /&gt;
||1||11||&lt;br /&gt;
|-&lt;br /&gt;
||3||12||27%&lt;br /&gt;
|-&lt;br /&gt;
||6||13||&lt;br /&gt;
|-&lt;br /&gt;
||7||||29%&lt;br /&gt;
|-&lt;br /&gt;
||10||14||&lt;br /&gt;
|-&lt;br /&gt;
||12||||31%&lt;br /&gt;
|-&lt;br /&gt;
||15||15||&lt;br /&gt;
|-&lt;br /&gt;
||18||||33%&lt;br /&gt;
|-&lt;br /&gt;
||21||16||&lt;br /&gt;
|-&lt;br /&gt;
||25||||35%&lt;br /&gt;
|-&lt;br /&gt;
||28||17||&lt;br /&gt;
|-&lt;br /&gt;
||33||||37%&lt;br /&gt;
|-&lt;br /&gt;
||36||18||&lt;br /&gt;
|-&lt;br /&gt;
||42||||39%&lt;br /&gt;
|-&lt;br /&gt;
||45||19||&lt;br /&gt;
|-&lt;br /&gt;
||52||||41%&lt;br /&gt;
|-&lt;br /&gt;
||55||20||&lt;br /&gt;
|-&lt;br /&gt;
||63||||43%&lt;br /&gt;
|-&lt;br /&gt;
||66||21||&lt;br /&gt;
|-&lt;br /&gt;
||75||||45%&lt;br /&gt;
|-&lt;br /&gt;
||78||22||&lt;br /&gt;
|-&lt;br /&gt;
||88||||47%&lt;br /&gt;
|-&lt;br /&gt;
||91||23||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn&#039;t make a huge difference. Brace, on the other hand, can be impactful &#039;&#039;if&#039;&#039; you&#039;re getting hit by physical attacks. I wouldn&#039;t go out of my way to push Transformation for Brace alone, but if you&#039;re already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we&#039;ll look at in the Meditation Resistance section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Training Snapshots===&lt;br /&gt;
&lt;br /&gt;
For illustration and discussion purposes, here&#039;s what my most recent monk Sariara has looked like at various level thresholds--or, in the case of level 30, what she &#039;&#039;should&#039;&#039; have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Level 20&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 40&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 60&#039;&#039;&#039;||&#039;&#039;&#039;Level 70&#039;&#039;&#039;||&#039;&#039;&#039;Level 80&#039;&#039;&#039;||&#039;&#039;&#039;Level 90&#039;&#039;&#039;||&#039;&#039;&#039;Level 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||0||0||0||0||0||0||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||24||48||74||100||114||134||134||144||144&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||44||65||85||105||125||149||165||187||207&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||24||35||55||55||55||55||55||60||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||44||64||84||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||44||64||125||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||10||10||10||10||20||20||38||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||5||5||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||15||15||15||15||15||15||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||20||30||40||50||60||72||82||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||10||10||10||20||20||40||40||60||60&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||10||10||10||10||10||10||40||0||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||20||30||20||25||30||35||40||42||42&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||40||43||42||48||60||72||83||95||167&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039;||0||0||0||0||3||3||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Mental&#039;&#039;&#039;||12||13||14||16||20||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;(spare TPs)&#039;&#039;&#039;||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s break down some of the more unusual things you might notice!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I could have done the one rank of Two Weapon Combat much sooner, but didn&#039;t particularly feel the need for the quick DS.&lt;br /&gt;
&lt;br /&gt;
Combat Maneuvers are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.&lt;br /&gt;
&lt;br /&gt;
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she&#039;d maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM &#039;&#039;is&#039;&#039; her second post-cap goal, finally; it&#039;s currently at 190 as she approaches 8.6m experience.)&lt;br /&gt;
&lt;br /&gt;
Max Brawling, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.&lt;br /&gt;
&lt;br /&gt;
Physical Fitness and Dodging are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks&#039; training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
I took a little bit of early Harness Power, then slacked off for a while, then finally only began pushing it in the late game as an efficient way to wear more spells in &#039;&#039;spellburst&#039;&#039; hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90).&lt;br /&gt;
&lt;br /&gt;
I started First Aid relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She eventually picked it back up post-cap, but the table only shows up to fresh 100.&lt;br /&gt;
&lt;br /&gt;
Swimming and Climbing are skills that you might not need at fresh cap if you intend to stick to a specific hunting ground for a long time. I dropped Swimming since the Sanctum doesn&#039;t have any water and the only swimming in the Hinterwilds can be bypassed with Water Walking or Symbol of Return (among other options), but hunters of the Atoll, Ruined Temple, or Sailor&#039;s Grief would want it. Conversely, I kept Climbing because the Sanctum has a pretty tough check, but various other hunting grounds don&#039;t. For where Saria&#039;s currently at long after the initial publication of this guide, she could actually skip both Swimming and Climbing.&lt;br /&gt;
&lt;br /&gt;
Saria heavily pushed Trading early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated.) Similar story for Minor Mental, which came out of the gate fast, then inched to 20 at level 60 and stayed there.&lt;br /&gt;
&lt;br /&gt;
Level 30 and 100 spare TPs are there because I was hoarding for the next MOC thresholds while level 70 spare TPs are there because I was hoarding for the 20 Minor Spiritual threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn&#039;t care about any of the in-between spells, so might as well preserve higher redux until then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Exclusive Choices==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meditation Resistance===&lt;br /&gt;
&lt;br /&gt;
One neat monk perk I haven&#039;t mentioned yet is that their [[Verb:MEDITATE#Damage_Resistance|MEDITATE verb]] allows them to gain resistance to one selected damage type! It offers 10% resistance to start, then improves at these thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||0||1||3||6||10||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;15&amp;lt;/font&amp;gt;&#039;&#039;&#039;||21||28||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;36&amp;lt;/font&amp;gt;&#039;&#039;&#039;||45||55||66||78||91&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||10%||12%||14%||16%||18%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;20%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||22%||24%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;26%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||28%||30%||32%||34%||36%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And if you decide to go ham post-cap with Ascension and enhancives:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||38%||40%||42%||44%||46%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted 15 and 36 Transformation because 20% and 26% (translation: &amp;quot;25% or more&amp;quot;) are extremely notable benchmarks. I &#039;&#039;could&#039;&#039; fully elaborate, but people who aren&#039;t Whirlin and me would probably get bored to tears by the rows and charts I&#039;d need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV&#039;s crit system, and how it relates to order of operations with redux and crit padding.&lt;br /&gt;
&lt;br /&gt;
Suffice it to say this:&lt;br /&gt;
&lt;br /&gt;
Because of rounding and the nature of GSIV crits, it wouldn&#039;t be merely &#039;&#039;underestimating&#039;&#039; 20% and 25% resistance to say that they&#039;re twice as effective or two and a half times as effective as 10% resistance, but &#039;&#039;completely off base&#039;&#039; by orders of magnitude. The upgrade is huge.&lt;br /&gt;
&lt;br /&gt;
That said, which damage type should you resist? You can change your type any time, but these jump out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold&#039;&#039;&#039;: Useful for Icemule-based hunting at various levels.&lt;br /&gt;
* &#039;&#039;&#039;Crush&#039;&#039;&#039;: A very common damage type, like all physical damage types. Particularly helpful for gigantic creatures that fall on you as they die.&lt;br /&gt;
* &#039;&#039;&#039;Electrical&#039;&#039;&#039;: The most lethal damage type, albeit somewhat rare. If you&#039;re hunting creatures that use it, though, protect yourself!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;: Useful for Teras Isle, among other specific areas.&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Great against various rock-themed creatures or shield-using creatures, among some others.&lt;br /&gt;
* &#039;&#039;&#039;Puncture&#039;&#039;&#039;: Another common physical damage type. Very deadly if it hits the eyes even on a fairly tame enemy attack, so 20% or 25% resistance will help immensely.&lt;br /&gt;
* &#039;&#039;&#039;Slash&#039;&#039;&#039;: The last of the common physical damage types. Probably the least impressive in a vacuum, but it &#039;&#039;is&#039;&#039; very common.&lt;br /&gt;
&lt;br /&gt;
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!&lt;br /&gt;
&lt;br /&gt;
The only damage types I&#039;d generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn&#039;t stop that aspect. Still, if you&#039;re in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything&#039;s worth considering in the right context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Grapple Specialization]], [[Kick Specialization]], and [[Punch Specialization]], which each improve their respective attacks, but which is right for you? I&#039;ll write about each one as if it&#039;s maxed, but during the earliest levels, these ramp up by gaining 20% of their max effectiveness per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. &amp;quot;Before&amp;quot; is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists.&lt;br /&gt;
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone.&lt;br /&gt;
* If you love Fury or hate setups, this could be the specialization for you!&lt;br /&gt;
* In a vacuum, grapples aren&#039;t ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.&lt;br /&gt;
* Grapple Specialization has little to offer if you exclusively use mstrikes. &amp;quot;Exclusively&amp;quot; is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Turns your [[Spin Kick]] into two Spin Kicks!&lt;br /&gt;
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It&#039;s great fun and can save you in situations where the other two specializations couldn&#039;t.&lt;br /&gt;
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it&#039;s flat out the best mstrike option.&lt;br /&gt;
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven&#039;t become as fast as they&#039;ll eventually be and Spin Kick might not even be an option yet (pre-level 35-36).&lt;br /&gt;
* While Spin Kick performs exceptionally well against like-level foes, it&#039;s not nearly as good against overleveled ones for two reasons: it&#039;s less likely to succeed and you&#039;re much more incentivized to disable those foes immediately. If they don&#039;t attack, you don&#039;t evade, so you don&#039;t Spin Kick.&lt;br /&gt;
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Punch Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.&lt;br /&gt;
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn&#039;t a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.&lt;br /&gt;
* Despite the above, the buff to Clash being minor doesn&#039;t matter if the monk isn&#039;t using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can&#039;t bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specialization Sidebar: Mstrikes with Specified Attack Types!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In case it isn&#039;t clear or in case going into math would be helpful...&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mstrike kick&#039;&#039;&#039; becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike punch&#039;&#039;&#039; can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they&#039;re slower because your Agidex isn&#039;t up to par, punches can still win overall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike grapple&#039;&#039;&#039; is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.&lt;br /&gt;
&lt;br /&gt;
In short...&lt;br /&gt;
&lt;br /&gt;
Use mstrike kick if you&#039;re a high Agidex race who&#039;s at or close to the peak of your Agidex growth.&lt;br /&gt;
&lt;br /&gt;
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you&#039;re a moderate Agidex race or a high Agidex race not yet near your peak, you&#039;re against foes in armor lighter than chain, and you trained Grapple Specialization, but you&#039;re in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)&lt;br /&gt;
&lt;br /&gt;
Use mstrike punch if neither of the above applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I&#039;ve been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).&lt;br /&gt;
&lt;br /&gt;
As for Punch Specialization, I wouldn&#039;t honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn&#039;t necessarily wrong either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Defensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one&#039;s a lot easier than the last!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Block Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they&#039;re expensive to train, monks can&#039;t learn shield skills, and shields significantly decrease their MM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Parry Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to parry melee or ranged attacks--assuming you have [[Brace (1214)|Brace]] active. After parrying, it gives a 25% chance of gaining the [[Counter]] effect, which means your next attack has 1 less RT and costs 25% less stamina (if applicable). This might sound neat until it&#039;s compared to...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say &amp;quot;Brawling&amp;quot; because I&#039;m not even limiting this to unarmed combat. Even if you&#039;re using brawling &#039;&#039;weapons&#039;&#039; like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Martial Stances===&lt;br /&gt;
&lt;br /&gt;
Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let&#039;s review them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Duck and Weave]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most flavorful martial stance.&lt;br /&gt;
&lt;br /&gt;
Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.&lt;br /&gt;
&lt;br /&gt;
This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker&#039;s AS and weapon type have to be good enough compared to the defending creature&#039;s DS and armor type to do meaningful damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Delightful, but bad. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Flurry of Blows]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The screen scrolliest martial stance.&lt;br /&gt;
&lt;br /&gt;
Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.&lt;br /&gt;
&lt;br /&gt;
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren&#039;t good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn&#039;t say it comes close to being worthwhile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Again, great fun, but bad. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Inner Harmony]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most wasted potential of martial stances.&lt;br /&gt;
&lt;br /&gt;
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you&#039;d most want to remove are exactly the ones you can&#039;t because you can&#039;t use Inner Harmony while bound or RT-locked. [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]] this definitely isn&#039;t!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I appreciate the idea behind this stance, but it has little to no appeal in practice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Rolling Krynch Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Almost surely the best martial stance for UC monks.&lt;br /&gt;
&lt;br /&gt;
This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won&#039;t kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least &#039;&#039;might&#039;&#039; kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap.&lt;br /&gt;
&lt;br /&gt;
When I wrote that monks rarely one-shot creatures, that&#039;s true in a vacuum, but Rolling Krynch can at least open that door for them.&lt;br /&gt;
&lt;br /&gt;
Bottom line: the less time you spend in decent positioning, the better off you are, and that&#039;s what Rolling Krynch offers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Slippery Mind]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most defensive martial stance.&lt;br /&gt;
&lt;br /&gt;
When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you&#039;re in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don&#039;t avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
This stance is simple, but really good, offering two lines of defense against a monk&#039;s biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I&#039;d say it&#039;s the very best for a weapon-wielding monk in robes!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Stance of the Mongoose]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most &amp;quot;almost got there&amp;quot; martial stance.&lt;br /&gt;
&lt;br /&gt;
This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you&#039;re running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you&#039;re doing that, thank you for making it this far into the guide for reasons I don&#039;t understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a more typical unarmed combat monk, the good news is that Stance of the Mongoose&#039;s retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it&#039;s always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it&#039;ll pick the tier up type.&lt;br /&gt;
&lt;br /&gt;
That last bit might sound good--and, truthfully, it &#039;&#039;is&#039;&#039; good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it&#039;s not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That&#039;s not necessarily saying much; I&#039;d put it distantly behind Rolling Krynch Stance and Slippery Mind. If you&#039;re running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m not knocking wildly niche monks. Many of my characters who &#039;&#039;aren&#039;t&#039;&#039; monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I&#039;m torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and &#039;&#039;can&#039;&#039; have immense defensive gain!)&lt;br /&gt;
&lt;br /&gt;
This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you&#039;re doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the &#039;&#039;creatures&#039;&#039; do--things you&#039;re actively trying to prevent them from doing, no less!--and, for that matter, only &#039;&#039;some&#039;&#039; of them do it and only &#039;&#039;some&#039;&#039; of the time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Striking Asp Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The best... uh... PvP martial stance?&lt;br /&gt;
&lt;br /&gt;
[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.&lt;br /&gt;
&lt;br /&gt;
Whoever this stance might be good for--if anyone, because I&#039;m not convinced it&#039;s worthwhile in any context other than PvP duels--it&#039;s not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp&#039;s own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs&#039; worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp&#039;s reduced stamina cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
No.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Combat Maneuvers===&lt;br /&gt;
&lt;br /&gt;
I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Acrobat&#039;s Leap]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Useful for short races to make up the height gap.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Bearhug]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that &#039;&#039;are&#039;&#039; so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don&#039;t necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. It&#039;s also a bit worse for small races, but, since it&#039;s an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first.&lt;br /&gt;
&lt;br /&gt;
Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you&#039;re already using them!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a need of controlling the enemy hordes so you can systematically pick them off.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Burst of Swiftness]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don&#039;t recommend using it until you have at least four ranks since the cooldown is very long before then.&lt;br /&gt;
&lt;br /&gt;
If your monk is a fast race, there&#039;s still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar &#039;&#039;mstrikes&#039;&#039;&#039; don&#039;t get faster than 5 seconds regardless of Agidex.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Cheapshots]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I love this suite of disabling skills on rogues and bards, but I don&#039;t think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can&#039;t, Cheapshots won&#039;t either since they&#039;re all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I&#039;d rather get Bearhug or Coup de Grace.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I like two or three ranks to slightly shore up TD weaknesses if you can spare the points, but it&#039;s not mandatory by any means.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Combat Mobility]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points &#039;&#039;are&#039;&#039; a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Coup de Grace]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF buff isn&#039;t what matters (at least for solo UC-oriented monks; it&#039;s amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can&#039;t be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup&#039;s insta-kill, so it&#039;s another helpful option in your toolbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Even though UAF attacks &#039;&#039;can&#039;&#039; power through turtled creatures, turning that &amp;quot;can&amp;quot; into &amp;quot;most likely&amp;quot; is ideal. Feint is the premier combat maneuver for lowering enemies&#039; stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Hamstring]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I mention this for the katar builds. Hamstring can only be used with an edged weapon, but it&#039;s a devastatingly powerful setup-and-damage maneuver all in one. Two Weapon Combat characters will find it even more exceptional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ki Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver&#039;s wiki page recommends it if you aren&#039;t using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.&lt;br /&gt;
&lt;br /&gt;
That said, the stamina cost to use it too often &#039;&#039;is&#039;&#039; real, even with Mind Over Body, so you&#039;ll need heavy Physical Fitness training. It&#039;s more of a midgame or late game skill to me.&lt;br /&gt;
&lt;br /&gt;
Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don&#039;t cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.&lt;br /&gt;
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&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
I&#039;d consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge&#039;s cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you&#039;re willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Character Progression==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats, meditating, or upgrading your monk&#039;s gear later? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
Monks gain new abilities called Feats at various levels, which are as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 0 Monk Feat - [[Kroderine Soul]]====&lt;br /&gt;
&lt;br /&gt;
Kroderine Soul is an opt-in feat that I won&#039;t cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.&lt;br /&gt;
&lt;br /&gt;
In exchange, before level 30, you can&#039;t learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I&#039;ll explain in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
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====Level 0 Monk Feat - [[Martial Mastery]]====&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two &#039;&#039;additional&#039;&#039; weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I&#039;ll explain that too in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
While Martial Mastery is technically learned automatically from level 0, most monks won&#039;t make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I&#039;ll speak more about that in the Odds and Ends section discussing builds off the beaten path.&lt;br /&gt;
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====Level 20 Monk Feat - [[Mystic Tattoo]]====&lt;br /&gt;
&lt;br /&gt;
Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from &#039;&#039;[[Stock_tattoo|nearly 1000 different options]]&#039;&#039; from a stock tattoo list! These are called mundane tattoos.&lt;br /&gt;
&lt;br /&gt;
From level 20 on, monks can upgrade a character&#039;s existing tattoo--including one for which the monk wasn&#039;t the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!&lt;br /&gt;
&lt;br /&gt;
For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer&#039;s choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)&lt;br /&gt;
&lt;br /&gt;
As profession services go--so I&#039;m comparing Mystic Tattoos to Battle Standards, enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this &#039;&#039;can&#039;&#039; be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It  can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.&lt;br /&gt;
&lt;br /&gt;
However, Mystic Tattoos are definitely on the lower end of profession service value overall, so don&#039;t create a monk expecting to start rolling in silver. (...at least not via tattooing, but more on the silver-making secrets of monks later!) GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point, but that it&#039;ll have to wait until empaths and rogues even have services at all.&lt;br /&gt;
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====Level 25 Monk Feat - [[Mystic Strike]]====&lt;br /&gt;
&lt;br /&gt;
A weird one, to say the least. FEAT MYSTICSTRIKE allows a monk to use a small amount of stamina to infuse their next physical UC or melee attack with an effect that debuffs a foe&#039;s defense against warding spells after it lands. While monks do have a few warding spells like Thought Lash, Vertigo, and Mindwipe, those spells are normally better off as setups--if they&#039;re even used at all--than something to set up &#039;&#039;toward&#039;&#039;.&lt;br /&gt;
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====Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]====&lt;br /&gt;
&lt;br /&gt;
At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; is a straightforward buff that improves monks&#039; Iron Skin spell.&lt;br /&gt;
&lt;br /&gt;
Reviewing the basics of Iron Skin first, it improves a monk&#039;s robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA &#039;&#039;without&#039;&#039; Dragonscale Skin.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Dragonscale Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||Double chain||Augmented chain (23 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||Chain hauberk (24 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||105 Transformation|||||||Metal breastplate (33 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||140 Transformation|||||||Augmented breastplate (34 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||180 Transformation|||||||Half plate (35 benefit)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For illustration&#039;s sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she&#039;ll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.&lt;br /&gt;
&lt;br /&gt;
To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.&lt;br /&gt;
&lt;br /&gt;
The alternative to Dragonscale Skin, &#039;&#039;&#039;Mental Acuity&#039;&#039;&#039;, is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk&#039;s first 20 learned Minor Mental spells don&#039;t count. However, instead of a monk&#039;s first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won&#039;t necessarily be exactly twice.)&lt;br /&gt;
&lt;br /&gt;
The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it&#039;s not a route I&#039;m interested in.&lt;br /&gt;
&lt;br /&gt;
In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There &#039;&#039;are&#039;&#039; still reasons to do it. Saving 20 spell ranks&#039; worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks&#039; worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.&lt;br /&gt;
&lt;br /&gt;
Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I&#039;ll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can&#039;t cast Iron Skin &#039;&#039;unless&#039;&#039; they have Mental Acuity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 40 Monk Feat - [[Martial Arts Mastery]]====&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).&lt;br /&gt;
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If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.&lt;br /&gt;
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Level 40 draws a line in the sand, though, to establish that unarmed combat &#039;&#039;is&#039;&#039; the monk&#039;s wheelhouse because Martial Arts Mastery &#039;&#039;is&#039;&#039; the monk&#039;s premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you&#039;ll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like &#039;&#039;double-maxing&#039;&#039; it.&lt;br /&gt;
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Unleash the power and never look back.&lt;br /&gt;
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====Level 50 Monk Feat - [[Perfect Self]]====&lt;br /&gt;
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Perfect Self raises all your stats by +10 (or +5 bonus). That&#039;s it! Your monk hits level 50 and great power drops on their head.&lt;br /&gt;
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Like I&#039;ve said, there&#039;s pretty much no bad monk stat split from level 50 on because of this feat. It&#039;s also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you&#039;re using mstrikes and weapon techniques at all, you&#039;ll notice the improvement!&lt;br /&gt;
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===Gear Upgrades: Armor===&lt;br /&gt;
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Even though fancy gear is more a luxury than a necessity for monks, you might as well upgrade your monk&#039;s gear eventually if you enjoy them! But how and in what way?&lt;br /&gt;
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For armor, I think the answer is to keep it really simple. Most of the expensive armor you can pick up doesn&#039;t do all that much for monks. (...at least not magical non-Kroderine Soul monks, the subject of this guide. I assume expensive armor does way more for KS monks who are tanking more hits.)&lt;br /&gt;
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&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Rusalkan: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts UAF and CS for 10 seconds if it does knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, but the expenses  are enormous. Some contact-based combat maneuvers like Bull Rush can also trigger rusalkan flares.&lt;br /&gt;
* Zelnorn: Uses half of what would be the DS from its enchant as AS (or in monks&#039; case UAF) instead, but doesn&#039;t allow flares or a TD boost to go in the ability slot (AKA category B). Players hit creatures more than creatures hit players, so zelnorn can be fantastic for AS-based professions--but most monks aren&#039;t AS-based. Improving UAF is fairly irrelevant, not justifying the base cost of 50k bloodscrip in the case of monks. Either flares or increased TD would more greatly benefit monks, making use of the ability slot.&lt;br /&gt;
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&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
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* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you&#039;re a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.&lt;br /&gt;
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn&#039;t screaming for more DS and a flare chance for crit padding.&lt;br /&gt;
* [[Forest Armor]]? Monks don&#039;t need a tiny boost to UAF and CS.&lt;br /&gt;
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.&lt;br /&gt;
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk&#039;s seeking.&lt;br /&gt;
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip. Pass.&lt;br /&gt;
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!&lt;br /&gt;
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.&lt;br /&gt;
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You&#039;d have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.&lt;br /&gt;
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&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So my actual answer to the armor question is:&lt;br /&gt;
&lt;br /&gt;
* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
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Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I&#039;ll come back and update the guide at that point!&lt;br /&gt;
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===Gear Upgrades: Weapons===&lt;br /&gt;
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I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I&#039;ll go over the few that I think are worth looking into depending on your budget--plus flourishes and flares!&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;No script or flourish, just basic elemental flares (especially lightning)&#039;&#039;&#039;:&lt;br /&gt;
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This is where I think you should begin if you&#039;re uncertain or just dipping your toe in the water.&lt;br /&gt;
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You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares &#039;&#039;on top&#039;&#039; of it, but that means even heavier investment.&lt;br /&gt;
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Nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later!&lt;br /&gt;
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&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; (price range: 30k to 210k bloodscrip):&lt;br /&gt;
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Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.&lt;br /&gt;
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You might hear dispel flares commonly cited as better than lightning flares in a weapon&#039;s ability slot and the best in class (unless you&#039;re using Flare Affinity for 400k bloodscrip, in which case lightning flares come roaring back). I generally agree with this and would say it&#039;s even more true that dispel is great for UC than for other weapon types due to three factors:&lt;br /&gt;
&lt;br /&gt;
# High volume of attacks&lt;br /&gt;
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount&lt;br /&gt;
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature&lt;br /&gt;
&lt;br /&gt;
There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don&#039;t affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong.&lt;br /&gt;
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All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. These aren&#039;t starter gear, but for committed and reasonably wealthy monks, and should only go onto UC gear that started with a script like Animalistic Spirit, Knockout, or Phytomorphic Weapons. (GEF can&#039;t use dispel flares.)&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
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Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn&#039;t the best since it&#039;s mainly good for knockdowns and monks are very adept at that on their own. My higher exp monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that&#039;s an extra expense.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (As a caveat, though, I highly recommend against the Savage Power unlock, which isn&#039;t particularly good for any build of any profession, and the Wild Backlash unlock, which is excellent for some professions but not all that useful for monks. Animalistic Fury upgrades can be worth it &#039;&#039;if&#039;&#039; you first change the damage type.)&lt;br /&gt;
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Overall, this script has been monks&#039; top pick for years for very good reason on the strength of Revenge Flares, messaging, and being one of the only games in town. However, it&#039;s been five years since Animalistic Spirit and the creator of Animalistic Spirit, GM Avaluka, has debuted a new script called Phytomorphic Weapons that I think is even better for monks!&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
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For unarmed combat, Energy Weapons are only available in the form of &#039;&#039;held&#039;&#039; weapons like a [[cestus]], not handwear and footwear. That&#039;s immediately anathema to some people. I&#039;d agree with them when talking about a -10 or -15 MM weapon, but I&#039;m actually not down on the -5 MM held UC weapons like others.&lt;br /&gt;
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Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.&lt;br /&gt;
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That &#039;&#039;is&#039;&#039; an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don&#039;t use it. Easy enough.&lt;br /&gt;
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The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren&#039;t very useful to monks, so I called mine a one and done.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Obscure Trivia Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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When you&#039;re wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon&#039;s flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?&lt;br /&gt;
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Well, let&#039;s say my Animalistic Spirit gloves still had their default grapple flares, which I don&#039;t value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.&lt;br /&gt;
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This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren&#039;t as favorable or you&#039;re spending currency to upgrade gloves &#039;&#039;and&#039;&#039; a cestus. Still, I stand behind it as at least an &#039;&#039;option&#039;&#039; if your stopping point is a flare and a script flare.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Greater elemental flare|Greater Elemental Flares]] script&#039;&#039;&#039; (price: 40k bloodscrip):&lt;br /&gt;
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These are a gold standard of midrange weapon scripts, at least if you&#039;d consider 40k bloodscrip per item &amp;quot;midrange.&amp;quot; Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.&lt;br /&gt;
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GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I&#039;ve used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the &amp;quot;You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!&amp;quot; messaging.&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than other options such as Animalistic Spirit or Phytomorphic Weapons. Some people pick Knockout for for their handwear or footwear and a different script for the others.&lt;br /&gt;
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As for Skullcrusher, see everything I just said about Knockout, because Skullcrusher costs the same and is mechanically identical except that it goes into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; Animalistic Spirit or Phytomorphic if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic Weapon Shield|Phytomorphic Weapon]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit of a script in the vein of Animalistic Spirit and from the same creator! This one is plant-themed instead of animal-themed and you can customize it yourself via foraging plants. Arboreal Agony is the big selling point of unlockable features here, which makes creatures Disoriented so they&#039;ll have difficulty casting spells--which are one of a monk&#039;s weak points. The default damage type is disintegrate, which is also broadly useful and can have killing power.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (Like with Animalistic Spirit&#039;s Wild Backlash, I&#039;ll give the caveat that Phytomorphic&#039;s Deciduous Decay is far more useful for AS-based professions than UAF-based professions like most monks. Phytomorphic Putrescence upgrades, on the other hand, don&#039;t need you to change the damage type first to get full value, making them either better or cheaper than Animalistic Spirit&#039;s Animalistic Fury counterpart, depending on how you look at it.)&lt;br /&gt;
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RP-wise, I think there&#039;s a very real chance that people will continue to favor Animalistic Spirit going forward. Mechanically, though, I&#039;d say that Arboreal Agony not allowing enemy casters to cast is even better than Animalistic Spirit&#039;s Revenge Flares firing off when dodging physical attacks--and not needing to change the base damage type is also a big win.&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Telepathy or Transformation&#039;&#039;&#039; (price: 400k bloodcsrip):&lt;br /&gt;
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At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training &#039;&#039;and&#039;&#039; great enhancives, but hey, I did say this guide was for 0 exp to 51,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that&#039;s mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.&lt;br /&gt;
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You probably aren&#039;t even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can&#039;t stack on a single creature, so it&#039;s more valuable to have a stronger initial hit since you&#039;d be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that&#039;s a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, &#039;&#039;focused&#039;&#039; mstrikes still favor Transformation due to DoTs not stacking.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. Buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later, for example. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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If there&#039;s only one service I&#039;d recommend for a monk, it&#039;s Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)&lt;br /&gt;
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As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you&#039;re only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won&#039;t, but even a lighter hit might stun a creature--and stunning increases UC&#039;s most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Battle Standards have a few other perks, but these are the main ones making them so good for monks.&lt;br /&gt;
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Battle Standards have charges and periodically need recharging, which will cost you. I don&#039;t believe we have hard confirmation on how the charges drain, but &#039;&#039;if&#039;&#039; (if!) it&#039;s identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith (1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
&lt;br /&gt;
The temporary healing is difficult to advise on because its value heavily depends on how much risk you take in hunting. That benefit is about knowing yourself well enough to know if you&#039;ll like it or not. Same goes for more max health; I see the value for small races roughly doubling their health, but otherwise don&#039;t consider it particularly valuable. However, opinions vary widely. As for max stamina, monks already have Mind Over Body--but, even if they didn&#039;t, you can shore up stamina far more cheaply with conventional regen enhancives than with Bloodstone Jewelry.&lt;br /&gt;
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As for everything else, the value for a monk--at least a magical monk--is like a mishmash of weaker Battle Standards and weaker Ensorcell. Bloodstone Jewelry and Ensorcell both offer stamina regeneration, which is a great in a vacuum, but Ensorcell&#039;s version of stamina regeneration is a flare chance (which is effective with frequent UC attacks) instead of a per minute effect and never requires paying again for recharging. There is something to be said for having both Bloodstone Jewelry and Ensorcell since Ensorcell usually won&#039;t restore stamina unless your health is full and Bloodstone Jewelry helps keep your health full--but, then again, just having herbs or using society abilities could also keep your health full.&lt;br /&gt;
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Extra health damage, on the other hand, is a reasonable selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it does affect every attack instead of 20% of attacks--and 1-5 damage might not sound like a lot, but when it&#039;s every attack, it does matter. On average, you&#039;ll get the Major Bleed effect after every 16.67 attacks, which is decently powerful in its own right. All that said, Bloodstone Jewelry add extra damage until its fifth and final tier, so you&#039;d probably be paying a premium to get it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Either go all the way with this service or pass on it unless someone&#039;s offering a steal. I wouldn&#039;t call this a particularly monk-oriented service unless you&#039;re a Kroderine Soul build or a small race.&lt;br /&gt;
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(Since this is alphabetically the first service I&#039;m recommending against, I&#039;ll clarify that that doesn&#039;t mean it&#039;s a bad service; even Enchant isn&#039;t particularly great for monks, as we&#039;ll see later, and that&#039;s a classic service. I&#039;m simply saying that, when you&#039;re reading a monk guide because you&#039;re making a monk, don&#039;t view this service through the lens of playing your warrior, your semi, or your Sunfist pure, who would all make better use of more of the Bloodstone Jewelry perks.)&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like many of the most recent profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they&#039;re already amazing at. (By contrast, casters see excellent benefit from things like FOF defense and the myriad bonuses to maneuver defense.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat.&lt;br /&gt;
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Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. Unlike with Battle Standards, jabs don&#039;t flare with Poisoncraft. Poisons don&#039;t affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren&#039;t lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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It&#039;s worth learning at least Poisoncraft even though the other Covert Arts don&#039;t do much for monks. Recharging Poisoncraft isn&#039;t much cheaper--if any cheaper--than learning more Arts and learning them &#039;&#039;also&#039;&#039; recharges, so once you&#039;re in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves UAF (or AS if you&#039;re using a weapon) while enchanting armor improves DS.&lt;br /&gt;
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UAF offers minimal help for all the reasons described in the Unarmed Combat Primer. DS is more compelling, especially once you&#039;re hunting areas with the [[spell sever]] mechanic. Monks have the game&#039;s cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they &#039;&#039;are&#039;&#039; regularly in offensive stance. I don&#039;t go hard on improving monk DS, but it can&#039;t hurt either.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but improving it doesn&#039;t matter much otherwise.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling armor improves CvA and enemy spells are a weak point, so I&#039;d say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling adds much more gear difficulty than sanctifying. (For much more on the intricacies of gear difficulty and order of operations for upgrading gear, see [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|my service guide]]! For our purposes here, though, basically just know that tiers 2-5 of Ensorcell should usually be done after finishing the enchanting and sanctifying you want. The order of enchanting and sanctifying doesn&#039;t matter much, though.)&lt;br /&gt;
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For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.&lt;br /&gt;
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I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy. You already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul, but only after finished with enchanting and sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible. They improve virtually every offensive and defensive aspect of combat, which is like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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...but monks aren&#039;t most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.&lt;br /&gt;
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Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you&#039;re probably firing off a lot of those. On the bright side, since Lucky Items&#039; charges drain depending on the amount of time spent in combat, that aspect does pair well with monks&#039; high volume of attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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If this were any other profession, I&#039;d be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they&#039;re tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you&#039;re a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I&#039;d recommend your silvers go elsewhere first--but only &amp;quot;first.&amp;quot; Luck is powerful and you should get it eventually, just not as a high priority. I&#039;d take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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Despite Mystic Tattooing being a monk&#039;s own ability, it&#039;s not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won&#039;t consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include:&lt;br /&gt;
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* Strength to decrease encumbrance, especially for small races&lt;br /&gt;
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to slightly improve defense against spiritual magic&lt;br /&gt;
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Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can&#039;t go further than &amp;quot;arguably&amp;quot; since the others will have more impact when they &#039;&#039;do&#039;&#039; have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would.&lt;br /&gt;
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Mystic Tattoos are slated for a future upgrade. The current proposal includes adding a skill bonus up to +10, flares to double the stat and skill bonuses for a short duration, an activated ability with a cooldown to double the stat and skill bonuses for a short duration, and ignoring enhancive limits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Until the future update, I&#039;d only tattoo yourself in your spare time when you can&#039;t find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins&#039; Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there&#039;s &#039;&#039;some&#039;&#039; merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you&#039;d have to know you&#039;ll be running into that damage type consistently for a while.&lt;br /&gt;
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On an obscure note, nature resistance is unique to ranger trinkets. Monks can&#039;t meditate against it and even the Ascension system can&#039;t train to defend against it. However, an extremely small number of creatures use nature damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.&lt;br /&gt;
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The first five tiers of Sanctify have dubious value for UC gear (unless you&#039;re buying the first tier specifically because of the Kai&#039;s Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you&#039;re willing to pay for the first five tiers&#039; minimal value just to get to holy fire.&lt;br /&gt;
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Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it&#039;ll only trigger for certain combat maneuvers or when the undead hit you.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get the first five tiers on your robes unless you&#039;re absolutely certain you&#039;ll never have interest in hunting high-level undead. Holy fire isn&#039;t a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don&#039;t bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify).&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
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Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It&#039;s still marginally useful for good positioning (very specifically good positioning). Crit padding is more broadly useful. Either way, neither is useful enough to justify paying warriors unless they&#039;re charging less than the automated WPS smithy that comes around every couple of months. (They probably aren&#039;t!) Use that instead to bring your robes up to speed.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn&#039;t terribly desirable for most players, monks or otherwise.&lt;br /&gt;
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An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I&#039;d say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary:&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Battle Standard up to P3 as soon as possible&lt;br /&gt;
* Enchant armor up to +30 relatively quickly&lt;br /&gt;
* Ensorcell UC gear to T1 relatively quickly&lt;br /&gt;
* Battle Standard up to P5 relatively quickly&lt;br /&gt;
* Either Sanctify UC gear all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Sanctify armor unless very rarely hunting undead&lt;br /&gt;
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Slowly enchant UC gear over time&lt;br /&gt;
* Padding to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Slowly Ensorcell armor over time&lt;br /&gt;
* Weighting to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge&lt;br /&gt;
* Bloodstone Jewelry if you want it&lt;br /&gt;
* Slowly enchant armor past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell UC gear past T1 over time, if ever&lt;br /&gt;
* Mystic Tattoo only if you can&#039;t sell yours, but selling it is preferable to fund all of the above&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
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Congratulations, you&#039;ve got a cap and a half worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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Since it&#039;s not relevant to the large majority of players, I&#039;ve only vaguely talked about monks&#039; advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they&#039;re &amp;quot;done enough&amp;quot; with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements.&lt;br /&gt;
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Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.&lt;br /&gt;
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I did say this guide was for magical monks from 0 to 51,000,000 experience, so what should you do with Ascension Training Points (ATPs)?&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race.&lt;br /&gt;
* &#039;&#039;&#039;Brawling&#039;&#039;&#039;: +2 UAF per rank. I&#039;m not going to knock UAF this time because, once we&#039;re talking Ascension, we&#039;re talking marginal gains almost no matter what you do. Get it if you like numbers going up!&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Increased maneuver defense every two ranks, but half as much increase as Agility. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race. For the weapon route, specifically, Dexterity also adds crit weighting.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction. &#039;&#039;Now&#039;&#039; I&#039;ll knock UAF again! If we&#039;re already in the realm of diminishing returns from exp, then there&#039;s a serious argument that the best path is staying out hunting longer for loot and turning the proceeds into profession services or pay event items (via event boxes and trading silver for pay event currencies on the secondary market). Enter Porter, the Ascension skill for reducing your encumbrance by 2 pounds per rank to extend your loot hunts.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: If you&#039;re firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body and Ensorcell no longer enough. If that&#039;s you, you&#039;ll know when to train this--or just buy stamina regen enhancives and Bloodstone Jewelry.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks.&lt;br /&gt;
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During earlier versions of this guide, I was also open to Aura, Dodging, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let&#039;s finally delve into the Elite skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is Monks&#039; Everything&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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There&#039;s a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones potentially relevant to (magical) monks in green:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Automatic Success of Certain Spells&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;UC - Tier Up Probability&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I&#039;d argue that usually it&#039;s at or near the top end of value &#039;&#039;in&#039;&#039; that application:&lt;br /&gt;
&lt;br /&gt;
* Improving UC tier ups is, naturally, at its best for the profession most built around UC.&lt;br /&gt;
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy&#039;s EBP means improving MM, which is a UC monk&#039;s most important offensive combat number.&lt;br /&gt;
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don&#039;t use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here.&lt;br /&gt;
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn&#039;t go so far to say it&#039;s at its best here, which I think goes to pures who become capable of warding off spells from (some) &#039;&#039;pure&#039;&#039;-style Ascension creatures, but it&#039;s a pretty narrow win.&lt;br /&gt;
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln.&lt;br /&gt;
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks.&lt;br /&gt;
* Improving ambush defense is a benefit I place almost no value on for any profession and build &#039;&#039;except&#039;&#039; magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don&#039;t have 105 or more Transformation lore, so defense is valuable.&lt;br /&gt;
&lt;br /&gt;
(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do &#039;&#039;have&#039;&#039; the occasional spots of value. The auto-success spell benefits don&#039;t do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.)&lt;br /&gt;
&lt;br /&gt;
Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can!&lt;br /&gt;
&lt;br /&gt;
Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I&#039;d also argue that there&#039;s less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds.&lt;br /&gt;
&lt;br /&gt;
As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they&#039;re both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn&#039;t have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more &#039;&#039;total&#039;&#039; Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she&#039;s only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn&#039;t need to work for at all because monks have Perfect Self and Burst of Swiftness.&lt;br /&gt;
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Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They&#039;re simply the most exp-efficient profession in the game.&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
&lt;br /&gt;
The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and you want them to hit more reliably.&lt;br /&gt;
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&#039;&#039;&#039;Bold Brawler&#039;&#039;&#039;&lt;br /&gt;
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 Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
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A self-explanatory staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy!&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
&lt;br /&gt;
Pretty good reactive damage that comes at full power out of the gate. Needing an SMR check does slightly hinder its efficiency against overleveled creatures, but that&#039;s offset by the fact that it can go after multiple targets to hit at least one of them. Importantly, note that &amp;quot;a rank 2+ critical strike&amp;quot; refers to a rank 2 critical &#039;&#039;based on a crit table,&#039;&#039; not a rank 2 wound. Usually a rank 2 critical only creates a rank 1 wound; for example, rank 2 [[Slash_critical_table|slash crits]] are always rank 1 wounds unless they hit an eye. In other words, even very light hits can get this going, but just not the absolute lightest hits.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
&lt;br /&gt;
Reasonable if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to monks&#039; combination of inexpensive Harness Power costs, not much to spend that mana on, not being in full plate like warriors (and so valuing the DS more), and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don&#039;t know any of those other than my own).&lt;br /&gt;
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&#039;&#039;&#039;Ether Flux&#039;&#039;&#039;&lt;br /&gt;
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 When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
&lt;br /&gt;
For clarity, it can occur once &#039;&#039;per creature&#039;&#039; per minute. You can more or less consider it once per creature, period. For even more clarity, Ether Flux itself isn&#039;t a flare &#039;&#039;chance&#039;&#039;; it&#039;s described as a flare because it deals a random amount of disruption damage within the range of disruption flares, but it always triggers once you meet the condition of three types of elemental damage. Ether Flux has no tiers and comes at full power immediately, which is also nice. It&#039;s a very good perk &#039;&#039;if&#039;&#039; you can get it going, but that&#039;s the question: can you? Monks don&#039;t innately deal elemental damage, but it still might be easier than you think.&lt;br /&gt;
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Some options for elemental flares include conventional ability slot flares, Battle Standards of applicable Arkati or spirits, certain Gemstone properties like Blood Boil or Infusion (see both in rares further below) or Thorns (in legendaries), holy fire or holy water when hunting undead, or script flares of elemental types (like buying a flare type change for Animalistic Spirit or Phytomorphic Weapon). That&#039;s already up to seven sources of elemental flares and I&#039;m not describing anything too wildly out of the way or anything that&#039;s very expensive by post-cap standards.&lt;br /&gt;
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Whether you&#039;re mstriking or using Fury, monks fire off a lot of attacks, so as long as you have a decent base of varied flare types, the odds on those can stack up to force a lot of Ether Flux triggers through. That said, if you don&#039;t have that decent base, I wouldn&#039;t necessarily go out of my way working up to it. This is a very solid B or maybe B+ common, but it&#039;s no Bold Brawler, Flare Resonance, Stamina Prism, or Storm of Rage.&lt;br /&gt;
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&#039;&#039;&#039;Flare Resonance&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
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Assuming you have flares on your handwear and your footwear (and if you don&#039;t, then you should!), this is another staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries.&lt;br /&gt;
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[[Flare Affinity]] basically supercharges your flares to hit substantially harder. Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. (If you &#039;&#039;are&#039;&#039; someone who already has the Flare Affinity flourish, you wouldn&#039;t want this property since they don&#039;t stack.) The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk&#039;s handwear &#039;&#039;and&#039;&#039; footwear would cost 800k bloodscrip.&lt;br /&gt;
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In short, make your flares spend less time poking and more time killing. &lt;br /&gt;
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&#039;&#039;&#039;Force of Will&#039;&#039;&#039;&lt;br /&gt;
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 You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
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This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! You can also consider trying to sell for decent silver since solo hunters of almost every profession like this one for general purposes. (The exceptions are bards, who can already get rid of almost all of these conditions with their own [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]], and maybe clerics, who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die.)&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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The UAF boost is fairly immaterial for all the reasons you know by now about UAF, but the maneuver boost makes for an acceptable placeholder for most monks to use while looking for better Gemstones in the long run. That said, I wouldn&#039;t recommend upgrading it except possibly on a monk who makes very heavy use of extremely endroll-dependent attacks like Spin Kick or Bearhug.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
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 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
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Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
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 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
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This might be the highest ceiling Gemstone property of all for monks. It&#039;s easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don&#039;t run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they&#039;re off cooldown and Ki Focus when the mstrikes &#039;&#039;are&#039;&#039; on cooldown, thus basically only using stamina for the latter. However, if you started stacking on enhancives, Ascension, and Stamina Prism to start recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and &#039;&#039;still&#039;&#039; not run out of stamina.&lt;br /&gt;
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In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits, but you can be even more of a whirlwind in battle if you build for it!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
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If you&#039;ll battle just about any creature in your preferred hunting ground and it&#039;s a fairly swarmy place, this is an extraordinary property since you&#039;ll have the boost going constantly. UC monks or weapon monks will both love this property! Even if you&#039;re picky about which creatures you battle or if you hunt a slower area, it&#039;s still excellent. The only other thing is to consider is that it&#039;s a top tier common for virtually every build of virtually every profession--any weapon user, any UC build, any magical bolter--and so people are likely to pay very well for it if you&#039;d rather have the silvers!&lt;br /&gt;
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&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
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Mini Storm of Rage, except you always have the boost even if you&#039;re in the slowest of areas or if you&#039;re selectively hunting a single creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you&#039;ll almost definitely have at least one of those.&lt;br /&gt;
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&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
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 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
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If you&#039;re using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn&#039;t.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
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Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death. Don&#039;t use this if you go the Kroderine Soul route.&lt;br /&gt;
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&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
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A high quality Gemstone property for almost every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky; they can&#039;t outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened. A possibly bigger obstacle is that Blood Boil, of course, only works on creatures with blood! That won&#039;t be an obstacle in most hunting grounds, but if you try to exclusively hunt undead who have no blood (most undead by far don&#039;t; a few do), this wouldn&#039;t be the property for you.&lt;br /&gt;
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&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
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 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
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Despite having some anti-synergy with Spin Kick, it&#039;s very hard to ignore the value of a universal 5% chance to avoid and (to an extent) counter AS attacks. All else being equal, it &#039;&#039;is&#039;&#039; better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!)&lt;br /&gt;
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&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
&lt;br /&gt;
Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you&#039;re one of the rare monks who uses CS spells in combat.&lt;br /&gt;
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&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
&lt;br /&gt;
Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that&#039;s exactly what I&#039;d recommend, but they&#039;re mutually exclusive.)&lt;br /&gt;
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&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
Journeyman Tactician, but twice as good. Like its common counterpart, the UAF boost isn&#039;t noteworthy for a UC monk (it is good for a weapon monk, though!), but if you make heavy use of SMR attacks, I think it can be a reasonable long-term property for you. If not, I&#039;d either sell it to someone willing to pay top silvers or reroll until you get a better rare property.&lt;br /&gt;
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&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
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If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That&#039;s an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you&#039;re looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I&#039;ll cover shortly, you might consider working your entire build around it...&lt;br /&gt;
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&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
It&#039;s definitely not flashy, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS. Here&#039;s a possible solution to that! More lightweight races are more likely to appreciate this too.&lt;br /&gt;
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&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
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&#039;&#039;&#039;Thirst for Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Twice as strong as its already very powerful common counterpart, Taste of Brutality... or is it? The common version&#039;s 5% penalty when taking hits is negligible, but a 10% penalty isn&#039;t as easily dismissed. Still,  the increased DF is fantastic, so I&#039;d say you should consider your options with this one. If you have high redux &#039;&#039;and&#039;&#039; high Transformation lore, get it, love it, and upgrade it all the way. If you only have one of those, then you could simply treat it like Taste of Brutality by leaving it un-upgraded. 6% on both ends with no upgrades is comparable to the fully upgraded Taste of Brutality&#039;s 5%, after all, and nothing says you have to upgrade it at any point, never mind right away.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It&#039;s actually difficult to even sell you on this because it&#039;s so straightforward that I shouldn&#039;t have to. It&#039;s a 10% double attack chance on every attack!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that&#039;s also solid for monks and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystic Impulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
&lt;br /&gt;
Hear me out. This is a very, very specific niche, but it&#039;s incredible within that niche, which is that you&#039;re a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise.&lt;br /&gt;
&lt;br /&gt;
If all of that&#039;s true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you&#039;ll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you &#039;&#039;aren&#039;t&#039;&#039; running the Serendipitous Hex build, then I&#039;d honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.&lt;br /&gt;
&lt;br /&gt;
Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power&#039;s effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that&#039;s with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Great general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF boost is, as always, borderline immaterial unless you&#039;re a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy that works well with the free jabs in your mstrikes! Unlike traditional dispel flares, these are post-resolution, so they&#039;re slightly less reliable. However, UC monks tend to have no trouble making their attacks land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here are some hypothetical ideal layouts!&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Traditional Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# &#039;&#039;(Blood Boil)&#039;&#039; (rare 2 of 3)&lt;br /&gt;
# &#039;&#039;(Thirst for Brutality)&#039;&#039; (rare 3 of 3)&lt;br /&gt;
# Force of Will (common 5 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 6 of 7)&lt;br /&gt;
# Journeyman Tactician if using Thirst for Brutality, otherwise Taste of Brutality (common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
Blood Boil and Thirst of Brutality are parenthetical and italicized because they&#039;re slightly conditional picks. For general purposes, that&#039;s what I&#039;d go with, but specific hunting ground choices or even gear can change everything. Blood Boil might be useless if you primarily hunt undead without blood. Tethered Strike, not listed, might be superior to either Blood Boil or Thirst of Brutality if you regularly hunt evasive creatures. Anointed Defender, also not listed, could be the way to go if you&#039;ve managed your gear and training in such a way that the TD boost can push you just out of range of dangerous CS attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Very Magic-Heavy Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# &#039;&#039;(Serendipitous Hex)&#039;&#039; (rare 1 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Greater Arcane Intensity (rare 3 of 3)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# Arcane Intensity (common 5 of 7)&lt;br /&gt;
# Taste of Brutality (common 6 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
This has enough overlap that you might think they&#039;re the same picture, but the subtle differences add up to large ones. This Gemstone setup assumes a high CS monk, then Greater Arcane Intensity and Arcane Intensity push CS even higher. That means that Vertigo and Mindwipe land more consistently, which means that creatures are disabled more often, which means Force of Will shouldn&#039;t be as necessary. It also means that your MM will be higher, which means I wouldn&#039;t even think about Journeyman Tactician. Conversely, Taste of Brutality claims a solid place because its rare counterpart has been traded off to secure Greater Arcane Intensity and maybe Serendipitous Hex.&lt;br /&gt;
&lt;br /&gt;
Speaking of Serendipitous Hex, even though I ranked it highly, it gets the parenthetical italics treatment because I only recommend it if you&#039;re regularly casting Web! It doesn&#039;t trigger with Vertigo or Mindwipe, so if those are your go-tos, then bring in some other top end rare like Blood Boil, Tethered Strike, or Thirst for Brutality. (Unlike the traditional monk, the magic-heavy monk doesn&#039;t risk as much from the double DF hit of using Taste and Thirst simultaneously because their more consistent disablers will keep enemies contained. Still, just in case of the worst, &#039;&#039;definitely&#039;&#039; use Ephemera&#039;s Extension over Ether Flux if you go the double Brutality route!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we draw close to the end, I&#039;ll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Magic After Dark===&lt;br /&gt;
&lt;br /&gt;
...wait, I can&#039;t write about that on the wiki! Moving on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade Secrets of the Sneaky Monk Merchants===&lt;br /&gt;
&lt;br /&gt;
I&#039;m one of the bigger advocates of training [[Trading]] in the GS community, but even more so for monks than others!&lt;br /&gt;
&lt;br /&gt;
Monks have easier and more universal means to make more silvers per item sold than any other profession--and they can do it almost anywhere in Elanthia.&lt;br /&gt;
&lt;br /&gt;
Except for [[Mist Harbor]] and [[Kraken&#039;s Fall]], every town&#039;s NPC shops will pay +5% extra silver to at least one race when players sell. ([[Trading#Trading_chart|See the chart of favored races here!]])&lt;br /&gt;
&lt;br /&gt;
Monks have a &#039;&#039;&#039;secret weapon&#039;&#039;&#039; in the profit war: &#039;&#039;&#039;[[Shroud of Deception (1212)|Shroud of Deception]]&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Even monks who live in a geographic region where their race can&#039;t get a bonus can configure their Shroud profile to appear as another race and get the bonus anyway! It&#039;s that easy!&lt;br /&gt;
&lt;br /&gt;
But wait, it gets better! Monks also have &#039;&#039;[[Glamour (1205)|Glamour]]&#039;&#039;&#039;, which gives an enhancive boost of 20 Trading ranks or 50 Trading skill, whichever is lower. (50 Trading skill will be lower before you have 20 Trading ranks on your own.)&lt;br /&gt;
&lt;br /&gt;
What does Trading do, though?&lt;br /&gt;
&lt;br /&gt;
You get an extra 1% silver for every combined 12 bonus between Influence and Trading bonus. That&#039;s &#039;&#039;bonus&#039;&#039;, not ranks! So, for example, if you had 44 Trading ranks, which is 144 Trading bonus, you&#039;d make 12% more silver for selling items than if you had 0 Trading ranks. Shroud of Deception takes that 12% to 17%, then Glamour takes that 17% to 18%--and, actually, 8/12ths of the way to 19%. If you took my advice and set Influence high from the start, Influence will also get you to 19% if not 20%!&lt;br /&gt;
&lt;br /&gt;
This is a big part of how Sariara made 2,509,473 million silver within a week of existing. By now she&#039;s existed for four weeks and a day and is up to 23,108,060 silver, only 1,500,000 of which came from selling a Mystic Tattoo.&lt;br /&gt;
&lt;br /&gt;
Some general tips on early silvers:&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t hunt overcrowded Landing areas, but find the rich lower level creatures. There are plenty of them because characters don&#039;t stay low level for long, so hunting pressure is low. (For more on hunting pressure, see the [[treasure system]] page and [[Treasure_system/saved_posts|saved posts subpage]].)&lt;br /&gt;
* Take advantage of Glamour and Shroud of Deception to get a percentage boost to these rich creatures&#039; already valuable loot. Reap the reward of being a monk!&lt;br /&gt;
* Between level 0 and 19, when skills migrate near instantly, max out Trading every time you&#039;re about to sell things.&lt;br /&gt;
* Between level 0 and 19, push First Aid and Survival up when you&#039;re out hunting so you can get value from skinning. Unlearn them afterward so you can...&lt;br /&gt;
* Between level 5 and 19, learn Glamour and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* Between level 12 and 19, learn Shroud of Deception and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* For your final level 19.9 build, as you&#039;re forced to commit to your skills, have at least 20 ranks of Trading and know at least your first 12 Minor Mental spells.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I did. I got to see delightful lines in my SKILL command like:&lt;br /&gt;
&lt;br /&gt;
 You started this migration period on Saturday, 5/25/2024 at 01:55:18 EDT.  You have 4 days, 20 hours, 8 minutes remaining in your current 30 day migration period.&lt;br /&gt;
 &lt;br /&gt;
 You&#039;re currently migrating at a rate of .001 skill points per pulse, and &#039;&#039;&#039;have converted 25580.00 training points this migration period.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t go to this extreme, though, monks are the game&#039;s best at selling to NPC merchants. At the low end, monks skyrocket toward high sales value. At the high end in the post-cap world, monks reach the maximum sale bonus in almost every town.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maximum sale bonus&amp;quot; is 28% from Trading and Influence plus another 5% from race bonus. To be clear, the max bonus is 33%, but only sort of; the two bonuses are treated separately. For example, if you&#039;re an elf monk selling in Solhaven (no bonus), you can&#039;t just pump your Trading and Influence so high that you&#039;d make 33% from that alone; it&#039;s capped at 28% and the other 5% &#039;&#039;has to&#039;&#039; come from Shroud of Deception.&lt;br /&gt;
&lt;br /&gt;
My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===When Robes Aren&#039;t Robes: Alterations===&lt;br /&gt;
&lt;br /&gt;
For simplicity, I&#039;ve been talking about &amp;quot;robes&amp;quot; throughout this guide because that&#039;s the conventional name for that [[armor]] type.&lt;br /&gt;
&lt;br /&gt;
However, robes don&#039;t have to remain robes at all; they have the same leeway for alterations as other chest-worn clothing! Here are examples of post-alteration &amp;quot;robes&amp;quot; that my various characters (monks or otherwise) have worn or that I plan to create:&lt;br /&gt;
&lt;br /&gt;
* An airy white starsilk sundress sporting an asymmetrical knee-length skirt&lt;br /&gt;
* A sleeveless lily white tunic with a jet black silk sash&lt;br /&gt;
* A knee-length midnight blue silk dress aglisten with a constellation of stars&lt;br /&gt;
* A sleeveless white tunic splashed with an autumn-hued music motif&lt;br /&gt;
* A sleeveless white starsilk tunic spangled with sunset orange musical notes&lt;br /&gt;
* A midnight black silk tunic marked with a silver eight-pointed star&lt;br /&gt;
* A sleeveless sunlight gold tunic accented by bright white edges&lt;br /&gt;
* A royal purple starsilk tunic featuring an embroidered silver rose&lt;br /&gt;
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits)&lt;br /&gt;
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola)&lt;br /&gt;
* A thigh-slit scarlet starsilk dress accented by ivory edges&lt;br /&gt;
* A sleeveless white kimono featuring golden star embroidery&lt;br /&gt;
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves&lt;br /&gt;
* A sleeveless gold feather-patterned tunic tied at the waist&lt;br /&gt;
&lt;br /&gt;
Mine are mostly feminine designs, but even for a masculine character, you can turn your robes into shirts, vests, jackets, and more. Get your creativity on!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Likewise, unarmed combat footwear isn&#039;t limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Hunting Partner Tactics and Synergy===&lt;br /&gt;
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Who do monks team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer that&#039;s enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies&#039; UDF. In turn, warriors love monks&#039; Mind Over Body stamina cost reduction, the best group buff they can get other than bards&#039; [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day).&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don&#039;t necessarily mind being targeted more often since it offers more Spin Kick opportunities.&lt;br /&gt;
* &#039;&#039;&#039;A monk duo&#039;&#039;&#039; can keep up both Mind Over Body and Focus Barrier, but otherwise doesn&#039;t have any particular synergy.&lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don&#039;t have as much redux as warriors and rogues nor as much DS as them, so a boost can really help.&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don&#039;t offer much to rangers otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; can make a monk&#039;s attacks even faster, at least for now, since Song of Tonis is the game&#039;s best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they&#039;re already pretty durable as casters go. Monks simply being present as an additional target to split up enemies&#039; attacks is helpful to wizards and all casters.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks&#039; Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath&#039;s [[Mass Interference (217)|Mass Interference]] setting up a monk&#039;s Vertigo isn&#039;t the worst idea I&#039;ve ever had, but it&#039;s not an amazing one either. &lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it&#039;s still there when needed. Having a hunting partner&#039;s extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn&#039;t help monks as most other professions&#039; disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward.&lt;br /&gt;
&lt;br /&gt;
Nearly regardless of team composition, your monk training &#039;&#039;&#039;Coup de Grace&#039;&#039;&#039; and &#039;&#039;&#039;Side by Side&#039;&#039;&#039; (which also requires two ranks of &#039;&#039;&#039;Combat Movement&#039;&#039;&#039;) can be helpful to groups.&lt;br /&gt;
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&lt;br /&gt;
===The Weapon-Wielding Melee Monk===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk more about Martial Mastery, the level 0 feat. Although monks have access, it was primarily invented for warriors and rogues as an alternative to learning [[Elemental Targeting (425)|Elemental Targeting]], a Minor Elemental spell that increases AS.&lt;br /&gt;
&lt;br /&gt;
Far enough post-cap, magical warriors or magical rogues have the same AS ceiling as their non-magical counterparts. (Their non-magical counterparts do get there millions of experience points sooner while the magical ones have more DS and TD, but that&#039;s outside the scope of this guide...) Monks, on the other hand, don&#039;t have Elemental Targeting, so a monk maximizing Martial Mastery can have up to 50 more AS and UAF than a monk &#039;&#039;not&#039;&#039; maximizing it! Of course, UAF doesn&#039;t matter nearly as much as AS and the entire monk profession is built around unarmed combat. So I ask:&lt;br /&gt;
&lt;br /&gt;
Is there merit to a weapon-wielding, AS-based monk?&lt;br /&gt;
&lt;br /&gt;
Before I explore it, I&#039;ll repeat that I think people should make whatever kind of character they find fun and that I personally like wacky builds. However, I&#039;m not convinced that a melee monk even &#039;&#039;is&#039;&#039; a wacky build. When people consider making a melee-only character who isn&#039;t stealth-based, a warrior is probably their first thought, but let&#039;s seriously compare these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Training Cost Factor&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I&#039;ll use my (first) monk and warrior for the sake of illustration since they&#039;re both elves. At level 50, my warrior had a total pool of 2568 PTPs and 2242 MTPs while my monk had a total pool of 2319 PTPs and 2259 MTPs. You might think the warrior is hugely ahead, but no, not at all. I could show you paragraphs upon paragraphs of math I wrote, but let&#039;s just cut to the chase.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say my monk and warrior had both done dual katar builds that shared nearly identical core training. 2x Brawling, 2x Edged Weapons, 1x Thrown Weapons (to buff up Martial Mastery), 2x Two Weapon Combat, 2x Combat Maneuvers, 2x Physical Fitness, 50 Multi-Opponent Combat, and 1x Perception were all in common.&lt;br /&gt;
&lt;br /&gt;
From there, my warrior took 70 Armor Use to get metal breastplate, then trained as many Dodging ranks as possible with her remaining points. My monk learned Iron Skin, took 30 Transformation to buff up Iron Skin, and took 10 Harness Power, then trained as many Dodging ranks as possible with her remaining points. Their skills would be identical in most ways, but here&#039;s where they&#039;d differ:&lt;br /&gt;
&lt;br /&gt;
* Monk in robes that act like chain mail: 153 ranks of Dodging and 102 MTPs spare&lt;br /&gt;
* Warrior in metal breastplate: 109 ranks of Dodging and 21 MTPs spare&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to claim that my monk would basically just be better; there are too many factors to say that. Warriors have their guild skills. Monks have Perfect Self. Warriors have a higher parry chance because of [[Combat Mastery|their level 40 feat]]. Monks have a higher evade chance because of &#039;&#039;their&#039;&#039; level 40 feat. Warriors have [[Whirling Dervish]]. Monks have more DS, at least at this stage of the game. Warriors have [[Weapon Specialization]]. Monks have Burst of Swiftness. Warriors have [[Weapon Bonding]].&lt;br /&gt;
&lt;br /&gt;
My point is that a melee monk is even &#039;&#039;comparable&#039;&#039;--better in some ways and worse in others--to a warrior with the exact same build despite ignoring so much of what the monk skillset is tailored toward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Mental Acuity Possibility&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
What if you learned Mental Acuity even without Kroderine Soul? My above training cost example illustrated my monk stopping at two Minor Mental spells for Iron Skin, but another alternative (though this would be during later levels) would be taking Mental Acuity to retain access to the first 20 Minor Mental spells and still even allowing room for Spirit Warding I and Spirit Defense. (If you were okay with Martial Mastery capping out at +45 AS instead of 50, you could even learn Spirit Warding II!)&lt;br /&gt;
&lt;br /&gt;
The hypothetical Martial Mastery and Mental Acuity monk has almost the same AS as a Martial Mastery warrior, but her spells would pull her far ahead in DS while keeping all the silver selling benefits of Glamour and Shroud of Deception, plus saving tons of stamina via Mind Over Body. The tradeoff is making spelling up more of a hassle, but that might be worth the payoff of having a light armored warrior-like character whose combat maneuvers and weapon techniques have 35% stamina cost reduction!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Doubly Perfect Self&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
As great as Perfect Self is for unarmed combat, it&#039;s arguably even better for a melee monk. For UC purposes, it&#039;s mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you&#039;re getting AS--more useful than UAF--and RT reduction for &#039;&#039;two&#039;&#039; types of assault techniques: Brawling&#039;s Fury and Edged Weapons&#039; Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don&#039;t sweat it as much due to Mind Over Body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specializations and Katars&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
The Grapple, Kick, and Punch Specialization bonuses for their respective techniques &#039;&#039;do&#039;&#039; still apply even if you&#039;re using a brawling weapon instead of unarmed combat!&lt;br /&gt;
&lt;br /&gt;
Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.&lt;br /&gt;
&lt;br /&gt;
Ironically, if there&#039;s anywhere that I even sort of like Punch Specialization-powered Clash, it&#039;s on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash &#039;&#039;with&#039;&#039; Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you&#039;re regularly hunting things like bandits, pirates, warcamps, or areas that swarm.&lt;br /&gt;
&lt;br /&gt;
Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I&#039;d make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It&#039;s also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk&#039;s stamina cost reduction from Mind Over Body.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it&#039;s a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I&#039;d bring it up.&lt;br /&gt;
&lt;br /&gt;
Instead, after considering all the math and angles I did while writing this, it&#039;s made such a strong case for a bizarrely appealing build that I&#039;ve talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind&#039;s swirling and it seems clear that the melee monk is a very, very real idea that&#039;s gone unexplored because it&#039;s not an intuitive or obvious idea from a glance over the monk skillset.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infrequently Asked (or Imagined) Questions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-faq&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-faq&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This final section covers any random topics that people have asked me or that I can &#039;&#039;imagine&#039;&#039; them asking me if I feel that they&#039;re worth answering in this guide, but not worth a full tip or sidebar of their own.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things actually asked are red.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Things I imagine people should ask are pink.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things that are both red and pink come from comments I got that&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;weren&#039;t originally questions, but I&#039;ve reframed them into questions because they&#039;re worth discussing.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Does enchanting UC handwear and footwear help with DS?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Why do you rank half-krolvin monks so low?&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Flimbo&#039;s Guide and the [[Comprehensive Monk Guide]] really like them!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s guide likes half-krolvin monks because Perfect Self normalizes their Logic penalty and they have &amp;quot;solid physical stats with which to punch things quite well.&amp;quot; I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even kind of agree that if you&#039;re set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I&#039;d rather have a race without a Logic penalty to begin with!&lt;br /&gt;
&lt;br /&gt;
I also agree with Flimbo that half-krolvin have solid physical stats with which to &#039;&#039;punch&#039;&#039; things quite well. I&#039;d just rather have a faster Agidex race who has solid physical stats with which to also &#039;&#039;kick&#039;&#039; things quite well, meaning minimum RT for mstrike kick!&lt;br /&gt;
&lt;br /&gt;
The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn&#039;t matter! (Okay, fine, &#039;&#039;technically&#039;&#039; the math says UAF matters... fractionally.)&lt;br /&gt;
&lt;br /&gt;
Cold damage protection has some appeal if you&#039;re specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that?&lt;br /&gt;
&lt;br /&gt;
The Hinterwilds &#039;&#039;are&#039;&#039; a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you&#039;ve exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you&#039;ll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk.&lt;br /&gt;
&lt;br /&gt;
Like I said, any race can do well as a monk. I&#039;m not down on half-krolvin, exactly, but I&#039;d rather truly excel at &#039;&#039;something&#039;&#039; than be a generalist. Play a half-krolvin if you like their excellent verbs, though!&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Should I train Ambush?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The short answer is no. Now for the long, fun answer!&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but back then, players had no visibility into the aiming formula. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you &#039;&#039;did,&#039;&#039; it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.&lt;br /&gt;
&lt;br /&gt;
In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:&lt;br /&gt;
&lt;br /&gt;
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)&lt;br /&gt;
* Knocking creatures down helps (I don&#039;t remember if we&#039;d known this or not)&lt;br /&gt;
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but we underestimated how much)&lt;br /&gt;
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Intuition Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you&#039;ve tanked Intuition instead of Discipline, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even &#039;&#039;standing&#039;&#039; foes. Of course, they need Acrobat&#039;s Leap for that.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let&#039;s use that in an example.&lt;br /&gt;
&lt;br /&gt;
With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you&#039;d have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let&#039;s say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.&lt;br /&gt;
&lt;br /&gt;
Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let&#039;s say everything had reached 91%, 86%, and 83%. Even that&#039;s not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you&#039;d need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that&#039;s +17 DS in offensive stance) at 3x costs!&lt;br /&gt;
&lt;br /&gt;
What if you eased back to the old 24 Ambush mark? Then you&#039;d need 148 Combat Maneuvers. Perfect Self has kicked in, so let&#039;s call it 144 Combat Maneuvers needed. Even that&#039;s already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)&lt;br /&gt;
&lt;br /&gt;
In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you &#039;&#039;can&#039;&#039; reach max or near-max success rates with some Ambush, but not &#039;&#039;so&#039;&#039; high that you reach max or near-max success rates even without Ambush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But even then,&#039;&#039; we&#039;re only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your &#039;&#039;unaimed&#039;&#039; attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head!&lt;br /&gt;
&lt;br /&gt;
Like PSM3&#039;s wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I&#039;ve made my choice: forget Ambush and play to my strengths.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The TL;DR Recap: Making Cookie Cutter Monks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-cookiecutter&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Low on time or thought processing power and just want a cookie cutter build you don&#039;t need to put much thought into? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-cookiecutter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(...by my wacky definition of &amp;quot;cookie cutter.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leafi, I love you and all, but I expanded every section, noticed my scroll bar is tiny, noticed your guide is crazy long, and ain&#039;t nobody got time for that. Please tl;dr this nonsense?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Okay, okay, I hear you.&lt;br /&gt;
&lt;br /&gt;
Some of you never wanted the Leafiara treatment where we seek to become real life monks with advanced spiritual and mental understanding by thoroughly exploring the unfathomable mysteries of reality and transcendent metareality (like math and logic).&lt;br /&gt;
&lt;br /&gt;
Some of you instead wanted the Saraphenia treatment where I tell you how to have a functional build that lets you have mechanical fun in an online text-based multiplayer video game and then you embark on your journey.&lt;br /&gt;
&lt;br /&gt;
So I included this section for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Race&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aelotoi, burghal gnomes, dark elves, elves, forest gnomes, half-elves, halflings, and sylvankind are all basically the same power for monks. Faster is better, but more encumbrance is worse, so find your balance. Giantmen have a niche.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Stats&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See the table in the Placing Your Stats section.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Society&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voln.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;How do I fight?&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Twinhammer&#039;&#039;&#039; as your opener once you learn it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jab&#039;&#039;&#039; at decent position, &#039;&#039;&#039;punch&#039;&#039;&#039; at good position if you&#039;re not Grapple Specialization and &#039;&#039;&#039;grapple&#039;&#039;&#039; at good position if you are, &#039;&#039;&#039;kick&#039;&#039;&#039; at excellent position. Regardless of those general rules, &#039;&#039;&#039;follow prompts&#039;&#039;&#039; and do what it tells you when it tells you.&lt;br /&gt;
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Against single targets, &#039;&#039;&#039;Weapon Fury&#039;&#039;&#039; until whenever you have enough Agidex for a 5-6 second &#039;&#039;&#039;mstrike kick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Against multiple targets, &#039;&#039;&#039;mstrike grapple&#039;&#039;&#039; if you&#039;re Grapple Specialization or &#039;&#039;&#039;mstrike kick&#039;&#039;&#039; if you&#039;re Kick Specialization. In either case, not until they&#039;re 7 seconds or less. If mstrike grapple is 7 seconds or less, but you&#039;re Kick Specialization and mstrike kick is 8 seconds or more, &#039;&#039;&#039;mstrike punch&#039;&#039;&#039; for now until mstrike kick doesn&#039;t take so long.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Core skills to train every level&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2x &#039;&#039;&#039;Brawling&#039;&#039;&#039;, 2x &#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; (eventually 3x), 2x &#039;&#039;&#039;Dodging&#039;&#039;&#039; (eventually 3x), 1x &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Skills with breakpoints&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; in bursts for various breakpoints to pick up specific maneuvers. (For which ones and when, see the &amp;quot;combat maneuvers and feats&amp;quot; section below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; in bursts to 5, 10, 24, 30, 35, 50, 55, 60, 90, and 100 ranks.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Harness Power&#039;&#039;&#039; early, 20-30 mid-game, then push near cap if you want QoL for spelling up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental&#039;&#039;&#039; to 16 so you have both focus spells (1213 and 1216) as options, then slack off with spells until the midgame. Grab 1220 if you feel the DS need, especially if using 1213 instead of 1216.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathy&#039;&#039;&#039; lore in bursts to 6, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transformation lore&#039;&#039;&#039; in bursts to 5, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Climbing and Swimming&#039;&#039;&#039; until the midgame or as needs arise.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Tertiary skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiritual/Mental Mana Control&#039;&#039;&#039; only if sharing mana with friends and alts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid and Survival&#039;&#039;&#039; only if you want skinning.&lt;br /&gt;
&lt;br /&gt;
20 &#039;&#039;&#039;Trading&#039;&#039;&#039; by level 20 because monks make silver via Glamour (1205) and Shroud of Deception (1212). Get to 40 or the nearest multiple of 12 Trading+Influence bonus over time.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Midgame skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; to 2, 3, or 7 ranks, but only after 3x Dodging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Combat maneuvers and feats&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; for your level 30 feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1 of Combat Maneuvers, making the super early game not painful:&lt;br /&gt;
&lt;br /&gt;
Get 3 CM ranks ASAP for your first rank of &#039;&#039;&#039;Rolling Krynch Stance&#039;&#039;&#039;, then another 6 CM ranks (so 9 total) for your second rank ASAP.&lt;br /&gt;
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&lt;br /&gt;
Step 2 of Combat Maneuvers, improving the early game:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up the last rank of Krynch and first three ranks of &#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039; or &#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it&#039;s not necessarily an early game priority since you don&#039;t get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3 of Combat Maneuvers, fleshing out skills and diversifying your abilities through the midgame:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up three or more ranks of &#039;&#039;&#039;Bearhug&#039;&#039;&#039;, two or more ranks of &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;, all three ranks of &#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;, three or more ranks of &#039;&#039;&#039;Feint&#039;&#039;&#039;, and the remaining ranks of Grapple or Kick Specialization. If you went Kick Specialization, add &#039;&#039;&#039;Combat Mobility&#039;&#039;&#039; to the list sooner than later. If you picked a halfling or gnome, add Acrobat&#039;s Leap, but otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 of Combat Maneuvers, putting the last pieces in place:&lt;br /&gt;
&lt;br /&gt;
Pick up Combat Mobility (if you didn&#039;t already have it) and all three ranks of &#039;&#039;&#039;Ki Focus&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5 of Combat Maneuvers, player&#039;s choice:&lt;br /&gt;
&lt;br /&gt;
Whatever you want. Finish Bearhug, Bull Rush, and Feint or don&#039;t, depending how you like them. You can veer off in different directions with more niche maneuver options or not. Up to you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Armor upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy TD-boosting armor of +7 or more from a playershop. It&#039;ll cost 1-5 million silver and serve you fantastically. Add services of Enchant, Sanctify, and Ensorcell over time in roughly that order while adding padding via the WPS wagons. (Enchant and Sanctify can switch places easily enough, but Ensorcell is definitely last.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spending almost nothing (~1 million silver): Buy basic lightning flaring handwear and footwear.&lt;br /&gt;
* Spending moderately (~35k pay event currency (equivalent of 35 million silver)): Buy off-the-shelf Animalistic Spirit from Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.&lt;br /&gt;
* Spending a ton (~150k pay event currency): Buy Phytomorphic handwear from Duskruin. Add Phytomorphic upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Phytomorphic upgrades and unlocks.&lt;br /&gt;
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Phytomorphic upgrades and unlocks for your footwear.&lt;br /&gt;
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.&lt;br /&gt;
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.&lt;br /&gt;
&lt;br /&gt;
And if you&#039;re the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you&#039;re probably not reading this guide. &#039;&#039;But just in case&#039;&#039;, for fun, and to entertain the other 99.5%...&lt;br /&gt;
&lt;br /&gt;
* Whaling out beyond most people&#039;s imagination just because you can (~4.24 million pay event currency):  Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Phytomorphic script at Duskruin. Add a slew of Phytomorphic upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
&lt;br /&gt;
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They&#039;ve never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it&#039;s still around. I&#039;m guessing they learned the hard way that top end flares are so astonishingly powerful with UC&#039;s low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Other upgrades when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can&#039;t afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks are easy! Go have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Denouement: An Unexpected Journey==&lt;br /&gt;
&lt;br /&gt;
First, thank you for reading The Autumnwinds&#039; Magical Monk Guide.&lt;br /&gt;
&lt;br /&gt;
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I&#039;m thankful for every reader.&lt;br /&gt;
&lt;br /&gt;
Sometimes I write a &amp;quot;guide&amp;quot; partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I&#039;d take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally &#039;&#039;was&#039;&#039; a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters&#039; skills when they want a template of where to take their post-cap training.&lt;br /&gt;
&lt;br /&gt;
This one was for you guys, though. I hope it&#039;s been helpful, I hope it&#039;s gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.&lt;br /&gt;
&lt;br /&gt;
That said, if you were here only for mechanical informational purposes, I&#039;m pretty much done with those. There&#039;s one more at the very end for people with multiple character slots (not multiple accounts, but &#039;&#039;character slots&#039;&#039;), but otherwise, you can head out! I wish you a good day or good night and hopefully I&#039;ll see you around the lands.&lt;br /&gt;
&lt;br /&gt;
Thank you again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-denouement&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious on the backstory of why this guide exists and why now? Click here and we&#039;ll close out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-denouement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the rest of you, if you&#039;ll indulge my rambling a bit longer...&lt;br /&gt;
&lt;br /&gt;
The Magical Monk Guide existing is an emergent happy accident.&lt;br /&gt;
&lt;br /&gt;
The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK&#039;s strongest.&lt;br /&gt;
&lt;br /&gt;
I thought, but didn&#039;t have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don&#039;t have the history, nostalgia, momentum, or player population of other professions.&lt;br /&gt;
&lt;br /&gt;
To be honest, even if I had said it was impossible, that wouldn&#039;t have stopped Phenia. Even as I type this, I can picture how I&#039;d try to temper her expectations and she&#039;d come back with &amp;quot;Well, I&#039;m going to try anyway!&amp;quot; Phenia aimed high, never mind the odds.&lt;br /&gt;
&lt;br /&gt;
When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia&#039;s name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia.&lt;br /&gt;
&lt;br /&gt;
I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a &amp;quot;Monk tip!&amp;quot;--plus a &amp;quot;Bonus tip!&amp;quot; about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide!&lt;br /&gt;
&lt;br /&gt;
By coincidence, I&#039;d also been answering a few people&#039;s questions in the main GS Discord server&#039;s monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia&#039;s spot as the monk division lead, I agreed. I don&#039;t think I &#039;&#039;could&#039;&#039; have declined. Over that string of seven weeks, I was basically doing what she needed already.&lt;br /&gt;
&lt;br /&gt;
That morning, I decided I should write a new guide to replace Flimbo&#039;s old one.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know what I expected would come out of it, but it wasn&#039;t this. With a motive like honoring my departed friend, I &#039;&#039;knew&#039;&#039; I&#039;d put my all into it--but I didn&#039;t expect to write this much or this in-depth, I didn&#039;t expect to cover the topics I did, and, most of all, I didn&#039;t expect that I&#039;d be learning myself, not just passing along what I knew beforehand.&lt;br /&gt;
&lt;br /&gt;
I&#039;d never thought about a non-Kroderine Soul monk without Mental Acuity. I&#039;d barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I&#039;d barely thought about synergy between monks and other professions. I&#039;d never investigated how one rank of Sanctify interacted with Kai&#039;s Strike. I&#039;d never investigated how or if Stance of the Mongoose worked with unarmed combat. I&#039;d never even investigated how or if Clash worked with a specified UC attack type.&lt;br /&gt;
&lt;br /&gt;
But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you&#039;ve learned too.&lt;br /&gt;
&lt;br /&gt;
When Phenia said she wanted the monk division to be RYSK&#039;s strongest, I assumed she was talking about numbers. Maybe she was; I don&#039;t know either way. I &#039;&#039;do&#039;&#039; know that we want you monk players to be &#039;&#039;your&#039;&#039; strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you&#039;ll be your strongest. Any part I might have played in helping you get there is an honor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, for fun and because I can, here&#039;s one last obscure mechanical interaction for the road.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have a couple character slots where, even though I don&#039;t play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they&#039;d have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.)&lt;br /&gt;
&lt;br /&gt;
What&#039;s probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one&#039;s login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character &#039;&#039;had&#039;&#039; gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn&#039;t even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains.&lt;br /&gt;
&lt;br /&gt;
Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Farewell, have fun, and be good to one another!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=249815</id>
		<title>Leafiara (prime)/Mechanical Musings/The Autumnwinds&#039; Magical Monk Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Leafiara_(prime)/Mechanical_Musings/The_Autumnwinds%27_Magical_Monk_Guide&amp;diff=249815"/>
		<updated>2025-12-05T22:34:40Z</updated>

		<summary type="html">&lt;p&gt;LEAFIARA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{player-guide&lt;br /&gt;
|title = The Autumnwinds&#039; Magical Monk Guide&lt;br /&gt;
|topic = Combat, Monks, Training&lt;br /&gt;
|author = Leafiara&lt;br /&gt;
|author-displayed = Leafiara&lt;br /&gt;
|date = 2024-06-19&lt;br /&gt;
|updated = 2025-12-05&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;[[Leafiara (prime)|Leafiara]]&#039;&#039;&#039; Autumnwind, in loving memory of &#039;&#039;&#039;[[Saraphenia (prime)/Memorial|Saraphenia]]&#039;&#039;&#039; Autumnwind.&lt;br /&gt;
&lt;br /&gt;
Last updated December 5, 2025.&lt;br /&gt;
&lt;br /&gt;
Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction: How to Use This Guide==&lt;br /&gt;
&lt;br /&gt;
This guide is for all magical monks from 0 exp to 51,000,000! (What do I mean by a magical monk? One not using [[Kroderine Soul]]. Somebody else will have to write that guide!) I&#039;ll go over monks&#039; strengths, weaknesses, other unique qualities, things to consider, others&#039; perspectives that I hear about, training plans, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is exhaustive within its scope&#039;&#039;&#039;, or at least it can be.&lt;br /&gt;
&lt;br /&gt;
* If you want an exhaustive guide, read through it in order.&lt;br /&gt;
* If you want the opposite of an exhaustive guide, jump to the &amp;quot;tl;dr Recap: Cookie Cutter&amp;quot; section at the end.&lt;br /&gt;
* If you&#039;re not sure whether you want an exhaustive guide, read the &amp;quot;Why Play a Monk&amp;quot; section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you&#039;re intrigued afterward. The Cookie Cutter section provides an overview of &#039;&#039;what&#039;&#039; to do and gives a small window into what the rest of the guide covers, which is &#039;&#039;why&#039;&#039; to do it.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!&lt;br /&gt;
&lt;br /&gt;
Speaking of experience, what&#039;s mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I&#039;m now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.&lt;br /&gt;
&lt;br /&gt;
Speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn&#039;t have had the passion or interest--at least on my own. When I say I&#039;ve written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I&#039;ll call it a job well done!&lt;br /&gt;
&lt;br /&gt;
No further ado. Let&#039;s get on with it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement&amp;quot; style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;(Want to read the entire guide? Click here to uncollapse all sections at once!)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Why Play a Monk or Why Not Play a Monk?==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-whyplay&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Pondering the appeal of why to play a monk at all? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-whyplay&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unarmed Combat===&lt;br /&gt;
&lt;br /&gt;
Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:&lt;br /&gt;
&lt;br /&gt;
# &amp;quot;Tiering up,&amp;quot; AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.&lt;br /&gt;
# Improving your [[multiplier modifier]] primarily through things like forcing a creature&#039;s stance down or inflicting status conditions.&lt;br /&gt;
&lt;br /&gt;
Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC&#039;s equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! &lt;br /&gt;
&lt;br /&gt;
I&#039;ll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still &#039;&#039;miss&#039;&#039; via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you&#039;ve played other physical characters and can&#039;t stand seeing a creature avoid an attack before it even gets to the roll, try a monk!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Gear Indifference===&lt;br /&gt;
&lt;br /&gt;
Monks have extremely low dependence on good gear.&lt;br /&gt;
&lt;br /&gt;
While GSIV is technically balanced around vanilla +20 gear, most people would agree there&#039;s a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I&#039;d put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!&lt;br /&gt;
&lt;br /&gt;
Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you&#039;re unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game&#039;s most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I&#039;d say monks are &#039;&#039;the best&#039;&#039; at not depending on gear nor even exp! Much more on that in the Ascension section.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Simplicity===&lt;br /&gt;
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Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it&#039;s difficult to get wrong. If you stick to unarmed combat, I&#039;d go so far as &#039;&#039;extremely&#039;&#039; difficult to get wrong.&lt;br /&gt;
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(If you want to do unusual things that don&#039;t involve UC, then read on in Odds and Ends!)&lt;br /&gt;
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===Fun Factor===&lt;br /&gt;
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Once monks hit their stride by level 40--maybe even level 30--they&#039;re great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!&lt;br /&gt;
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Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game&#039;s coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!&lt;br /&gt;
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===Might and Magic===&lt;br /&gt;
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If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!&lt;br /&gt;
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===Downsides or Lack Thereof===&lt;br /&gt;
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Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks &#039;&#039;can&#039;&#039;, if they want, operate like warriors who have more DS (until very far post-cap) but don&#039;t wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don&#039;t have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there&#039;s a very real case that a monk can be a better choice than a warrior.&lt;br /&gt;
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[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo&#039;s Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks&#039; offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.&lt;br /&gt;
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The best I can muster for legitimate monk downsides are that they can&#039;t obliterate an entire swarm of creatures in six seconds or less (that&#039;s the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Character Creation==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-creation&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Need to walk through the creation of your monk? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-creation&amp;quot;&amp;gt;&lt;br /&gt;
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If making a monk sounds intriguing, let&#039;s get started!&lt;br /&gt;
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===Choosing a Race===&lt;br /&gt;
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From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it&#039;s more a question of which ones are slightly better at any given thing. I don&#039;t think you can go wrong, which I don&#039;t say about other professions, so my honest suggestion is to pick whatever sounds interesting.&lt;br /&gt;
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If you&#039;re not sure what&#039;s interesting or are torn between options, my &#039;&#039;next&#039;&#039; suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk &#039;&#039;appear&#039;&#039; like other races, they can&#039;t perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!&lt;br /&gt;
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If verbs don&#039;t sound compelling either, then here&#039;s how I&#039;d rank monk races mechanically if I really had to:&lt;br /&gt;
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# &#039;&#039;&#039;[[Elf|Elves]]&#039;&#039;&#039;: What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] (&amp;quot;Agidex&amp;quot;), which means faster mstrikes and assault techniques--key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they&#039;re slightly below average on encumbrance.&lt;br /&gt;
# &#039;&#039;&#039;[[Halfling]]s&#039;&#039;&#039;: Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults. They also have an enormous bonus to defend against elemental warding spells, which monks would normally be weak against. (Enemy elemental warding spells &#039;&#039;are&#039;&#039; sort of rare, though.) They have a [[Logic]] bonus, so they gain exp slightly faster and [[Vertigo (1219)|Vertigo]] is slightly more reliable, though these are minor points. Halflings&#039; primary disadvantages are severe [[encumbrance]] issues and their height requires keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat&#039;s Leap]] to target heads as a finisher.&lt;br /&gt;
# &#039;&#039;&#039;[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]&#039;&#039;&#039;: All of these races tie for third place at Agidex and third place in my rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...&lt;br /&gt;
#* Aelotoi have a Logic bonus, like halflings, so more exp and better Vertigo.&lt;br /&gt;
#* Dark elves&#039; [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.&lt;br /&gt;
#* Half-elves have the best carrying capacity of my top six picks.&lt;br /&gt;
#* Sylvans&#039; Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.&lt;br /&gt;
# &#039;&#039;&#039;[[Forest Gnome]]s and [[Burghal Gnome]]s&#039;&#039;&#039;: These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are still minor enough that I don&#039;t think anyone should sweat it.&lt;br /&gt;
# &#039;&#039;&#039;[[Dwarf|Dwarves]]&#039;&#039;&#039;: Like halflings, dwarves have excellent defense against elemental TD (albeit +30 vs. +40). Dwarves face the short race issue of not being able to target the heads of standing foes--and, unlike the swifter short races, dwarves rank second to last in Agidex. Still, if you wanted the fastest attacks, I figure you would have picked one of the races above. If you&#039;re okay with slower attacks, then other selling points come into play; elemental TD is a rare and valuable one. Unlike other short races that have major encumbrance issues, dwarves also hold a surprising amount due to their [[Strength]] and [[Constitution]] bonuses. I rank dwarven monks the best of the slower races.&lt;br /&gt;
# &#039;&#039;&#039;[[Half-krolvin]]&#039;&#039;&#039;: The fourth best race for Agidex, though there&#039;s as much of a speed gap between third best and fourth best as between best and third best. Half-krolvin and dwarves have amazing verbs, but I don&#039;t see much purely mechanical reason to choose a half-krolvin over the previous nine races.&lt;br /&gt;
# &#039;&#039;&#039;[[Giantmen]]&#039;&#039;&#039;: Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance &#039;&#039;doesn&#039;t&#039;&#039; slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. Giants are the worst at mstrikes. Agidex-boosting enhancives can fix that, but it&#039;s more expensive than the small race path of buying encumbrance-reducing items like silvery blue potions and especially [[Blue_feather-shaped_charm|blue feather-shaped charms]], so I personally wouldn&#039;t take the trade. Even when lower carrying capacity races get encumbered, &#039;&#039;most&#039;&#039; hunting grounds allow a quick return to town to [[locksmith pool|drop off boxes]] and silver, then a quick return to hunting, so they can just do that as they become encumbered. (Halflings and gnomes probably also need charms or potions.) Still, there&#039;s a reason that some players choose giants near exclusively. If item upkeep or returning to town sounds aggravating or if you want to maximize the amount of time you can spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.&lt;br /&gt;
# &#039;&#039;&#039;[[Erithian]]s and [[Human]]s&#039;&#039;&#039;: These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!&lt;br /&gt;
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Races from dwarves up are close enough that I wouldn&#039;t quibble about any of them being seriously better than the others. I understand people&#039;s case for giants too, even though they&#039;re not my style. (I&#039;m okay with returning to town every four boxes or so!) I find half-krolvins, erithians, and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can&#039;t go wrong, exactly, but Perfect Self also makes the rich richer.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Encumbrance Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you&#039;re used to playing a halfling or gnome warrior who wears full plate, don&#039;t expect your encumbrance life to be similar on a halfling or gnome monk in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let&#039;s talk about GS&#039; encumbrance paradox!&lt;br /&gt;
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[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes.&lt;br /&gt;
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Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly &#039;&#039;that&#039;&#039; much of the gap, so be warned!&lt;br /&gt;
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===Placing Your Stats===&lt;br /&gt;
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At level 0, set Strength, Dexterity, and Agility high so you&#039;re at your best in combat and setting Logic high so you level faster. This will help power through the early game!&lt;br /&gt;
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Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you&#039;re locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That&#039;s your cue to check in and decide your &amp;quot;real&amp;quot; stat placement!&lt;br /&gt;
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Here are my recommendations for each race. If you&#039;ve read Flimbo&#039;s older monk guide, a major difference between us is that he was on the side of tanking Influence while I&#039;m on the side of tanking Discipline or Intuition, which I&#039;ll explain.&lt;br /&gt;
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&#039;&#039;&#039;The Level 20 Stat Placement Tables!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Please note: If you&#039;re adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you&#039;re someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you&#039;d enter during character creation.)&lt;br /&gt;
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&#039;&#039;&#039;Tanking Discipline Version &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;(Recommended!)&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||31||82||73||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||43||85||64||62||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||41||82||75||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||31||82||70||70||77||92&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||50||70||73||70||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||20||82||70||69||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||33||82||73||70||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||23||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||35||82||75||70||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||37||85||79||70||82||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||53||82||70||70||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||25||82||70||70||84||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||43||77||73||70||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanking Intuition Version&#039;&#039;&#039;&lt;br /&gt;
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:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Race&#039;&#039;&#039;||&#039;&#039;&#039;Strength&#039;&#039;&#039;||&#039;&#039;&#039;Constitution&#039;&#039;&#039;||&#039;&#039;&#039;Dexterity&#039;&#039;&#039;||&#039;&#039;&#039;Agility&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Aura&#039;&#039;&#039;||&#039;&#039;&#039;Logic&#039;&#039;&#039;||&#039;&#039;&#039;Intuition&#039;&#039;&#039;||&#039;&#039;&#039;Wisdom&#039;&#039;&#039;||&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Aelotoi||62||68||68||33||59||82||73||41||82||92&lt;br /&gt;
|-&lt;br /&gt;
||Burghal gnome||73||62||68||33||70||85||62||37||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Dark elf||62||68||62||30||68||82||73||44||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Dwarf||49||49||78||62||58||82||70||44||77||91&lt;br /&gt;
|-&lt;br /&gt;
||Elf||62||73||62||33||70||70||73||50||82||85&lt;br /&gt;
|-&lt;br /&gt;
||Erithian||68||62||73||49||58||82||71||29||83||85&lt;br /&gt;
|-&lt;br /&gt;
||Forest gnome||70||59||70||33||59||82||73||44||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Giantman||49||58||77||58||62||82||70||32||83||89&lt;br /&gt;
|-&lt;br /&gt;
||Half-elf||59||62||70||39||68||82||73||39||82||86&lt;br /&gt;
|-&lt;br /&gt;
||Half-krolvin||58||49||70||39||62||85||77||46||83||91&lt;br /&gt;
|-&lt;br /&gt;
||Halfling||73||49||62||30||68||82||70||56||82||88&lt;br /&gt;
|-&lt;br /&gt;
||Human||59||59||73||49||62||82||70||35||82||89&lt;br /&gt;
|-&lt;br /&gt;
||Sylvankind||70||68||62||30||70||77||73||43||82||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
My methodology was as follows:&lt;br /&gt;
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* Set stats to max out at cap.&lt;br /&gt;
* Max everything except Discipline or Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, Influence, or occasionally Logic.&lt;br /&gt;
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.&lt;br /&gt;
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If you&#039;re wondering what relevant things each stat does, I&#039;ll go over them quickly:&lt;br /&gt;
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* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.&lt;br /&gt;
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.&lt;br /&gt;
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.&lt;br /&gt;
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). Increased resistance to enemy warcries. Improves tattooing ability.&lt;br /&gt;
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.&lt;br /&gt;
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[starting mana]] for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you&#039;re in robes.&lt;br /&gt;
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.&lt;br /&gt;
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #1!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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While there&#039;s endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don&#039;t require good Agidex like hard-hitting melee weapons.&lt;br /&gt;
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Once mstrikes and weapon techniques are a regular part of your monk&#039;s arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren&#039;t the majority of commands in combat.&lt;br /&gt;
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Overall, in my example, there&#039;s a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Dive Stat Sidebar #2!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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There&#039;s also endless debate across most professions on which stat to tank out of Discipline, Intuition, and Influence. The short answer is Discipline. The long answer requires more detail.&lt;br /&gt;
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The Discipline wiki page might inadvertently lead you to believe that it&#039;s the best of the three because, after all, it contributes to both types of training points and is used for more systems in the game than other stats. However, that&#039;s more trivia than useful information. The training points aspect is actually a downside in this case; monks&#039; skill costs ultimately result in mental points being twice as valuable to them as physical points, so purely mental stats like Influence and Intuition ultimately provide more training points than a hybrid stat like Discipline.&lt;br /&gt;
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As for Discipline being used in a lot of systems, that&#039;s true, but it&#039;s once again more trivia than useful information. Warcry defense is at least potentially relevant, but many monks will rarely, if ever, interact with it. SSR bonus is a reasonable perk because Voln is the mechanically strongest society (a point that I &#039;&#039;do&#039;&#039; concur with the majority on) and SSR bonus improves the success rate of Symbol of Sleep, arguably Voln&#039;s strongest ability, along with a couple of its others. (More on Voln in the next section!) However, Influence also grants SSR bonus.&lt;br /&gt;
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The main reason that few players of any profession used to tank Discipline was experience. Instant Mind Clearers from login rewards can absorb up to 1000 exp, which means that, to get the full value, you need at least 1000 in your exp pool. This is very doable via bounties, which allow overfilling the exp pool. However, some players avoid bounties, which used to mean that they would need 100 totals in both Discipline and Logic so they could have a max exp pool size of exactly 1000.&lt;br /&gt;
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That was then. Now, the Wisdom of the Ages perk introduced in 2025 increases your exp pool size by 2 for every month you remain a subscriber. Between that, the Ascension system introduced in 2020 (though that&#039;s more aimed at capped characters), and of course Perfect Self, it&#039;s far easier than ever to retain the all-important 1000 exp pool even while tanking Discipline.&lt;br /&gt;
&lt;br /&gt;
Still, what if someone doesn&#039;t do bounties and doesn&#039;t stay subscribed all the time? In that case, Discipline reclaims at least slightly more of its old importance and the question goes to whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. As already mentioned, Influence improves Symbol of Sleep and other Voln symbols. It also helps a little bit with Trading bonuses and making extra silver! (More on that in the Monk Merchants section toward the end.) As a monk, admittedly you can max Trading benefit in the end even if you do tank Influence thanks to Glamour, but that&#039;s a post-cap thing and this guide is aimed at everyone.&lt;br /&gt;
&lt;br /&gt;
If main argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it&#039;s much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter).&lt;br /&gt;
&lt;br /&gt;
To put it into perspective, my capped monk Tarine, who tanked Intuition (because Wisdom of the Ages didn&#039;t exist yet), has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive!&lt;br /&gt;
&lt;br /&gt;
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn&#039;t maxed her stats yet, didn&#039;t have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn&#039;t sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn&#039;t appeal to me like improving the success of the absurdly powerful Symbol of Sleep.&lt;br /&gt;
&lt;br /&gt;
Even assuming that you &#039;&#039;do&#039;&#039; want improved defense, remember that having extra silver from higher Influence lets you pay for better gear and items, which are also their &#039;&#039;own&#039;&#039; paths to improved defense--and often simultaneously to improved offense as well. Ultimately, the Intuition benefit is more narrow than the Influence benefit. That said, the Discipline benefit is even more narrow still. That&#039;s my true choice for tank stat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Selecting a Society===&lt;br /&gt;
&lt;br /&gt;
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn&#039;t part of character creation since you can&#039;t join a society until level 3, but it can be part of &#039;&#039;character concept&#039;&#039; creation. Also, like I said in stats, Voln makes Influence very relevant, so it&#039;s worth considering right away. Which society is right for your monk?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Mechanically, this society excels at exactly three things:&lt;br /&gt;
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)&lt;br /&gt;
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)&lt;br /&gt;
* Being the easiest and fastest to master&lt;br /&gt;
&lt;br /&gt;
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you&#039;re interested in CoL, it&#039;s probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This society has a bit more mechanical appeal for monks.&lt;br /&gt;
&lt;br /&gt;
Sunfist&#039;s sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist&#039;s powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.&lt;br /&gt;
&lt;br /&gt;
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.&lt;br /&gt;
&lt;br /&gt;
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It&#039;s more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.&lt;br /&gt;
&lt;br /&gt;
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
This is widely regarded as the mechanical best society for most or possibly all professions.&lt;br /&gt;
&lt;br /&gt;
Like all professions, monks get extreme utility out of Voln&#039;s [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], as well as [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat. There&#039;s also an [[Symbol of Transcendence|emergency button to go noncorporeal]] and avoid death crits. Voln&#039;s attack booster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels&#039; worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.&lt;br /&gt;
&lt;br /&gt;
Voln also features two UC-specific abilities in [[Kai&#039;s Strike]] and [[Kai&#039;s Smite]]. Kai&#039;s Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don&#039;t have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.&lt;br /&gt;
&lt;br /&gt;
Kai&#039;s Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn&#039;t. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren&#039;t those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.&lt;br /&gt;
&lt;br /&gt;
The idea of Kai&#039;s Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you&#039;re not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don&#039;t benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I&#039;d say it&#039;s a net loss for anyone with at least two flares.&lt;br /&gt;
&lt;br /&gt;
The inability to turn off Kai&#039;s Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai&#039;s Strike. Sanctify takes off 5% resistance per tier, so you&#039;d get 20% resistance while keeping your flares between blesses. While Kai&#039;s Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it&#039;s not a dealbreaker.&lt;br /&gt;
&lt;br /&gt;
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat Primer==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-unarmedcombat&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Still figuring out how unarmed combat works? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-unarmedcombat&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s go over the unarmed combat system in more detail! If you&#039;re familiar with more conventional melee combat, put that knowledge aside--a great deal of it won&#039;t apply and might even interfere with understanding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beginner Basics===&lt;br /&gt;
&lt;br /&gt;
JAB, GRAPPLE, KICK, and PUNCH are your tools of the trade. What&#039;s the difference? Have a look at this table from the unarmed combat system page.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Attack Type&lt;br /&gt;
![[Armor|AG]]&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Scale&lt;br /&gt;
!Chain&lt;br /&gt;
!Plate&lt;br /&gt;
!Base [[Roundtime|RT]]&lt;br /&gt;
!Min [[Roundtime|RT]]&lt;br /&gt;
![[Critical table|Damage Type]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Jab]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.100&lt;br /&gt;
|.075&lt;br /&gt;
|.060&lt;br /&gt;
|.050&lt;br /&gt;
|.040&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|[[Jab critical table (UCS)|Jab]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Punch]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.275&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.170&lt;br /&gt;
|.140&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Punch critical table (UCS)|Punch]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[GRAPPLE (verb)|Grapple]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|.160&lt;br /&gt;
|.120&lt;br /&gt;
|.100&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|[[Grapple critical table (UCS)|Grapple]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Kick]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[DF]]&#039;&#039;&#039;&lt;br /&gt;
|.400&lt;br /&gt;
|.350&lt;br /&gt;
|.300&lt;br /&gt;
|.250&lt;br /&gt;
|.200&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|[[Kick critical table (UCS)|Kick]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Weak, but fast.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Moderate speed and moderate power, but less of the latter than punches.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Powerful, but slow (at least by UC standards).&lt;br /&gt;
&lt;br /&gt;
The use case for punches and kicks seems clear, but why jab when it&#039;s so weak and why grapple if punches are the same speed with more strength?&lt;br /&gt;
&lt;br /&gt;
One answer that applies to both jabs and grapples is the defining component of unarmed combat: &#039;&#039;&#039;positioning&#039;&#039;&#039;. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk&#039;s position, follow the combat prompts as they appear. Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
 You attempt to jab a mezic!&lt;br /&gt;
 As you strike, a deep golden light surrounds your hands!&lt;br /&gt;
 You have &#039;&#039;&#039;decent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137&lt;br /&gt;
  ... and hit for 4 points of damage!&lt;br /&gt;
  Fast slap only reddens the cheek.&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take the cue to grapple:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
As you can see, the followup was significantly more powerful. That&#039;s partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here&#039;s one more example, this time going from good to excellent:&lt;br /&gt;
&lt;br /&gt;
 You attempt to &#039;&#039;&#039;jab&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You exploit the momentum of your previous strike to make a stronger attack against a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;good positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146&lt;br /&gt;
  ... and hit for 15 points of damage!&lt;br /&gt;
  Blow to kidney!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
  &#039;&#039;&#039;Strike leaves foe vulnerable to a followup grapple attack!&#039;&#039;&#039;&lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
 &lt;br /&gt;
 [2 seconds later...]&lt;br /&gt;
 &lt;br /&gt;
 You attempt to &#039;&#039;&#039;grapple&#039;&#039;&#039; a mezic!&lt;br /&gt;
 You have &#039;&#039;&#039;excellent positioning&#039;&#039;&#039; against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158&lt;br /&gt;
  ... and hit for 48 points of damage!&lt;br /&gt;
  Powerful tug pulls right hip, and leg, free of the socket!&lt;br /&gt;
   A mezic falls to the ground grasping her mangled right leg!&lt;br /&gt;
 Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
This time the jab started at good positioning because of Rolling Krynch Stance (more on that in the Martial Stances section), but the followup grapple was still far more powerful. Tiering up is crucial!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Setting highlights can help! Since the text prompt is...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...you can either create four highlights for each individual message or create a highlight for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Strike leaves foe vulnerable to a followup&amp;lt;/font&amp;gt;, then four more highlights for &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;jab attack!&amp;lt;/font&amp;gt; and the others.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, in unarmed combat&#039;s &#039;&#039;&#039;most basic form&#039;&#039;&#039; at the lowest levels, the use cases for each attack type are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;: A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning. &lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Only when needed to tier up.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;: Deliver a finishing blow during excellent positioning.&lt;br /&gt;
&lt;br /&gt;
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples. We&#039;ll get into that later, but first let&#039;s keep exploring the basics to lay the foundation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UAF, UDF, and MM===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re used to GemStone&#039;s AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a mezic!&lt;br /&gt;
 You have good positioning against a mezic.&lt;br /&gt;
  UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150&lt;br /&gt;
  ... and hit for 41 points of damage!&lt;br /&gt;
  Repeated blows to both sides of the head dizzies foe!&lt;br /&gt;
  The mezic is stunned!&lt;br /&gt;
 The mezic&#039;s movements slow to a crawl!&lt;br /&gt;
 A mezic appears dazed and unsure.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s look at an even more extreme example that doesn&#039;t go as well:&lt;br /&gt;
&lt;br /&gt;
 You attempt to grapple a spectral shade!&lt;br /&gt;
 You have good positioning against a spectral shade.&lt;br /&gt;
  UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102&lt;br /&gt;
  ... and hit for 1 point of damage!&lt;br /&gt;
  The spectral shade shakes off a weak arm grab.&lt;br /&gt;
&lt;br /&gt;
This is why I say you have to ignore what you know about AS-based combat.&lt;br /&gt;
&lt;br /&gt;
UAF isn&#039;t completely irrelevant, but the more important numbers are UDF and the &#039;&#039;&#039;multiplier modifier&#039;&#039;&#039; (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.&lt;br /&gt;
&lt;br /&gt;
What does that mean in practice? Higher lows and lower highs.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rare that a monk outright &#039;&#039;couldn&#039;t possibly&#039;&#039; hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.&lt;br /&gt;
&lt;br /&gt;
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes&#039; stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is the number that drops so low in defensive that it can even become negative! This used to occasionally trip up Saraphenia&#039;s player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it&#039;s often easier to figure out that you&#039;re in the wrong stance because everything&#039;s failing to hit; that was how I&#039;d take notice and Leafi would tell Phenia to fix up her stance.&lt;br /&gt;
&lt;br /&gt;
Also unlike AS-based melee attacks, lying down not only doesn&#039;t reduce your UAF, but also doesn&#039;t even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you&#039;re not paying attention, you could be fighting from your back and not even know it! You&#039;d find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. Those can&#039;t be done from the ground.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release &#039;&#039;enemy creatures&#039;&#039; who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mstrikes===&lt;br /&gt;
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As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you&#039;ll eventually be able to use mstrikes or weapon techniques. (I&#039;ll refer to these as &amp;quot;techniques&amp;quot; from here on. Despite the name, the brawling &amp;quot;weapon techniques&amp;quot; don&#039;t require weapons--unless you&#039;re thinking of your monk&#039;s hands and feet as weapons!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are your means to fit more attacks into less time.&lt;br /&gt;
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Covering mstrikes first!&lt;br /&gt;
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Mstrikes with no target specified, AKA &#039;&#039;&#039;unfocused mstrikes&#039;&#039;&#039;, can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA &#039;&#039;&#039;focused mstrikes&#039;&#039;&#039;, can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.&lt;br /&gt;
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For unarmed combat only, mstrikes also throw a bonus jab at enemies when you&#039;re at decent positioning against them and attacking them for the first time. Once you&#039;re into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.&lt;br /&gt;
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Mstrikes &#039;&#039;sort of&#039;&#039; have a cooldown after use, which is 15-20 seconds or so (depending on training). When on &amp;quot;cooldown,&amp;quot; you &#039;&#039;can&#039;&#039; still mstrike, but they&#039;ll consume a good chunk of stamina. (I can&#039;t give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.&lt;br /&gt;
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Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it&#039;ll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk&#039;s life, especially if you&#039;re a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn&#039;t increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.&lt;br /&gt;
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===Fury and Clash===&lt;br /&gt;
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The unarmed combat assault technique is &#039;&#039;&#039;[[Fury]]&#039;&#039;&#039;, which you learn with 25 ranks of Brawling (level 11). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There&#039;s no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it&#039;s not a major selling point.&lt;br /&gt;
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The AoE unarmed combat technique is &#039;&#039;&#039;[[Clash]]&#039;&#039;&#039;, which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn&#039;t include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist &#039;&#039;before&#039;&#039; Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities &#039;&#039;and&#039;&#039; seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.&lt;br /&gt;
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Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can&#039;t be used while they&#039;re on cooldown. They do have separate cooldown timers, so you can alternate between them.&lt;br /&gt;
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However, you can&#039;t alternate mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you &#039;&#039;can&#039;&#039; use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it&#039;ll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn&#039;t intend for players to insert mstrikes into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)&lt;br /&gt;
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RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it&#039;ll execute them as 2 RT, 2 RT, and 1 RT.&lt;br /&gt;
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Compared to focused mstrikes, Fury&#039;s structure has upsides and downsides. One upside is that you&#039;ll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can &#039;&#039;also&#039;&#039; interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It&#039;s also less likely that your target will be dead as soon your command gets sent to the server since attacks don&#039;t happen all at once. &lt;br /&gt;
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===Twin Hammerfists and Spin Kick===&lt;br /&gt;
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The other two UC techniques are &#039;&#039;&#039;[[Twin Hammerfists]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Spin Kick]]&#039;&#039;&#039;, respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won&#039;t lock you out of them.&lt;br /&gt;
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Twin Hammerfists is an [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! At only 2 RT and 7 stamina, it&#039;s a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.&lt;br /&gt;
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Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it&#039;s an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn&#039;t a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If highlighting tier up opportunities goes well for you, then &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;You could use this opportunity to Spin Kick!&amp;lt;/font&amp;gt; is another message to consider highlighting from level 35-36 on!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Beyond Basics: Synchronizing Everything===&lt;br /&gt;
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So far, I&#039;ve written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.&lt;br /&gt;
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However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let&#039;s put everything together into a cohesive whole.&lt;br /&gt;
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Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot (&amp;quot;flare slot&amp;quot;), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.&lt;br /&gt;
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Here&#039;s an example of a Twin Hammerfists firing off three flares:&lt;br /&gt;
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 Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist&lt;br /&gt;
 [SMR result: 316 (Open d100: 89, Bonus: 107)]&lt;br /&gt;
 Perfectly executed strike to the crimson angargeist&#039;s back!  It staggers!&lt;br /&gt;
 The attack exposes a vulnerability in a roiling crimson angargeist&#039;s defenses!&lt;br /&gt;
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 ** Sariara&#039;s owl-painted handwraps emit a searing bolt of lightning! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Hard shot to the crimson angargeist&#039;s back sends it drifting forward!&lt;br /&gt;
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 ** Sariara&#039;s owl-painted handwraps spray forth a shower of pure water! **&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Incredible strike to the crimson angargeist&#039;s back smashes through the chest!&lt;br /&gt;
   Too bad it melts back together.&lt;br /&gt;
 Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.&lt;br /&gt;
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 ** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **&lt;br /&gt;
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   ... 30 points of damage!&lt;br /&gt;
   Strong strike splits the belly open, revealing ghostly organs.&lt;br /&gt;
   Haggis anyone?&lt;br /&gt;
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The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it&#039;s a great illustration because of the particulars.&lt;br /&gt;
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First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk&#039;s entire life. That&#039;s the least interesting thing to say here, though.&lt;br /&gt;
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The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water.&lt;br /&gt;
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Angargeists are non-corporeal undead. Normally Kai&#039;s Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn&#039;t allow for one-shotting it; you have to take out its entire health pool.&lt;br /&gt;
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2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you&#039;re fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.&lt;br /&gt;
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Speaking of uncrittable creatures or creatures you&#039;re otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.&lt;br /&gt;
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Here&#039;s a more nuanced look at the unarmed combat core attack types than before:&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Jabs&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can&#039;t hit a foe who&#039;s already downed, so it&#039;s not repeatable.)&lt;br /&gt;
* The fastest means of tiering up with single strikes.&lt;br /&gt;
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.&lt;br /&gt;
* Poor as the specified command of a Fury or mstrike since they have little or (usually) no speed advantage over the other commands in that case.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Punches&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.&lt;br /&gt;
* The best aimed attack at excellent positioning. I&#039;m not particularly a fan of aimed UC attacks for reasons we&#039;ll delve into later, but it is there.&lt;br /&gt;
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.&lt;br /&gt;
* Poor as the specified command of an unfocused mstrike or Clash since it&#039;s unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Grapples&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but can&#039;t help tier up.)&lt;br /&gt;
* Good against individual threatening creatures that need to be slowed down.&lt;br /&gt;
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.&lt;br /&gt;
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Kicks&amp;lt;/font&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* The best finishing blow at excellent positioning per hit.&lt;br /&gt;
* The highest damage output per hit.&lt;br /&gt;
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or exactly as fast as the other commands.)&lt;br /&gt;
* Poor at tiering up with single strikes. (Same as above.)&lt;br /&gt;
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In short, pick the right tool for the right job. They can all be the right tool at times!&lt;br /&gt;
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===Macros and Aliases===&lt;br /&gt;
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If you&#039;re playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:&lt;br /&gt;
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* Jab&lt;br /&gt;
* Grapple&lt;br /&gt;
* Punch&lt;br /&gt;
* Kick&lt;br /&gt;
* Weapon Twinhammer&lt;br /&gt;
* Weapon Fury [Grapple/Punch/Kick (depending on your level, training, specialization, and preference)]&lt;br /&gt;
* Weapon Spinkick&lt;br /&gt;
* Mstrike Grapple&lt;br /&gt;
* Mstrike Punch&lt;br /&gt;
* Mstrike Kick&lt;br /&gt;
* Mstrike Grapple Target&lt;br /&gt;
* Mstrike Punch Target&lt;br /&gt;
* Mstrike Kick Target&lt;br /&gt;
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For macros, this just means tying each one you care about to a single key press. You can configure them in Options -&amp;gt; Macros if using [[Wrayth]].&lt;br /&gt;
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For Lich aliases, I&#039;ve set mine as jj for jab, gg for grapple, pp for punch, kk for kick, twin for Twin Hammerfists, utf for Fury Grapple (stands for &amp;quot;unarmed technique Fury&amp;quot;), uts for Spin Kick, mg for mstrike grapple, mp for mstrike punch, and mk for mstrike kick. I could create things like an mkt alias for mstrike kick target if I wanted, but in that case I just type out &amp;quot;mk target&amp;quot; or &amp;quot;mk [target noun].&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Training Plan: Skills==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-skillsplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering how to train your monk&#039;s skills? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-skillsplan&amp;quot;&amp;gt;&lt;br /&gt;
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===Core Skills===&lt;br /&gt;
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These are skills you consistently train with little to no deviation.&lt;br /&gt;
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* &#039;&#039;&#039;[[Brawling]]&#039;&#039;&#039;: Max every level.&lt;br /&gt;
* &#039;&#039;&#039;[[Physical Fitness]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more stamina early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Dodging]]&#039;&#039;&#039;: At least twice per level. Thrice per level later in life or if you really want more DS early on.&lt;br /&gt;
* &#039;&#039;&#039;[[Perception]]&#039;&#039;&#039;: Once per level.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you&#039;ll have a lot of leeway to decide what to do with skills mentioned in the following sections.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #1: Combat Maneuvers as Core Skills?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I&#039;d say &#039;&#039;roughly&#039;&#039; 1x minimum is mandatory and you&#039;ll almost certainly want far more than that early on. However, philosophically, I don&#039;t consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That&#039;s why it&#039;s in the Breakpoint Skills section below!&lt;br /&gt;
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===Breakpoint Skills===&lt;br /&gt;
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Train these skills to specific thresholds because most have little to no merit for the in-between ranks.&lt;br /&gt;
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* &#039;&#039;&#039;[[Two Weapon Combat]]&#039;&#039;&#039;: One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.&lt;br /&gt;
* &#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;: Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn&#039;t that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it&#039;s also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you&#039;re going self-spelled. Up to you!&lt;br /&gt;
* &#039;&#039;&#039;[[Multi-Opponent Combat]]&#039;&#039;&#039;: Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and &#039;&#039;possibly&#039;&#039; 90 or 100. The good technique breakpoints are 10, 24, 50, and &#039;&#039;possibly&#039;&#039; 100. If you&#039;re using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)&lt;br /&gt;
* &#039;&#039;&#039;[[Harness Power]]&#039;&#039;&#039;: Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Mental]] up to 13 or 16 ranks&#039;&#039;&#039;: The major early benchmarks are [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I&#039;m not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body&#039;s stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.&lt;br /&gt;
* &#039;&#039;&#039;[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore&#039;&#039;&#039;: To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.&lt;br /&gt;
* &#039;&#039;&#039;[[Climbing]] and [[Swimming]]&#039;&#039;&#039;: 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You&#039;ll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave a hunting ground while encumbered.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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Why anyone would train to account for the mstrike MOC thresholds &#039;&#039;and&#039;&#039; the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.&lt;br /&gt;
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My monk, Sariara, prefers Fury in most hunts, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don&#039;t even get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I&#039;ll discuss in the Offensive Specialization section.&lt;br /&gt;
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However, Clash is a very weak technique compared to unfocused mstrikes. Mstrikes&#039; bonus jab allows double the number of attacks for the first engagement with the enemy, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she can use focused mstrikes for single targets, even though they&#039;re slightly weaker than Fury because of her Grapple Specialization, while leaving the unfocused mstrike option open for battling hordes.&lt;br /&gt;
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Your MOC training plan doesn&#039;t need to assume that mstrikes or techniques are either/or!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Niche Skills===&lt;br /&gt;
&lt;br /&gt;
Niche isn&#039;t a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you&#039;re training with a plan and a purpose!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Spiritual Mana Control]] and [[Mental Mana Control]]&#039;&#039;&#039;: Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game &#039;&#039;unless&#039;&#039; you&#039;re surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)&lt;br /&gt;
* &#039;&#039;&#039;[[First Aid]]&#039;&#039;&#039;: Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Trading]]&#039;&#039;&#039;: Monks get immense value out of at least the first 20 ranks. See the Trade Secrets section!&lt;br /&gt;
* &#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;: Helps with skinning, but it&#039;s more expensive than First Aid. Slightly reduces duration of stuns, but monks don&#039;t get stunned very often. Like First Aid, I recommend it during the first 19 levels. Afterward, train it only if you want to excel at skinning bounties &#039;&#039;and&#039;&#039; have already trained First Aid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk mana sharing breakpoints!&lt;br /&gt;
&lt;br /&gt;
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.&lt;br /&gt;
&lt;br /&gt;
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.&lt;br /&gt;
&lt;br /&gt;
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.&lt;br /&gt;
&lt;br /&gt;
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.&lt;br /&gt;
&lt;br /&gt;
Just remember: 5, 7, 10, 24!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re at 24 mana control, consider going to 25! This unlocks [[Multicast|multicasting]], the ability to cast a buff spell twice in one cast. For self-cast spells, that&#039;ll take you to full duration in 3 RT instead of 6, which is nice quality of life!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #3: The Skinning Deluxe Special!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild]] bounty system won&#039;t assign skinning bounties unless you have at least half your level in First Aid and Survival combined. For example, a level 20 character with 8 First Aid and 2 Survival is eligible for skinning bounties.&lt;br /&gt;
&lt;br /&gt;
Some players purposely remain below the threshold because skinning bounties have comparatively low exp payouts. Other players lean into training these skills because adding skinning into their pool of bounty types reduces the odds of getting other types like escorts or gems that they might want to avoid.&lt;br /&gt;
&lt;br /&gt;
Experience points paid out by skinning bounties depend on the quality of skins the furrier asks for; in turn, the range of qualities the furrier can ask for depends on your skill. It&#039;s a double-edged sword! If you keep your skinning ability low, the furrier will only ask for fair quality skins and it&#039;ll be relatively easy to complete, but the exp reward will always be 600. If you heavily push your skinning ability, the furrier can (but won&#039;t always) ask for fine or exceptional skins. These pay out 650 or 700 exp, but will be more difficult to complete.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;isn&#039;t&#039;&#039; a double-edged sword is that the skinning &#039;&#039;bounty point&#039;&#039; payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Midgame and Later Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Two Weapon Combat]] at half your level&#039;&#039;&#039;: After you&#039;re finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you&#039;re still not feeling hardy enough.&lt;br /&gt;
* &#039;&#039;&#039;[[Minor Spiritual]] up to 2 or 7 ranks&#039;&#039;&#039;: I&#039;d ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It&#039;s very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you&#039;re a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that&#039;s all the way at 20 ranks.) If you don&#039;t want to rely on the invoker or others, I&#039;d say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.&lt;br /&gt;
* &#039;&#039;&#039;Minor Mental up to 20 or 25 ranks&#039;&#039;&#039;: [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Skill Training Sidebar #4: The Spirit Barrier Irony!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! &#039;&#039;Lowering&#039;&#039; your UAF in exchange for increasing your DS via Spirit Barrier isn&#039;t nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren&#039;t like (weapon-using) rangers who would find trading &#039;&#039;AS&#039;&#039; for DS completely untenable. This spell can be worth a second look!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Post-Cap Skills===&lt;br /&gt;
&lt;br /&gt;
Eventually you can train everything if you play long enough, but here are some considerations for what to prioritize if or when you reach post-cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Edged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
There&#039;s merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that&#039;s not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can&#039;t be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranged Weapons]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Archery is another possibility for diversifying. Unlike with katars, AS-based &#039;&#039;ranged&#039;&#039; attacks don&#039;t necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren&#039;t exactly &#039;&#039;poor&#039;&#039; at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic Item Use]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Supplementing DS with [[small statue]]s is eventually a good idea for every profession and MIU bolsters their duration. (As a historical note, MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta&#039;Faendryl, the Ruined Temple, or the Sanctum of Scales. However, that&#039;s largely immaterial these days. [[Spell sever]] has supplanted spellburst in newer capped hunting grounds like the Hinterwilds, Moonsedge Castle, and the Hive--and, although these are technically Ascension grounds aimed at far post-cap characters, monks are able to do well in them long before other professions, including even at fresh cap, due to the unique qualities of unarmed combat.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual up to 20 or 40 ranks&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It&#039;ll become apparent enough when that&#039;s the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I&#039;m fairly certain that my second monk Sariara will ignore them when the time comes. Voln already offers a fine substitute for fogging, Wall of Force isn&#039;t what it used to be when it had no cooldown, and having fewer spell ranks means more redux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental up to 48 or 50 ranks (or beyond)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they&#039;re more for hunting things like bandits and pirates or just messing around than for casting in &amp;quot;real&amp;quot; hunting grounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Redux Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I&#039;ll elaborate further there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secret Sauce of Lores===&lt;br /&gt;
&lt;br /&gt;
This section contains tables to visualize lore thresholds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Telepathy Ranks&#039;&#039;&#039;||0||6||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;15&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30&#039;&#039;&#039;&amp;lt;/font&amp;gt;||80||150&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mind Over Body Stamina Reduction&#039;&#039;&#039;||20%||25%||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;30%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;35%&#039;&#039;&#039;&amp;lt;/font&amp;gt;||40%||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Green&amp;lt;/font&amp;gt;&#039;&#039;&#039;: The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.&lt;br /&gt;
&lt;br /&gt;
Aside from Mind Over Body, a couple of Telepathy&#039;s more minor claims to fame for monks include:&lt;br /&gt;
&lt;br /&gt;
* 25 ranks allow [[Soothing Word (1201)|Soothing Word]] to remove sheer fear and grant 30 seconds of immunity to it&lt;br /&gt;
* 15, 45, and 90 ranks improve the spawn rate of [[Provoke (1235)|Provoke]]&lt;br /&gt;
&lt;br /&gt;
You can work around sheer fear in other ways by being in Voln or getting your robes sanctified, but the Soothing Word option exists.&lt;br /&gt;
&lt;br /&gt;
Provoke is an interesting niche, but not a major selling point in my eyes. Training 35 Minor Mental ranks asks a ton pre-cap and Provoke becomes less effective the more people are hunting in an area. Most capped hunting grounds are either very crowded, so Provoke does little, or they&#039;re not crowded because they&#039;re extremely dangerous, which makes Provoke a bad idea.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 2&#039;&#039;&#039;||&#039;&#039;&#039;Level 5&#039;&#039;&#039;||&#039;&#039;&#039;Level 15&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Full leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforced leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Double leather||Leather breastplate||Cuirbouilli leather||Studded leather&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||||Double leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Leather breastplate&#039;&#039;&#039;&amp;lt;/font&amp;gt;||Cuirbouilli leather||Studded leather||Brigandine&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||||||Cuirbouilli leather||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Studded leather&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Brigandine&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||||||||Brigandine||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Chain mail&#039;&#039;&#039;&amp;lt;/font&amp;gt;||&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Double chain&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||||||||Double chain||Augmented chain&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||||||||Chain hauberk&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;105 Transformation&amp;lt;/font&amp;gt;|||||||||||||Metal breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;140 Transformation&amp;lt;/font&amp;gt;|||||||||||||Augmented breastplate&lt;br /&gt;
|-&lt;br /&gt;
||&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;180 Transformation&amp;lt;/font&amp;gt;|||||||||||||Half plate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Blue&#039;&#039;&#039;&amp;lt;/font&amp;gt;: You&#039;ll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it &#039;&#039;is&#039;&#039; amazing and I recommend it highly for a magical monk--I&#039;d consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won&#039;t be the majority of my readers.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Pink&#039;&#039;&#039;&amp;lt;/font&amp;gt;: My recommendations for which levels to meet which Iron Skin thresholds if you&#039;re undecided. You have more leeway at level 50 on to push lores higher, so I&#039;ve highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.&lt;br /&gt;
&lt;br /&gt;
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell&#039;s effect has improved over the previous breakpoint.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||&#039;&#039;&#039;Dragonclaw UAF Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Brace Disarm Rate&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0||10||25%&lt;br /&gt;
|-&lt;br /&gt;
||1||11||&lt;br /&gt;
|-&lt;br /&gt;
||3||12||27%&lt;br /&gt;
|-&lt;br /&gt;
||6||13||&lt;br /&gt;
|-&lt;br /&gt;
||7||||29%&lt;br /&gt;
|-&lt;br /&gt;
||10||14||&lt;br /&gt;
|-&lt;br /&gt;
||12||||31%&lt;br /&gt;
|-&lt;br /&gt;
||15||15||&lt;br /&gt;
|-&lt;br /&gt;
||18||||33%&lt;br /&gt;
|-&lt;br /&gt;
||21||16||&lt;br /&gt;
|-&lt;br /&gt;
||25||||35%&lt;br /&gt;
|-&lt;br /&gt;
||28||17||&lt;br /&gt;
|-&lt;br /&gt;
||33||||37%&lt;br /&gt;
|-&lt;br /&gt;
||36||18||&lt;br /&gt;
|-&lt;br /&gt;
||42||||39%&lt;br /&gt;
|-&lt;br /&gt;
||45||19||&lt;br /&gt;
|-&lt;br /&gt;
||52||||41%&lt;br /&gt;
|-&lt;br /&gt;
||55||20||&lt;br /&gt;
|-&lt;br /&gt;
||63||||43%&lt;br /&gt;
|-&lt;br /&gt;
||66||21||&lt;br /&gt;
|-&lt;br /&gt;
||75||||45%&lt;br /&gt;
|-&lt;br /&gt;
||78||22||&lt;br /&gt;
|-&lt;br /&gt;
||88||||47%&lt;br /&gt;
|-&lt;br /&gt;
||91||23||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn&#039;t make a huge difference. Brace, on the other hand, can be impactful &#039;&#039;if&#039;&#039; you&#039;re getting hit by physical attacks. I wouldn&#039;t go out of my way to push Transformation for Brace alone, but if you&#039;re already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we&#039;ll look at in the Meditation Resistance section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Illustrative Training Snapshots===&lt;br /&gt;
&lt;br /&gt;
For illustration and discussion purposes, here&#039;s what my most recent monk Sariara has looked like at various level thresholds--or, in the case of level 30, what she &#039;&#039;should&#039;&#039; have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||||&#039;&#039;&#039;Level 20&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 40&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 60&#039;&#039;&#039;||&#039;&#039;&#039;Level 70&#039;&#039;&#039;||&#039;&#039;&#039;Level 80&#039;&#039;&#039;||&#039;&#039;&#039;Level 90&#039;&#039;&#039;||&#039;&#039;&#039;Level 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;||0||0||0||0||0||0||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;||24||48||74||100||114||134||134||144||144&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Brawling&#039;&#039;&#039;||44||65||85||105||125||149||165||187||207&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039;||24||35||55||55||55||55||55||60||100&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Physical Fitness&#039;&#039;&#039;||44||64||84||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Dodging&#039;&#039;&#039;||44||64||125||156||186||216||246||276||303&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Harness Power&#039;&#039;&#039;||10||10||10||10||20||20||38||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039;||5||5||5||5||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Mental Lore - Telepathy&#039;&#039;&#039;||0||15||15||15||15||15||15||15||15&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Perception&#039;&#039;&#039;||20||30||40||50||60||72||82||92||101&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Climbing&#039;&#039;&#039;||10||10||10||20||20||40||40||60||60&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Swimming&#039;&#039;&#039;||10||10||10||10||10||10||40||0||0&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;First Aid&#039;&#039;&#039;||20||30||20||25||30||35||40||42||42&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Trading&#039;&#039;&#039;||40||43||42||48||60||72||83||95||167&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039;||0||0||0||0||3||3||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Minor Mental&#039;&#039;&#039;||12||13||14||16||20||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;(spare TPs)&#039;&#039;&#039;||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s break down some of the more unusual things you might notice!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I could have done the one rank of Two Weapon Combat much sooner, but didn&#039;t particularly feel the need for the quick DS.&lt;br /&gt;
&lt;br /&gt;
Combat Maneuvers are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.&lt;br /&gt;
&lt;br /&gt;
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she&#039;d maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM &#039;&#039;is&#039;&#039; her second post-cap goal, finally; it&#039;s currently at 190 as she approaches 8.6m experience.)&lt;br /&gt;
&lt;br /&gt;
Max Brawling, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.&lt;br /&gt;
&lt;br /&gt;
Physical Fitness and Dodging are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks&#039; training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn&#039;t hurt either.&lt;br /&gt;
&lt;br /&gt;
I took a little bit of early Harness Power, then slacked off for a while, then finally only began pushing it in the late game as an efficient way to wear more spells in &#039;&#039;spellburst&#039;&#039; hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90).&lt;br /&gt;
&lt;br /&gt;
I started First Aid relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She eventually picked it back up post-cap, but the table only shows up to fresh 100.&lt;br /&gt;
&lt;br /&gt;
Swimming and Climbing are skills that you might not need at fresh cap if you intend to stick to a specific hunting ground for a long time. I dropped Swimming since the Sanctum doesn&#039;t have any water and the only swimming in the Hinterwilds can be bypassed with Water Walking or Symbol of Return (among other options), but hunters of the Atoll, Ruined Temple, or Sailor&#039;s Grief would want it. Conversely, I kept Climbing because the Sanctum has a pretty tough check, but various other hunting grounds don&#039;t. For where Saria&#039;s currently at long after the initial publication of this guide, she could actually skip both Swimming and Climbing.&lt;br /&gt;
&lt;br /&gt;
Saria heavily pushed Trading early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated.) Similar story for Minor Mental, which came out of the gate fast, then inched to 20 at level 60 and stayed there.&lt;br /&gt;
&lt;br /&gt;
Level 30 and 100 spare TPs are there because I was hoarding for the next MOC thresholds while level 70 spare TPs are there because I was hoarding for the 20 Minor Spiritual threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn&#039;t care about any of the in-between spells, so might as well preserve higher redux until then.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training Plan: Exclusive Choices==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-choicesplan&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-choicesplan&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meditation Resistance===&lt;br /&gt;
&lt;br /&gt;
One neat monk perk I haven&#039;t mentioned yet is that their [[Verb:MEDITATE#Damage_Resistance|MEDITATE verb]] allows them to gain resistance to one selected damage type! It offers 10% resistance to start, then improves at these thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||0||1||3||6||10||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;15&amp;lt;/font&amp;gt;&#039;&#039;&#039;||21||28||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;36&amp;lt;/font&amp;gt;&#039;&#039;&#039;||45||55||66||78||91&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||10%||12%||14%||16%||18%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;20%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||22%||24%||&#039;&#039;&#039;&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;26%&amp;lt;/font&amp;gt;&#039;&#039;&#039;||28%||30%||32%||34%||36%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And if you decide to go ham post-cap with Ascension and enhancives:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Transformation Ranks&#039;&#039;&#039;||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;||38%||40%||42%||44%||46%||48%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted 15 and 36 Transformation because 20% and 26% (translation: &amp;quot;25% or more&amp;quot;) are extremely notable benchmarks. I &#039;&#039;could&#039;&#039; fully elaborate, but people who aren&#039;t Whirlin and me would probably get bored to tears by the rows and charts I&#039;d need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV&#039;s crit system, and how it relates to order of operations with redux and crit padding.&lt;br /&gt;
&lt;br /&gt;
Suffice it to say this:&lt;br /&gt;
&lt;br /&gt;
Because of rounding and the nature of GSIV crits, it wouldn&#039;t be merely &#039;&#039;underestimating&#039;&#039; 20% and 25% resistance to say that they&#039;re twice as effective or two and a half times as effective as 10% resistance, but &#039;&#039;completely off base&#039;&#039; by orders of magnitude. The upgrade is huge.&lt;br /&gt;
&lt;br /&gt;
That said, which damage type should you resist? You can change your type any time, but these jump out:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold&#039;&#039;&#039;: Useful for Icemule-based hunting at various levels.&lt;br /&gt;
* &#039;&#039;&#039;Crush&#039;&#039;&#039;: A very common damage type, like all physical damage types. Particularly helpful for gigantic creatures that fall on you as they die.&lt;br /&gt;
* &#039;&#039;&#039;Electrical&#039;&#039;&#039;: The most lethal damage type, albeit somewhat rare. If you&#039;re hunting creatures that use it, though, protect yourself!&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;: Useful for Teras Isle, among other specific areas.&lt;br /&gt;
* &#039;&#039;&#039;Impact&#039;&#039;&#039;: Great against various rock-themed creatures or shield-using creatures, among some others.&lt;br /&gt;
* &#039;&#039;&#039;Puncture&#039;&#039;&#039;: Another common physical damage type. Very deadly if it hits the eyes even on a fairly tame enemy attack, so 20% or 25% resistance will help immensely.&lt;br /&gt;
* &#039;&#039;&#039;Slash&#039;&#039;&#039;: The last of the common physical damage types. Probably the least impressive in a vacuum, but it &#039;&#039;is&#039;&#039; very common.&lt;br /&gt;
&lt;br /&gt;
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!&lt;br /&gt;
&lt;br /&gt;
The only damage types I&#039;d generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn&#039;t stop that aspect. Still, if you&#039;re in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything&#039;s worth considering in the right context.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Grapple Specialization]], [[Kick Specialization]], and [[Punch Specialization]], which each improve their respective attacks, but which is right for you? I&#039;ll write about each one as if it&#039;s maxed, but during the earliest levels, these ramp up by gaining 20% of their max effectiveness per rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. &amp;quot;Before&amp;quot; is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists.&lt;br /&gt;
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone.&lt;br /&gt;
* If you love Fury or hate setups, this could be the specialization for you!&lt;br /&gt;
* In a vacuum, grapples aren&#039;t ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.&lt;br /&gt;
* Grapple Specialization has little to offer if you exclusively use mstrikes. &amp;quot;Exclusively&amp;quot; is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Turns your [[Spin Kick]] into two Spin Kicks!&lt;br /&gt;
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It&#039;s great fun and can save you in situations where the other two specializations couldn&#039;t.&lt;br /&gt;
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it&#039;s flat out the best mstrike option.&lt;br /&gt;
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven&#039;t become as fast as they&#039;ll eventually be and Spin Kick might not even be an option yet (pre-level 35-36).&lt;br /&gt;
* While Spin Kick performs exceptionally well against like-level foes, it&#039;s not nearly as good against overleveled ones for two reasons: it&#039;s less likely to succeed and you&#039;re much more incentivized to disable those foes immediately. If they don&#039;t attack, you don&#039;t evade, so you don&#039;t Spin Kick.&lt;br /&gt;
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Punch Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.&lt;br /&gt;
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn&#039;t a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.&lt;br /&gt;
* Despite the above, the buff to Clash being minor doesn&#039;t matter if the monk isn&#039;t using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can&#039;t bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specialization Sidebar: Mstrikes with Specified Attack Types!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In case it isn&#039;t clear or in case going into math would be helpful...&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mstrike kick&#039;&#039;&#039; becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike punch&#039;&#039;&#039; can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they&#039;re slower because your Agidex isn&#039;t up to par, punches can still win overall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mstrike grapple&#039;&#039;&#039; is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.&lt;br /&gt;
&lt;br /&gt;
In short...&lt;br /&gt;
&lt;br /&gt;
Use mstrike kick if you&#039;re a high Agidex race who&#039;s at or close to the peak of your Agidex growth.&lt;br /&gt;
&lt;br /&gt;
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you&#039;re a moderate Agidex race or a high Agidex race not yet near your peak, you&#039;re against foes in armor lighter than chain, and you trained Grapple Specialization, but you&#039;re in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)&lt;br /&gt;
&lt;br /&gt;
Use mstrike punch if neither of the above applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I&#039;ve been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).&lt;br /&gt;
&lt;br /&gt;
As for Punch Specialization, I wouldn&#039;t honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn&#039;t necessarily wrong either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Defensive Specialization===&lt;br /&gt;
&lt;br /&gt;
Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one&#039;s a lot easier than the last!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;&#039;&#039;&#039;Block Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they&#039;re expensive to train, monks can&#039;t learn shield skills, and shields significantly decrease their MM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Parry Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to parry melee or ranged attacks--assuming you have [[Brace (1214)|Brace]] active. After parrying, it gives a 25% chance of gaining the [[Counter]] effect, which means your next attack has 1 less RT and costs 25% less stamina (if applicable). This might sound neat until it&#039;s compared to...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say &amp;quot;Brawling&amp;quot; because I&#039;m not even limiting this to unarmed combat. Even if you&#039;re using brawling &#039;&#039;weapons&#039;&#039; like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Martial Stances===&lt;br /&gt;
&lt;br /&gt;
Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let&#039;s review them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Duck and Weave]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most flavorful martial stance.&lt;br /&gt;
&lt;br /&gt;
Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.&lt;br /&gt;
&lt;br /&gt;
This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker&#039;s AS and weapon type have to be good enough compared to the defending creature&#039;s DS and armor type to do meaningful damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Delightful, but bad. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Flurry of Blows]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The screen scrolliest martial stance.&lt;br /&gt;
&lt;br /&gt;
Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.&lt;br /&gt;
&lt;br /&gt;
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren&#039;t good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn&#039;t say it comes close to being worthwhile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Again, great fun, but bad. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Inner Harmony]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most wasted potential of martial stances.&lt;br /&gt;
&lt;br /&gt;
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you&#039;d most want to remove are exactly the ones you can&#039;t because you can&#039;t use Inner Harmony while bound or RT-locked. [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]] this definitely isn&#039;t!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I appreciate the idea behind this stance, but it has little to no appeal in practice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Rolling Krynch Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Almost surely the best martial stance for UC monks.&lt;br /&gt;
&lt;br /&gt;
This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won&#039;t kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least &#039;&#039;might&#039;&#039; kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap.&lt;br /&gt;
&lt;br /&gt;
When I wrote that monks rarely one-shot creatures, that&#039;s true in a vacuum, but Rolling Krynch can at least open that door for them.&lt;br /&gt;
&lt;br /&gt;
Bottom line: the less time you spend in decent positioning, the better off you are, and that&#039;s what Rolling Krynch offers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Slippery Mind]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most defensive martial stance.&lt;br /&gt;
&lt;br /&gt;
When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you&#039;re in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don&#039;t avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
This stance is simple, but really good, offering two lines of defense against a monk&#039;s biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I&#039;d say it&#039;s the very best for a weapon-wielding monk in robes!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Stance of the Mongoose]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The most &amp;quot;almost got there&amp;quot; martial stance.&lt;br /&gt;
&lt;br /&gt;
This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you&#039;re running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you&#039;re doing that, thank you for making it this far into the guide for reasons I don&#039;t understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a more typical unarmed combat monk, the good news is that Stance of the Mongoose&#039;s retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it&#039;s always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it&#039;ll pick the tier up type.&lt;br /&gt;
&lt;br /&gt;
That last bit might sound good--and, truthfully, it &#039;&#039;is&#039;&#039; good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it&#039;s not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That&#039;s not necessarily saying much; I&#039;d put it distantly behind Rolling Krynch Stance and Slippery Mind. If you&#039;re running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Fun time sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m not knocking wildly niche monks. Many of my characters who &#039;&#039;aren&#039;t&#039;&#039; monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I&#039;m torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and &#039;&#039;can&#039;&#039; have immense defensive gain!)&lt;br /&gt;
&lt;br /&gt;
This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you&#039;re doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the &#039;&#039;creatures&#039;&#039; do--things you&#039;re actively trying to prevent them from doing, no less!--and, for that matter, only &#039;&#039;some&#039;&#039; of them do it and only &#039;&#039;some&#039;&#039; of the time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Striking Asp Stance]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The best... uh... PvP martial stance?&lt;br /&gt;
&lt;br /&gt;
[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.&lt;br /&gt;
&lt;br /&gt;
Whoever this stance might be good for--if anyone, because I&#039;m not convinced it&#039;s worthwhile in any context other than PvP duels--it&#039;s not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp&#039;s own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs&#039; worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp&#039;s reduced stamina cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
No.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Combat Maneuvers===&lt;br /&gt;
&lt;br /&gt;
I won&#039;t go over every combat maneuver, but here are quick takes on the more standout ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Quick Reminder!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Acrobat&#039;s Leap]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Useful for short races to make up the height gap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Bearhug]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that &#039;&#039;are&#039;&#039; so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don&#039;t necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. It&#039;s also a bit worse for small races, but, since it&#039;s an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first.&lt;br /&gt;
&lt;br /&gt;
Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you&#039;re already using them!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Bull Rush]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a need of controlling the enemy hordes so you can systematically pick them off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Burst of Swiftness]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don&#039;t recommend using it until you have at least four ranks since the cooldown is very long before then.&lt;br /&gt;
&lt;br /&gt;
If your monk is a fast race, there&#039;s still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar &#039;&#039;mstrikes&#039;&#039;&#039; don&#039;t get faster than 5 seconds regardless of Agidex.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Cheapshots]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I love this suite of disabling skills on rogues and bards, but I don&#039;t think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can&#039;t, Cheapshots won&#039;t either since they&#039;re all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I&#039;d rather get Bearhug or Coup de Grace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Combat Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I like two or three ranks to slightly shore up TD weaknesses if you can spare the points, but it&#039;s not mandatory by any means.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Combat Mobility]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points &#039;&#039;are&#039;&#039; a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Coup de Grace]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF buff isn&#039;t what matters (at least for solo UC-oriented monks; it&#039;s amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can&#039;t be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup&#039;s insta-kill, so it&#039;s another helpful option in your toolbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feint]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Even though UAF attacks &#039;&#039;can&#039;&#039; power through turtled creatures, turning that &amp;quot;can&amp;quot; into &amp;quot;most likely&amp;quot; is ideal. Feint is the premier combat maneuver for lowering enemies&#039; stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hamstring]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
I mention this for the katar builds. Hamstring can only be used with an edged weapon, but it&#039;s a devastatingly powerful setup-and-damage maneuver all in one. Two Weapon Combat characters will find it even more exceptional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ki Focus]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver&#039;s wiki page recommends it if you aren&#039;t using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.&lt;br /&gt;
&lt;br /&gt;
That said, the stamina cost to use it too often &#039;&#039;is&#039;&#039; real, even with Mind Over Body, so you&#039;ll need heavy Physical Fitness training. It&#039;s more of a midgame or late game skill to me.&lt;br /&gt;
&lt;br /&gt;
Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don&#039;t cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;[[Surge of Strength]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it&#039;s outdated information.&lt;br /&gt;
&lt;br /&gt;
I&#039;d consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge&#039;s cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you&#039;re willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Character Progression==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-progression&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious about feats, meditating, or upgrading your monk&#039;s gear later? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-progression&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
Monks gain new abilities called Feats at various levels, which are as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 0 Monk Feat - [[Kroderine Soul]]====&lt;br /&gt;
&lt;br /&gt;
Kroderine Soul is an opt-in feat that I won&#039;t cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.&lt;br /&gt;
&lt;br /&gt;
In exchange, before level 30, you can&#039;t learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I&#039;ll explain in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 0 Monk Feat - [[Martial Mastery]]====&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two &#039;&#039;additional&#039;&#039; weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I&#039;ll explain that too in the level 30 feat section.&lt;br /&gt;
&lt;br /&gt;
While Martial Mastery is technically learned automatically from level 0, most monks won&#039;t make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I&#039;ll speak more about that in the Odds and Ends section discussing builds off the beaten path.&lt;br /&gt;
&lt;br /&gt;
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====Level 20 Monk Feat - [[Mystic Tattoo]]:====&lt;br /&gt;
&lt;br /&gt;
Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from &#039;&#039;[[Stock_tattoo|nearly 1000 different options]]&#039;&#039; from a stock tattoo list! These are called mundane tattoos.&lt;br /&gt;
&lt;br /&gt;
From level 20 on, monks can upgrade a character&#039;s existing tattoo--including one for which the monk wasn&#039;t the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!&lt;br /&gt;
&lt;br /&gt;
For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer&#039;s choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)&lt;br /&gt;
&lt;br /&gt;
As profession services go--so I&#039;m comparing Mystic Tattoos to Battle Standards, enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this &#039;&#039;can&#039;&#039; be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It  can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.&lt;br /&gt;
&lt;br /&gt;
However, Mystic Tattoos are definitely on the lower end of profession service value overall, so don&#039;t create a monk expecting to start rolling in silver. (...at least not via tattooing, but more on the silver-making secrets of monks later!) GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point, but that it&#039;ll have to wait until empaths and rogues even have services at all.&lt;br /&gt;
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&lt;br /&gt;
====Level 25 Monk Feat - [[Mystic Strike]]====&lt;br /&gt;
&lt;br /&gt;
A weird one, to say the least. FEAT MYSTICSTRIKE allows a monk to use a small amount of stamina to infuse their next physical UC or melee attack with an effect that debuffs a foe&#039;s defense against warding spells after it lands. While monks do have a few warding spells like Thought Lash, Vertigo, and Mindwipe, those spells are normally better off as setups--if they&#039;re even used at all--than something to set up &#039;&#039;toward&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
====Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]====&lt;br /&gt;
&lt;br /&gt;
At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; is a straightforward buff that improves monks&#039; Iron Skin spell.&lt;br /&gt;
&lt;br /&gt;
Reviewing the basics of Iron Skin first, it improves a monk&#039;s robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA &#039;&#039;without&#039;&#039; Dragonscale Skin.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Dragonscale Skin Breakpoints&#039;&#039;&#039;||&#039;&#039;&#039;Level 30&#039;&#039;&#039;||&#039;&#039;&#039;Level 50&#039;&#039;&#039;||&#039;&#039;&#039;Level 75 to 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||50 Transformation||||Double chain||Augmented chain (23 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||75 Transformation|||||||Chain hauberk (24 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||105 Transformation|||||||Metal breastplate (33 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||140 Transformation|||||||Augmented breastplate (34 benefit)&lt;br /&gt;
|-&lt;br /&gt;
||180 Transformation|||||||Half plate (35 benefit)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For illustration&#039;s sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she&#039;ll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.&lt;br /&gt;
&lt;br /&gt;
To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.&lt;br /&gt;
&lt;br /&gt;
The alternative to Dragonscale Skin, &#039;&#039;&#039;Mental Acuity&#039;&#039;&#039;, is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk&#039;s first 20 learned Minor Mental spells don&#039;t count. However, instead of a monk&#039;s first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won&#039;t necessarily be exactly twice.)&lt;br /&gt;
&lt;br /&gt;
The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it&#039;s not a route I&#039;m interested in.&lt;br /&gt;
&lt;br /&gt;
In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There &#039;&#039;are&#039;&#039; still reasons to do it. Saving 20 spell ranks&#039; worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks&#039; worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.&lt;br /&gt;
&lt;br /&gt;
Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I&#039;ll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can&#039;t cast Iron Skin &#039;&#039;unless&#039;&#039; they have Mental Acuity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Level 40 Monk Feat - [[Martial Arts Mastery]]====&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).&lt;br /&gt;
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If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.&lt;br /&gt;
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Level 40 draws a line in the sand, though, to establish that unarmed combat &#039;&#039;is&#039;&#039; the monk&#039;s wheelhouse because Martial Arts Mastery &#039;&#039;is&#039;&#039; the monk&#039;s premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you&#039;ll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like &#039;&#039;double-maxing&#039;&#039; it.&lt;br /&gt;
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Unleash the power and never look back.&lt;br /&gt;
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====Level 50 Monk Feat - [[Perfect Self]]====&lt;br /&gt;
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Perfect Self raises all your stats by +10 (or +5 bonus). That&#039;s it! Your monk hits level 50 and great power drops on their head.&lt;br /&gt;
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Like I&#039;ve said, there&#039;s pretty much no bad monk stat split from level 50 on because of this feat. It&#039;s also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you&#039;re using mstrikes and weapon techniques at all, you&#039;ll notice the improvement!&lt;br /&gt;
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===Gear Upgrades: Armor===&lt;br /&gt;
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Even though fancy gear is more a luxury than a necessity for monks, you might as well upgrade your monk&#039;s gear eventually if you enjoy them! But how and in what way?&lt;br /&gt;
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For armor, I think the answer is to keep it really simple. Most of the expensive armor you can pick up doesn&#039;t do all that much for monks. (...at least not magical non-Kroderine Soul monks, the subject of this guide. I assume expensive armor does way more for KS monks who are tanking more hits.)&lt;br /&gt;
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&#039;&#039;&#039;Materials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Rusalkan: A high-end expensive option at 400k soul shards that attempts to knock down up to three enemies if you get hit or evade an attack, boosts UAF and CS for 10 seconds if it does knock any of them down, and grants a 1 second haste effect for various offensive actions. It has a cooldown for 30 seconds. Probably the most powerful armor material overall with an extremely powerful effect, but the expenses  are enormous. Some contact-based combat maneuvers like Bull Rush can also trigger rusalkan flares.&lt;br /&gt;
* Zelnorn: Uses half of what would be the DS from its enchant as AS (or in monks&#039; case UAF) instead, but doesn&#039;t allow flares or a TD boost to go in the ability slot (AKA category B). Players hit creatures more than creatures hit players, so zelnorn can be fantastic for AS-based professions--but most monks aren&#039;t AS-based. Improving UAF is fairly irrelevant, not justifying the base cost of 50k bloodscrip in the case of monks. Either flares or increased TD would more greatly benefit monks, making use of the ability slot.&lt;br /&gt;
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&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
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* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you&#039;re a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.&lt;br /&gt;
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn&#039;t screaming for more DS and a flare chance for crit padding.&lt;br /&gt;
* [[Forest Armor]]? Monks don&#039;t need a tiny boost to UAF and CS.&lt;br /&gt;
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.&lt;br /&gt;
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk&#039;s seeking.&lt;br /&gt;
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it&#039;s once every five minutes and costs 150k bloodscrip. Pass.&lt;br /&gt;
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!&lt;br /&gt;
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.&lt;br /&gt;
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You&#039;d have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.&lt;br /&gt;
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&#039;&#039;&#039;Defaults&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So my actual answer to the armor question is:&lt;br /&gt;
&lt;br /&gt;
* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.&lt;br /&gt;
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Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I&#039;ll come back and update the guide at that point!&lt;br /&gt;
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===Gear Upgrades: Weapons===&lt;br /&gt;
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I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I&#039;ll go over the few that I think are worth looking into depending on your budget--plus flourishes and flares!&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;No script or flourish, just basic elemental flares (especially lightning)&#039;&#039;&#039;:&lt;br /&gt;
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This is where I think you should begin if you&#039;re uncertain or just dipping your toe in the water.&lt;br /&gt;
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You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares &#039;&#039;on top&#039;&#039; of it, but that means even heavier investment.&lt;br /&gt;
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Nothing wrong with starting small while you&#039;re getting your bearings and saving bigger decisions for later!&lt;br /&gt;
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&#039;&#039;&#039;Dispel flares&#039;&#039;&#039; (price range: 30k to 210k bloodscrip):&lt;br /&gt;
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Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.&lt;br /&gt;
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You might hear dispel flares commonly cited as better than lightning flares in a weapon&#039;s ability slot and the best in class (unless you&#039;re using Flare Affinity for 400k bloodscrip, in which case lightning flares come roaring back). I generally agree with this and would say it&#039;s even more true that dispel is great for UC than for other weapon types due to three factors:&lt;br /&gt;
&lt;br /&gt;
# High volume of attacks&lt;br /&gt;
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount&lt;br /&gt;
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature&lt;br /&gt;
&lt;br /&gt;
There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don&#039;t affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong.&lt;br /&gt;
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All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. These aren&#039;t starter gear, but for committed and reasonably wealthy monks, and should only go onto UC gear that started with a script like Animalistic Spirit, Knockout, or Phytomorphic Weapons. (GEF can&#039;t use dispel flares.)&lt;br /&gt;
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&#039;&#039;&#039;[[Animalistic Spirit Weapon|Animalistic Spirit]] script&#039;&#039;&#039; (price range: 10k to 185k bloodscrip):&lt;br /&gt;
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Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn&#039;t the best since it&#039;s mainly good for knockdowns and monks are very adept at that on their own. My higher exp monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that&#039;s an extra expense.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (As a caveat, though, I highly recommend against the Savage Power unlock, which isn&#039;t particularly good for any build of any profession, and the Wild Backlash unlock, which is excellent for some professions but not all that useful for monks. Animalistic Fury upgrades can be worth it &#039;&#039;if&#039;&#039; you first change the damage type.)&lt;br /&gt;
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Overall, this script has been monks&#039; top pick for years for very good reason on the strength of Revenge Flares, messaging, and being one of the only games in town. However, it&#039;s been five years since Animalistic Spirit and the creator of Animalistic Spirit, GM Avaluka, has debuted a new script called Phytomorphic Weapons that I think is even better for monks!&lt;br /&gt;
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&#039;&#039;&#039;[[Energy_Weapon/saved_posts|Energy Weapon]] script&#039;&#039;&#039; (price range: 10k to 125k bloodscrip):&lt;br /&gt;
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For unarmed combat, Energy Weapons are only available in the form of &#039;&#039;held&#039;&#039; weapons like a [[cestus]], not handwear and footwear. That&#039;s immediately anathema to some people. I&#039;d agree with them when talking about a -10 or -15 MM weapon, but I&#039;m actually not down on the -5 MM held UC weapons like others.&lt;br /&gt;
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Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.&lt;br /&gt;
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That &#039;&#039;is&#039;&#039; an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don&#039;t use it. Easy enough.&lt;br /&gt;
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The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren&#039;t very useful to monks, so I called mine a one and done.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Obscure Trivia Sidenote!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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When you&#039;re wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon&#039;s flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?&lt;br /&gt;
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Well, let&#039;s say my Animalistic Spirit gloves still had their default grapple flares, which I don&#039;t value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.&lt;br /&gt;
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This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren&#039;t as favorable or you&#039;re spending currency to upgrade gloves &#039;&#039;and&#039;&#039; a cestus. Still, I stand behind it as at least an &#039;&#039;option&#039;&#039; if your stopping point is a flare and a script flare.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[[Greater elemental flare|Greater Elemental Flares]] script&#039;&#039;&#039; (price: 40k bloodscrip):&lt;br /&gt;
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These are a gold standard of midrange weapon scripts, at least if you&#039;d consider 40k bloodscrip per item &amp;quot;midrange.&amp;quot; Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.&lt;br /&gt;
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GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.&lt;br /&gt;
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&#039;&#039;&#039;[[Knockout_flare|Knockout Flares]] script and [[Skullcrusher Flares]] flourish&#039;&#039;&#039; (price: 100k bloodscrip):&lt;br /&gt;
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Easily some of the game&#039;s best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I&#039;ve used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the &amp;quot;You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!&amp;quot; messaging.&lt;br /&gt;
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That said, Knockout&#039;s entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you &#039;&#039;are&#039;&#039; willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than other options such as Animalistic Spirit or Phytomorphic Weapons. Some people pick Knockout for for their handwear or footwear and a different script for the others.&lt;br /&gt;
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As for Skullcrusher, see everything I just said about Knockout, because Skullcrusher costs the same and is mechanically identical except that it goes into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) &#039;&#039;and&#039;&#039; Animalistic Spirit or Phytomorphic if you were willing to pay for it!&lt;br /&gt;
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&#039;&#039;&#039;[[Phytomorphic Weapon Shield|Phytomorphic Weapon]] script&#039;&#039;&#039; (price range: 10k to 145k bloodscrip):&lt;br /&gt;
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Another highly customizable instant hit of a script in the vein of Animalistic Spirit and from the same creator! This one is plant-themed instead of animal-themed and you can customize it yourself via foraging plants. Arboreal Agony is the big selling point of unlockable features here, which makes creatures Disoriented so they&#039;ll have difficulty casting spells--which are one of a monk&#039;s weak points. The default damage type is disintegrate, which is also broadly useful and can have killing power.&lt;br /&gt;
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The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. (Like with Animalistic Spirit&#039;s Wild Backlash, I&#039;ll give the caveat that Phytomorphic&#039;s Deciduous Decay is far more useful for AS-based professions than UAF-based professions like most monks. Phytomorphic Putrescence upgrades, on the other hand, don&#039;t need you to change the damage type first to get full value, making them either better or cheaper than Animalistic Spirit&#039;s Animalistic Fury counterpart, depending on how you look at it.)&lt;br /&gt;
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RP-wise, I think there&#039;s a very real chance that people will continue to favor Animalistic Spirit going forward. Mechanically, though, I&#039;d say that Arboreal Agony not allowing enemy casters to cast is even better than Animalistic Spirit&#039;s Revenge Flares firing off when dodging physical attacks--and not needing to change the base damage type is also a big win.&lt;br /&gt;
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&#039;&#039;&#039;[[Lore Flares]] flourish, specifically Telepathy or Transformation&#039;&#039;&#039; (price: 400k bloodcsrip):&lt;br /&gt;
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At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training &#039;&#039;and&#039;&#039; great enhancives, but hey, I did say this guide was for 0 exp to 51,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that&#039;s mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.&lt;br /&gt;
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You probably aren&#039;t even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can&#039;t stack on a single creature, so it&#039;s more valuable to have a stronger initial hit since you&#039;d be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that&#039;s a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, &#039;&#039;focused&#039;&#039; mstrikes still favor Transformation due to DoTs not stacking.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;Order of Operations Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
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If you eventually want it all, you can get it, but there can be a correct order. Buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later, for example. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.&lt;br /&gt;
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All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.&lt;br /&gt;
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(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that&#039;s another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you&#039;ll need to improve them and the more you&#039;ll be paying for their services.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===Profession Service Priorities===&lt;br /&gt;
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Silver does no good unless it&#039;s spent &#039;&#039;somewhere&#039;&#039;, so if you&#039;re going budget on buying gear or just have a money surplus in need of a home, how about looking into profession services?&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Battle Standards&amp;lt;/font&amp;gt; (the [[Battle Standard (1620)|paladin service]])====&lt;br /&gt;
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If there&#039;s only one service I&#039;d recommend for a monk, it&#039;s Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)&lt;br /&gt;
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As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you&#039;re only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won&#039;t, but even a lighter hit might stun a creature--and stunning increases UC&#039;s most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.&lt;br /&gt;
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Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is &#039;&#039;guaranteed&#039;&#039; to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that&#039;s even moderately swarmy! There&#039;s a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.&lt;br /&gt;
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Battle Standards have a few other perks, but these are the main ones making them so good for monks.&lt;br /&gt;
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Battle Standards have charges and periodically need recharging, which will cost you. I don&#039;t believe we have hard confirmation on how the charges drain, but &#039;&#039;if&#039;&#039; (if!) it&#039;s identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Bloodstone Jewelry&amp;lt;/font&amp;gt; (the [[Bloodsmith (1135)|empath service]])====&lt;br /&gt;
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Fully upgraded Bloodstone Jewelry increases max health/mana/stamina by 100/50/25, increases regeneration for health/mana/stamina by 20/10/5, and adds 1-5 extra health damage (only health damage) to all attacks. After every 50 health damage it deals, the next attack inflicts Major Bleed. It also has an activated ability to quickly regen health/mana/stamina 100%/50%/25% over 10 seconds with a 30 minute cooldown. It also has another more unusual activated ability to temporarily move your wounds off of you and into the jewelry; however, the wounds come back after 10 minutes and there&#039;s a 30 minute cooldown on this ability too. The idea is sort of a quick fix mid-hunt and then you&#039;ll need two rounds of healing afterward.&lt;br /&gt;
&lt;br /&gt;
The temporary healing is difficult to advise on because its value heavily depends on how much risk you take in hunting. That benefit is about knowing yourself well enough to know if you&#039;ll like it or not. Same goes for more max health; I see the value for small races roughly doubling their health, but otherwise don&#039;t consider it particularly valuable. However, opinions vary widely. As for max stamina, monks already have Mind Over Body--but, even if they didn&#039;t, you can shore up stamina far more cheaply with conventional regen enhancives than with Bloodstone Jewelry.&lt;br /&gt;
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As for everything else, the value for a monk--at least a magical monk--is like a mishmash of weaker Battle Standards and weaker Ensorcell. Bloodstone Jewelry and Ensorcell both offer stamina regeneration, which is a great in a vacuum, but Ensorcell&#039;s version of stamina regeneration is a flare chance (which is effective with frequent UC attacks) instead of a per minute effect and never requires paying again for recharging. There is something to be said for having both Bloodstone Jewelry and Ensorcell since Ensorcell usually won&#039;t restore stamina unless your health is full and Bloodstone Jewelry helps keep your health full--but, then again, just having herbs or using society abilities could also keep your health full.&lt;br /&gt;
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Extra health damage, on the other hand, is a reasonable selling point. While it can&#039;t stun or crit kill like a Battle Standard flare, it does affect every attack instead of 20% of attacks--and 1-5 damage might not sound like a lot, but when it&#039;s every attack, it does matter. On average, you&#039;ll get the Major Bleed effect after every 16.67 attacks, which is decently powerful in its own right. All that said, Bloodstone Jewelry add extra damage until its fifth and final tier, so you&#039;d probably be paying a premium to get it.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Either go all the way with this service or pass on it unless someone&#039;s offering a steal. I wouldn&#039;t call this a particularly monk-oriented service unless you&#039;re a Kroderine Soul build or a small race.&lt;br /&gt;
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(Since this is alphabetically the first service I&#039;m recommending against, I&#039;ll clarify that that doesn&#039;t mean it&#039;s a bad service; even Enchant isn&#039;t particularly great for monks, as we&#039;ll see later, and that&#039;s a classic service. I&#039;m simply saying that, when you&#039;re reading a monk guide because you&#039;re making a monk, don&#039;t view this service through the lens of playing your warrior, your semi, or your Sunfist pure, who would all make better use of more of the Bloodstone Jewelry perks.)&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;[[Covert Arts]]&amp;lt;/font&amp;gt; (the rogue service)====&lt;br /&gt;
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Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like many of the most recent profession services, they run on a charge-based system and eventually need recharging.&lt;br /&gt;
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Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.&lt;br /&gt;
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Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]].&lt;br /&gt;
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they&#039;re already amazing at. (By contrast, casters see excellent benefit from things like FOF defense and the myriad bonuses to maneuver defense.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat.&lt;br /&gt;
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Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. Unlike with Battle Standards, jabs don&#039;t flare with Poisoncraft. Poisons don&#039;t affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren&#039;t lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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It&#039;s worth learning at least Poisoncraft even though the other Covert Arts don&#039;t do much for monks. Recharging Poisoncraft isn&#039;t much cheaper--if any cheaper--than learning more Arts and learning them &#039;&#039;also&#039;&#039; recharges, so once you&#039;re in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Enchanting&amp;lt;/font&amp;gt; (the [[Enchant (925)|wizard service]])====&lt;br /&gt;
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Enchanting offensive gear improves UAF (or AS if you&#039;re using a weapon) while enchanting armor improves DS.&lt;br /&gt;
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UAF offers minimal help for all the reasons described in the Unarmed Combat Primer. DS is more compelling, especially once you&#039;re hunting areas with the [[spell sever]] mechanic. Monks have the game&#039;s cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they &#039;&#039;are&#039;&#039; regularly in offensive stance. I don&#039;t go hard on improving monk DS, but it can&#039;t hurt either.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but improving it doesn&#039;t matter much otherwise.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Ensorcelling&amp;lt;/font&amp;gt; (the [[Ensorcell (735)|sorcerer service]])====&lt;br /&gt;
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Ensorcelling armor improves CvA and enemy spells are a weak point, so I&#039;d say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling adds much more gear difficulty than sanctifying. (For much more on the intricacies of gear difficulty and order of operations for upgrading gear, see [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|my service guide]]! For our purposes here, though, basically just know that tiers 2-5 of Ensorcell should usually be done after finishing the enchanting and sanctifying you want. The order of enchanting and sanctifying doesn&#039;t matter much, though.)&lt;br /&gt;
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For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.&lt;br /&gt;
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I like the &amp;quot;get a T1 Ensorcell on your offensive gear and call it finished&amp;quot; philosophy. You already have 60% of T5&#039;s average stamina return, but only bought 10% as much of a sorcerer&#039;s resource points.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul, but only after finished with enchanting and sanctifying.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Lucky Items&amp;lt;/font&amp;gt; (the [[Song of Luck (1006)|bard service]])====&lt;br /&gt;
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Lucky Items are incredible. They improve virtually every offensive and defensive aspect of combat, which is like having extra enchantments, ensorcellments, weighting, and padding all attached to the same item--plus boosts to maneuver offense and maneuver defense as even more cherry on top!&lt;br /&gt;
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For most professions and builds, I&#039;d argue that Lucky Items are mechanically the most powerful service.&lt;br /&gt;
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...but monks aren&#039;t most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.&lt;br /&gt;
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Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you&#039;re probably firing off a lot of those. On the bright side, since Lucky Items&#039; charges drain depending on the amount of time spent in combat, that aspect does pair well with monks&#039; high volume of attacks.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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If this were any other profession, I&#039;d be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they&#039;re tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you&#039;re a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I&#039;d recommend your silvers go elsewhere first--but only &amp;quot;first.&amp;quot; Luck is powerful and you should get it eventually, just not as a high priority. I&#039;d take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Mystic Tattoos&amp;lt;/font&amp;gt; (the monk service)====&lt;br /&gt;
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Despite Mystic Tattooing being a monk&#039;s own ability, it&#039;s not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won&#039;t consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include:&lt;br /&gt;
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* Strength to decrease encumbrance, especially for small races&lt;br /&gt;
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF)&lt;br /&gt;
* Logic to increase exp gain&lt;br /&gt;
* Wisdom to slightly improve defense against spiritual magic&lt;br /&gt;
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Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can&#039;t go further than &amp;quot;arguably&amp;quot; since the others will have more impact when they &#039;&#039;do&#039;&#039; have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would.&lt;br /&gt;
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Mystic Tattoos are slated for a future upgrade. The current proposal includes adding a skill bonus up to +10, flares to double the stat and skill bonuses for a short duration, an activated ability with a cooldown to double the stat and skill bonuses for a short duration, and ignoring enhancive limits.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Until the future update, I&#039;d only tattoo yourself in your spare time when you can&#039;t find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins&#039; Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges!&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Resist Nature&amp;lt;/font&amp;gt; (the [[Resist Nature (620)|ranger service]])====&lt;br /&gt;
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Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.&lt;br /&gt;
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For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there&#039;s &#039;&#039;some&#039;&#039; merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you&#039;d have to know you&#039;ll be running into that damage type consistently for a while.&lt;br /&gt;
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On an obscure note, nature resistance is unique to ranger trinkets. Monks can&#039;t meditate against it and even the Ascension system can&#039;t train to defend against it. However, an extremely small number of creatures use nature damage.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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I&#039;d look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Sanctification&amp;lt;/font&amp;gt; (the [[Sanctify (330)|cleric service]])====&lt;br /&gt;
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Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.&lt;br /&gt;
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The first five tiers of Sanctify have dubious value for UC gear (unless you&#039;re buying the first tier specifically because of the Kai&#039;s Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you&#039;re willing to pay for the first five tiers&#039; minimal value just to get to holy fire.&lt;br /&gt;
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Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it&#039;ll only trigger for certain combat maneuvers or when the undead hit you.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&#039;&#039;&#039;The Leafi verdict&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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Get the first five tiers on your robes unless you&#039;re absolutely certain you&#039;ll never have interest in hunting high-level undead. Holy fire isn&#039;t a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don&#039;t bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify).&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Weighting and Padding&amp;lt;/font&amp;gt; (the [[Weighting,_Padding,_Sighting|warrior service]])====&lt;br /&gt;
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Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It&#039;s still marginally useful for good positioning (very specifically good positioning). Crit padding is more broadly useful. Either way, neither is useful enough to justify paying warriors unless they&#039;re charging less than the automated WPS smithy that comes around every couple of months. (They probably aren&#039;t!) Use that instead to bring your robes up to speed.&lt;br /&gt;
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Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn&#039;t terribly desirable for most players, monks or otherwise.&lt;br /&gt;
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An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I&#039;d say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Order of operations in summary:&amp;lt;/font&amp;gt;====&lt;br /&gt;
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* Battle Standard up to P3 as soon as possible&lt;br /&gt;
* Enchant armor up to +30 relatively quickly&lt;br /&gt;
* Ensorcell UC gear to T1 relatively quickly&lt;br /&gt;
* Battle Standard up to P5 relatively quickly&lt;br /&gt;
* Either Sanctify UC gear all the way to S6 or don&#039;t do it at all&lt;br /&gt;
* Sanctify armor unless very rarely hunting undead&lt;br /&gt;
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above&lt;br /&gt;
* Lucky Items when you can spare funds and still handle all of the above&lt;br /&gt;
* Slowly enchant UC gear over time&lt;br /&gt;
* Padding to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Slowly Ensorcell armor over time&lt;br /&gt;
* Weighting to 5 CER over time (via WPS wagons, not warriors)&lt;br /&gt;
* Resist Nature once hunting post-cap&lt;br /&gt;
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge&lt;br /&gt;
* Bloodstone Jewelry if you want it&lt;br /&gt;
* Slowly enchant armor past +30 over time, if ever&lt;br /&gt;
* Slowly Ensorcell UC gear past T1 over time, if ever&lt;br /&gt;
* Mystic Tattoo only if you can&#039;t sell yours, but selling it is preferable to fund all of the above&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
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==Super Post-Cap Advancement==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-customtoggle-superpostcap&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Far post-cap and still looking for suggestions? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-superpostcap&amp;quot;&amp;gt;&lt;br /&gt;
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Congratulations, you&#039;ve got a cap and a half worth of exp--or more! ...now what?&lt;br /&gt;
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===Ascending Even Further Beyond===&lt;br /&gt;
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Since it&#039;s not relevant to the large majority of players, I&#039;ve only vaguely talked about monks&#039; advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they&#039;re &amp;quot;done enough&amp;quot; with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements.&lt;br /&gt;
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Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.&lt;br /&gt;
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I did say this guide was for magical monks from 0 to 51,000,000 experience, so what should you do with Ascension Training Points (ATPs)?&lt;br /&gt;
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The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I&#039;ll explain shortly, but it&#039;s only for players putting in serious hours; even unlocking the ability to learn it requires that you&#039;ve spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.&lt;br /&gt;
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So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like:&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Common Ascension staples&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race.&lt;br /&gt;
* &#039;&#039;&#039;Brawling&#039;&#039;&#039;: +2 UAF per rank. I&#039;m not going to knock UAF this time because, once we&#039;re talking Ascension, we&#039;re talking marginal gains almost no matter what you do. Get it if you like numbers going up!&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;: +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Increased maneuver defense every two ranks, but half as much increase as Agility. It also reduces RT, though this mostly helps only if you go the weapon route or play a slow race. For the weapon route, specifically, Dexterity also adds crit weighting.&lt;br /&gt;
* &#039;&#039;&#039;Logic&#039;&#039;&#039;: +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.&lt;br /&gt;
* &#039;&#039;&#039;Porter&#039;&#039;&#039; (requires training Strength and/or Physical Fitness first): Encumbrance reduction. &#039;&#039;Now&#039;&#039; I&#039;ll knock UAF again! If we&#039;re already in the realm of diminishing returns from exp, then there&#039;s a serious argument that the best path is staying out hunting longer for loot and turning the proceeds into profession services or pay event items (via event boxes and trading silver for pay event currencies on the secondary market). Enter Porter, the Ascension skill for reducing your encumbrance by 2 pounds per rank to extend your loot hunts.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration&#039;&#039;&#039;: If you&#039;re firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body and Ensorcell no longer enough. If that&#039;s you, you&#039;ll know when to train this--or just buy stamina regen enhancives and Bloodstone Jewelry.&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it&#039;s also +1 AS per two ranks.&lt;br /&gt;
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During earlier versions of this guide, I was also open to Aura, Dodging, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let&#039;s finally delve into the Elite skill!&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Transcend Destiny is Monks&#039; Everything&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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There&#039;s a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I&#039;ve highlighted the ones potentially relevant to (magical) monks in green:&lt;br /&gt;
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* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Ambush Damage&amp;lt;/font&amp;gt; - Offense and &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Defense - Up to 5 Ranks&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Automatic Success of Certain Spells&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Casting Strength&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Evade, Block, and Parry - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Force on Force&amp;lt;/font&amp;gt;&lt;br /&gt;
* Hiding - Rogues Only&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Sheer Fear Resistance&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SMR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;SSR - Offense and Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Target Defense&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Two-Weapon Combat&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;UC - Tier Up Probability&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I&#039;d argue that usually it&#039;s at or near the top end of value &#039;&#039;in&#039;&#039; that application:&lt;br /&gt;
&lt;br /&gt;
* Improving UC tier ups is, naturally, at its best for the profession most built around UC.&lt;br /&gt;
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy&#039;s EBP means improving MM, which is a UC monk&#039;s most important offensive combat number.&lt;br /&gt;
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don&#039;t use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here.&lt;br /&gt;
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn&#039;t go so far to say it&#039;s at its best here, which I think goes to pures who become capable of warding off spells from (some) &#039;&#039;pure&#039;&#039;-style Ascension creatures, but it&#039;s a pretty narrow win.&lt;br /&gt;
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln.&lt;br /&gt;
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks.&lt;br /&gt;
* Improving ambush defense is a benefit I place almost no value on for any profession and build &#039;&#039;except&#039;&#039; magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don&#039;t have 105 or more Transformation lore, so defense is valuable.&lt;br /&gt;
&lt;br /&gt;
(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do &#039;&#039;have&#039;&#039; the occasional spots of value. The auto-success spell benefits don&#039;t do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.)&lt;br /&gt;
&lt;br /&gt;
Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can!&lt;br /&gt;
&lt;br /&gt;
Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I&#039;d also argue that there&#039;s less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds.&lt;br /&gt;
&lt;br /&gt;
As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they&#039;re both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn&#039;t have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more &#039;&#039;total&#039;&#039; Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she&#039;s only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn&#039;t need to work for at all because monks have Perfect Self and Burst of Swiftness.&lt;br /&gt;
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Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They&#039;re simply the most exp-efficient profession in the game.&lt;br /&gt;
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===Gemstones: Diamonds in the Rough===&lt;br /&gt;
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[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don&#039;t like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:&lt;br /&gt;
&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and upgrade just the way you found them&lt;br /&gt;
* Gemstones you&#039;ll wish to keep and reroll until you get a good property combination, then upgrade after you&#039;ve done that&lt;br /&gt;
* Gemstones you&#039;ll wish to shatter into dust&lt;br /&gt;
* Gemstones you&#039;ll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Common Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
&lt;br /&gt;
The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and you want them to hit more reliably.&lt;br /&gt;
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&#039;&#039;&#039;Bold Brawler&#039;&#039;&#039;&lt;br /&gt;
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 Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
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A self-explanatory staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy!&lt;br /&gt;
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&#039;&#039;&#039;Burning Blood&#039;&#039;&#039;&lt;br /&gt;
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 When you are dealt a rank 2+ critical strike, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.&lt;br /&gt;
&lt;br /&gt;
Pretty good reactive damage that comes at full power out of the gate. Needing an SMR check does slightly hinder its efficiency against overleveled creatures, but that&#039;s offset by the fact that it can go after multiple targets to hit at least one of them. Importantly, note that &amp;quot;a rank 2+ critical strike&amp;quot; refers to a rank 2 critical &#039;&#039;based on a crit table,&#039;&#039; not a rank 2 wound. Usually a rank 2 critical only creates a rank 1 wound; for example, rank 2 [[Slash_critical_table|slash crits]] are always rank 1 wounds unless they hit an eye. In other words, even very light hits can get this going, but just not the absolute lightest hits.&lt;br /&gt;
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&#039;&#039;&#039;Ephemera&#039;s Extension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
&lt;br /&gt;
Reasonable if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to monks&#039; combination of inexpensive Harness Power costs, not much to spend that mana on, not being in full plate like warriors (and so valuing the DS more), and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don&#039;t know any of those other than my own).&lt;br /&gt;
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&#039;&#039;&#039;Ether Flux&#039;&#039;&#039;&lt;br /&gt;
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 When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
&lt;br /&gt;
For clarity, it can occur once &#039;&#039;per creature&#039;&#039; per minute. You can more or less consider it once per creature, period. For even more clarity, Ether Flux itself isn&#039;t a flare &#039;&#039;chance&#039;&#039;; it&#039;s described as a flare because it deals a random amount of disruption damage within the range of disruption flares, but it always triggers once you meet the condition of three types of elemental damage. Ether Flux has no tiers and comes at full power immediately, which is also nice. It&#039;s a very good perk &#039;&#039;if&#039;&#039; you can get it going, but that&#039;s the question: can you? Monks don&#039;t innately deal elemental damage, but it still might be easier than you think.&lt;br /&gt;
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Some options for elemental flares include conventional ability slot flares, Battle Standards of applicable Arkati or spirits, certain Gemstone properties like Blood Boil or Infusion (see both in rares further below) or Thorns (in legendaries), holy fire or holy water when hunting undead, or script flares of elemental types (like buying a flare type change for Animalistic Spirit or Phytomorphic Weapon). That&#039;s already up to seven sources of elemental flares and I&#039;m not describing anything too wildly out of the way or anything that&#039;s very expensive by post-cap standards.&lt;br /&gt;
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Whether you&#039;re mstriking or using Fury, monks fire off a lot of attacks, so as long as you have a decent base of varied flare types, the odds on those can stack up to force a lot of Ether Flux triggers through. That said, if you don&#039;t have that decent base, I wouldn&#039;t necessarily go out of my way working up to it. This is a very solid B or maybe B+ common, but it&#039;s no Bold Brawler, Flare Resonance, Stamina Prism, or Storm of Rage.&lt;br /&gt;
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&#039;&#039;&#039;Flare Resonance&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
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Assuming you have flares on your handwear and your footwear (and if you don&#039;t, then you should!), this is another staple Gemstone property that&#039;s better for UC monks than almost all rares and legendaries.&lt;br /&gt;
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[[Flare Affinity]] basically supercharges your flares to hit substantially harder. Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. (If you &#039;&#039;are&#039;&#039; someone who already has the Flare Affinity flourish, you wouldn&#039;t want this property since they don&#039;t stack.) The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk&#039;s handwear &#039;&#039;and&#039;&#039; footwear would cost 800k bloodscrip.&lt;br /&gt;
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In short, make your flares spend less time poking and more time killing. &lt;br /&gt;
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&#039;&#039;&#039;Force of Will&#039;&#039;&#039;&lt;br /&gt;
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 You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
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This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! You can also consider trying to sell for decent silver since solo hunters of almost every profession like this one for general purposes. (The exceptions are bards, who can already get rid of almost all of these conditions with their own [[Troubadour&#039;s Rally (1040)|Troubadour&#039;s Rally]], and maybe clerics, who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die.)&lt;br /&gt;
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&#039;&#039;&#039;Journeyman Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
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The UAF boost is fairly immaterial for all the reasons you know by now about UAF, but the maneuver boost makes for an acceptable placeholder for most monks to use while looking for better Gemstones in the long run. That said, I wouldn&#039;t recommend upgrading it except possibly on a monk who makes very heavy use of extremely endroll-dependent attacks like Spin Kick or Bearhug.&lt;br /&gt;
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&#039;&#039;&#039;Mephitic Brume&#039;&#039;&#039;&lt;br /&gt;
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 When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
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Quite useful for buying time with crowd control. There&#039;s not much else to say, but it&#039;s a good property for survival! Be sure it fits with your RP, though, since it&#039;s sort of gross.&lt;br /&gt;
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&#039;&#039;&#039;Stamina Prism&#039;&#039;&#039;&lt;br /&gt;
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 Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
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This might be the highest ceiling Gemstone property of all for monks. It&#039;s easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don&#039;t run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they&#039;re off cooldown and Ki Focus when the mstrikes &#039;&#039;are&#039;&#039; on cooldown, thus basically only using stamina for the latter. However, if you started stacking on enhancives, Ascension, and Stamina Prism to start recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and &#039;&#039;still&#039;&#039; not run out of stamina.&lt;br /&gt;
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In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits, but you can be even more of a whirlwind in battle if you build for it!&lt;br /&gt;
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&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039;&lt;br /&gt;
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 You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.&lt;br /&gt;
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If you&#039;ll battle just about any creature in your preferred hunting ground and it&#039;s a fairly swarmy place, this is an extraordinary property since you&#039;ll have the boost going constantly. UC monks or weapon monks will both love this property! Even if you&#039;re picky about which creatures you battle or if you hunt a slower area, it&#039;s still excellent. The only other thing is to consider is that it&#039;s a top tier common for virtually every build of virtually every profession--any weapon user, any UC build, any magical bolter--and so people are likely to pay very well for it if you&#039;d rather have the silvers!&lt;br /&gt;
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&#039;&#039;&#039;Taste of Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
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Mini Storm of Rage, except you always have the boost even if you&#039;re in the slowest of areas or if you&#039;re selectively hunting a single creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you&#039;ll almost definitely have at least one of those.&lt;br /&gt;
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&#039;&#039;&#039;Twist the Knife&#039;&#039;&#039;&lt;br /&gt;
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 You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
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If you&#039;re using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn&#039;t.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Rare Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Anointed Defender&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
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Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death. Don&#039;t use this if you go the Kroderine Soul route.&lt;br /&gt;
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&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your attacks have a standard flare chance to boil the targets blood, dealing 20% of target&#039;s current health, up to 100, per tick for 5 ticks (2 second interval).  This effect cannot occur on the same target more than once per minute.  Activate to cause this ability to trigger on your next attack.  Activation Cooldown: 1 min.&lt;br /&gt;
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A high quality Gemstone property for almost every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky; they can&#039;t outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened. A possibly bigger obstacle is that Blood Boil, of course, only works on creatures with blood! That won&#039;t be an obstacle in most hunting grounds, but if you try to exclusively hunt undead who have no blood (most undead by far don&#039;t; a few do), this wouldn&#039;t be the property for you.&lt;br /&gt;
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&#039;&#039;&#039;Defensive Duelist&#039;&#039;&#039;&lt;br /&gt;
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 When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
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Despite having some anti-synergy with Spin Kick, it&#039;s very hard to ignore the value of a universal 5% chance to avoid and (to an extent) counter AS attacks. All else being equal, it &#039;&#039;is&#039;&#039; better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!)&lt;br /&gt;
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&#039;&#039;&#039;Greater Arcane Intensity&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
&lt;br /&gt;
Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you&#039;re one of the rare monks who uses CS spells in combat.&lt;br /&gt;
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&#039;&#039;&#039;Infusion of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] after attacking an enemy.&lt;br /&gt;
&lt;br /&gt;
Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that&#039;s exactly what I&#039;d recommend, but they&#039;re mutually exclusive.)&lt;br /&gt;
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&#039;&#039;&#039;Master Tactician&#039;&#039;&#039;&lt;br /&gt;
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 You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
&lt;br /&gt;
Journeyman Tactician, but twice as good. Like its common counterpart, the UAF boost isn&#039;t noteworthy for a UC monk (it is good for a weapon monk, though!), but if you make heavy use of SMR attacks, I think it can be a reasonable long-term property for you. If not, I&#039;d either sell it to someone willing to pay top silvers or reroll until you get a better rare property.&lt;br /&gt;
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&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;&lt;br /&gt;
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 Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
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If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That&#039;s an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you&#039;re looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I&#039;ll cover shortly, you might consider working your entire build around it...&lt;br /&gt;
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&#039;&#039;&#039;Strong Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
&lt;br /&gt;
It&#039;s definitely not flashy, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS. Here&#039;s a possible solution to that! More lightweight races are more likely to appreciate this too.&lt;br /&gt;
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&#039;&#039;&#039;Tethered Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
&lt;br /&gt;
From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell to someone &#039;&#039;else&#039;&#039; for whom it&#039;s a slam dunk to use!&lt;br /&gt;
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&#039;&#039;&#039;Thirst for Brutality&#039;&#039;&#039;&lt;br /&gt;
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 Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
&lt;br /&gt;
Twice as strong as its already very powerful common counterpart, Taste of Brutality... or is it? The common version&#039;s 5% penalty when taking hits is negligible, but a 10% penalty isn&#039;t as easily dismissed. Still,  the increased DF is fantastic, so I&#039;d say you should consider your options with this one. If you have high redux &#039;&#039;and&#039;&#039; high Transformation lore, get it, love it, and upgrade it all the way. If you only have one of those, then you could simply treat it like Taste of Brutality by leaving it un-upgraded. 6% on both ends with no upgrades is comparable to the fully upgraded Taste of Brutality&#039;s 5%, after all, and nothing says you have to upgrade it at any point, never mind right away.&lt;br /&gt;
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====&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good Legendary Gemstone Properties for Monks&amp;lt;/font&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;Mirror Image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack.  When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.&lt;br /&gt;
&lt;br /&gt;
Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It&#039;s actually difficult to even sell you on this because it&#039;s so straightforward that I shouldn&#039;t have to. It&#039;s a 10% double attack chance on every attack!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that&#039;s also solid for monks and don&#039;t want to let perfect be the enemy of good, below are some other reasonable options...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystic Impulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
&lt;br /&gt;
Hear me out. This is a very, very specific niche, but it&#039;s incredible within that niche, which is that you&#039;re a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise.&lt;br /&gt;
&lt;br /&gt;
If all of that&#039;s true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you&#039;ll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you &#039;&#039;aren&#039;t&#039;&#039; running the Serendipitous Hex build, then I&#039;d honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.&lt;br /&gt;
&lt;br /&gt;
Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power&#039;s effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that&#039;s with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorns of [Damage Type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
&lt;br /&gt;
Great general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.&lt;br /&gt;
&lt;br /&gt;
The AS/UAF boost is, as always, borderline immaterial unless you&#039;re a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy that works well with the free jabs in your mstrikes! Unlike traditional dispel flares, these are post-resolution, so they&#039;re slightly less reliable. However, UC monks tend to have no trouble making their attacks land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leafi&#039;s Wild Dream Scenario Gemstone Endgames====&lt;br /&gt;
&lt;br /&gt;
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it&#039;s fun to dream, so here are some hypothetical ideal layouts!&lt;br /&gt;
&lt;br /&gt;
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Traditional Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 1 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# &#039;&#039;(Blood Boil)&#039;&#039; (rare 2 of 3)&lt;br /&gt;
# &#039;&#039;(Thirst for Brutality)&#039;&#039; (rare 3 of 3)&lt;br /&gt;
# Force of Will (common 5 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 6 of 7)&lt;br /&gt;
# Journeyman Tactician if using Thirst for Brutality, otherwise Taste of Brutality (common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
Blood Boil and Thirst of Brutality are parenthetical and italicized because they&#039;re slightly conditional picks. For general purposes, that&#039;s what I&#039;d go with, but specific hunting ground choices or even gear can change everything. Blood Boil might be useless if you primarily hunt undead without blood. Tethered Strike, not listed, might be superior to either Blood Boil or Thirst of Brutality if you regularly hunt evasive creatures. Anointed Defender, also not listed, could be the way to go if you&#039;ve managed your gear and training in such a way that the TD boost can push you just out of range of dangerous CS attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Very Magic-Heavy Monk&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Mirror Image (the legendary)&lt;br /&gt;
# &#039;&#039;(Serendipitous Hex)&#039;&#039; (rare 1 of 3)&lt;br /&gt;
# Infusion of Lightning (or other damage type; rare 2 of 3)&lt;br /&gt;
# Stamina Prism (common 1 of 7)&lt;br /&gt;
# Bold Brawler (common 2 of 7)&lt;br /&gt;
# Storm of Rage (common 3 of 7)&lt;br /&gt;
# Greater Arcane Intensity (rare 3 of 3)&lt;br /&gt;
# Flare Resonance (common 4 of 7)&lt;br /&gt;
# Arcane Intensity (common 5 of 7)&lt;br /&gt;
# Taste of Brutality (common 6 of 7)&lt;br /&gt;
# Ephemera&#039;s Extension or Ether Flux (definitely not Ephemera&#039;s if you don&#039;t know Wall of Force; common 7 of 7)&lt;br /&gt;
&lt;br /&gt;
This has enough overlap that you might think they&#039;re the same picture, but the subtle differences add up to large ones. This Gemstone setup assumes a high CS monk, then Greater Arcane Intensity and Arcane Intensity push CS even higher. That means that Vertigo and Mindwipe land more consistently, which means that creatures are disabled more often, which means Force of Will shouldn&#039;t be as necessary. It also means that your MM will be higher, which means I wouldn&#039;t even think about Journeyman Tactician. Conversely, Taste of Brutality claims a solid place because its rare counterpart has been traded off to secure Greater Arcane Intensity and maybe Serendipitous Hex.&lt;br /&gt;
&lt;br /&gt;
Speaking of Serendipitous Hex, even though I ranked it highly, it gets the parenthetical italics treatment because I only recommend it if you&#039;re regularly casting Web! It doesn&#039;t trigger with Vertigo or Mindwipe, so if those are your go-tos, then bring in some other top end rare like Blood Boil, Tethered Strike, or Thirst for Brutality. (Unlike the traditional monk, the magic-heavy monk doesn&#039;t risk as much from the double DF hit of using Taste and Thirst simultaneously because their more consistent disablers will keep enemies contained. Still, just in case of the worst, &#039;&#039;definitely&#039;&#039; use Ephemera&#039;s Extension over Ether Flux if you go the double Brutality route!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Odds and Ends==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-oddsandends&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-oddsandends&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we draw close to the end, I&#039;ll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Magic After Dark===&lt;br /&gt;
&lt;br /&gt;
...wait, I can&#039;t write about that on the wiki! Moving on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade Secrets of the Sneaky Monk Merchants===&lt;br /&gt;
&lt;br /&gt;
I&#039;m one of the bigger advocates of training [[Trading]] in the GS community, but even more so for monks than others!&lt;br /&gt;
&lt;br /&gt;
Monks have easier and more universal means to make more silvers per item sold than any other profession--and they can do it almost anywhere in Elanthia.&lt;br /&gt;
&lt;br /&gt;
Except for [[Mist Harbor]] and [[Kraken&#039;s Fall]], every town&#039;s NPC shops will pay +5% extra silver to at least one race when players sell. ([[Trading#Trading_chart|See the chart of favored races here!]])&lt;br /&gt;
&lt;br /&gt;
Monks have a &#039;&#039;&#039;secret weapon&#039;&#039;&#039; in the profit war: &#039;&#039;&#039;[[Shroud of Deception (1212)|Shroud of Deception]]&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Even monks who live in a geographic region where their race can&#039;t get a bonus can configure their Shroud profile to appear as another race and get the bonus anyway! It&#039;s that easy!&lt;br /&gt;
&lt;br /&gt;
But wait, it gets better! Monks also have &#039;&#039;[[Glamour (1205)|Glamour]]&#039;&#039;&#039;, which gives an enhancive boost of 20 Trading ranks or 50 Trading skill, whichever is lower. (50 Trading skill will be lower before you have 20 Trading ranks on your own.)&lt;br /&gt;
&lt;br /&gt;
What does Trading do, though?&lt;br /&gt;
&lt;br /&gt;
You get an extra 1% silver for every combined 12 bonus between Influence and Trading bonus. That&#039;s &#039;&#039;bonus&#039;&#039;, not ranks! So, for example, if you had 44 Trading ranks, which is 144 Trading bonus, you&#039;d make 12% more silver for selling items than if you had 0 Trading ranks. Shroud of Deception takes that 12% to 17%, then Glamour takes that 17% to 18%--and, actually, 8/12ths of the way to 19%. If you took my advice and set Influence high from the start, Influence will also get you to 19% if not 20%!&lt;br /&gt;
&lt;br /&gt;
This is a big part of how Sariara made 2,509,473 million silver within a week of existing. By now she&#039;s existed for four weeks and a day and is up to 23,108,060 silver, only 1,500,000 of which came from selling a Mystic Tattoo.&lt;br /&gt;
&lt;br /&gt;
Some general tips on early silvers:&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t hunt overcrowded Landing areas, but find the rich lower level creatures. There are plenty of them because characters don&#039;t stay low level for long, so hunting pressure is low. (For more on hunting pressure, see the [[treasure system]] page and [[Treasure_system/saved_posts|saved posts subpage]].)&lt;br /&gt;
* Take advantage of Glamour and Shroud of Deception to get a percentage boost to these rich creatures&#039; already valuable loot. Reap the reward of being a monk!&lt;br /&gt;
* Between level 0 and 19, when skills migrate near instantly, max out Trading every time you&#039;re about to sell things.&lt;br /&gt;
* Between level 0 and 19, push First Aid and Survival up when you&#039;re out hunting so you can get value from skinning. Unlearn them afterward so you can...&lt;br /&gt;
* Between level 5 and 19, learn Glamour and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* Between level 12 and 19, learn Shroud of Deception and cast it before selling. (Afterward, unlearn it so you can get skinning skills back!)&lt;br /&gt;
* For your final level 19.9 build, as you&#039;re forced to commit to your skills, have at least 20 ranks of Trading and know at least your first 12 Minor Mental spells.&lt;br /&gt;
&lt;br /&gt;
Yes, this is what I did. I got to see delightful lines in my SKILL command like:&lt;br /&gt;
&lt;br /&gt;
 You started this migration period on Saturday, 5/25/2024 at 01:55:18 EDT.  You have 4 days, 20 hours, 8 minutes remaining in your current 30 day migration period.&lt;br /&gt;
 &lt;br /&gt;
 You&#039;re currently migrating at a rate of .001 skill points per pulse, and &#039;&#039;&#039;have converted 25580.00 training points this migration period.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t go to this extreme, though, monks are the game&#039;s best at selling to NPC merchants. At the low end, monks skyrocket toward high sales value. At the high end in the post-cap world, monks reach the maximum sale bonus in almost every town.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maximum sale bonus&amp;quot; is 28% from Trading and Influence plus another 5% from race bonus. To be clear, the max bonus is 33%, but only sort of; the two bonuses are treated separately. For example, if you&#039;re an elf monk selling in Solhaven (no bonus), you can&#039;t just pump your Trading and Influence so high that you&#039;d make 33% from that alone; it&#039;s capped at 28% and the other 5% &#039;&#039;has to&#039;&#039; come from Shroud of Deception.&lt;br /&gt;
&lt;br /&gt;
My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===When Robes Aren&#039;t Robes: Alterations===&lt;br /&gt;
&lt;br /&gt;
For simplicity, I&#039;ve been talking about &amp;quot;robes&amp;quot; throughout this guide because that&#039;s the conventional name for that [[armor]] type.&lt;br /&gt;
&lt;br /&gt;
However, robes don&#039;t have to remain robes at all; they have the same leeway for alterations as other chest-worn clothing! Here are examples of post-alteration &amp;quot;robes&amp;quot; that my various characters (monks or otherwise) have worn or that I plan to create:&lt;br /&gt;
&lt;br /&gt;
* An airy white starsilk sundress sporting an asymmetrical knee-length skirt&lt;br /&gt;
* A sleeveless lily white tunic with a jet black silk sash&lt;br /&gt;
* A knee-length midnight blue silk dress aglisten with a constellation of stars&lt;br /&gt;
* A sleeveless white tunic splashed with an autumn-hued music motif&lt;br /&gt;
* A sleeveless white starsilk tunic spangled with sunset orange musical notes&lt;br /&gt;
* A midnight black silk tunic marked with a silver eight-pointed star&lt;br /&gt;
* A sleeveless sunlight gold tunic accented by bright white edges&lt;br /&gt;
* A royal purple starsilk tunic featuring an embroidered silver rose&lt;br /&gt;
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits)&lt;br /&gt;
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola)&lt;br /&gt;
* A thigh-slit scarlet starsilk dress accented by ivory edges&lt;br /&gt;
* A sleeveless white kimono featuring golden star embroidery&lt;br /&gt;
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves&lt;br /&gt;
* A sleeveless gold feather-patterned tunic tied at the waist&lt;br /&gt;
&lt;br /&gt;
Mine are mostly feminine designs, but even for a masculine character, you can turn your robes into shirts, vests, jackets, and more. Get your creativity on!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Likewise, unarmed combat footwear isn&#039;t limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Hunting Partner Tactics and Synergy===&lt;br /&gt;
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Who do monks team up well with for group hunts and why? Let&#039;s explore!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; have [[Carn&#039;s Cry]], an AoE immobilizer that&#039;s enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies&#039; UDF. In turn, warriors love monks&#039; Mind Over Body stamina cost reduction, the best group buff they can get other than bards&#039; [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day).&lt;br /&gt;
* &#039;&#039;&#039;Rogues&#039;&#039;&#039; have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don&#039;t necessarily mind being targeted more often since it offers more Spin Kick opportunities.&lt;br /&gt;
* &#039;&#039;&#039;A monk duo&#039;&#039;&#039; can keep up both Mind Over Body and Focus Barrier, but otherwise doesn&#039;t have any particular synergy.&lt;br /&gt;
* &#039;&#039;&#039;Paladins&#039;&#039;&#039; can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don&#039;t have as much redux as warriors and rogues nor as much DS as them, so a boost can really help.&lt;br /&gt;
* &#039;&#039;&#039;Rangers&#039;&#039;&#039; have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don&#039;t offer much to rangers otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Bards&#039;&#039;&#039; can make a monk&#039;s attacks even faster, at least for now, since Song of Tonis is the game&#039;s best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense.&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039; possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they&#039;re already pretty durable as casters go. Monks simply being present as an additional target to split up enemies&#039; attacks is helpful to wizards and all casters.&lt;br /&gt;
* &#039;&#039;&#039;Empaths&#039;&#039;&#039; are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks&#039; Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath&#039;s [[Mass Interference (217)|Mass Interference]] setting up a monk&#039;s Vertigo isn&#039;t the worst idea I&#039;ve ever had, but it&#039;s not an amazing one either. &lt;br /&gt;
* &#039;&#039;&#039;Clerics&#039;&#039;&#039; have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it&#039;s still there when needed. Having a hunting partner&#039;s extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn&#039;t help monks as most other professions&#039; disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward.&lt;br /&gt;
&lt;br /&gt;
Nearly regardless of team composition, your monk training &#039;&#039;&#039;Coup de Grace&#039;&#039;&#039; and &#039;&#039;&#039;Side by Side&#039;&#039;&#039; (which also requires two ranks of &#039;&#039;&#039;Combat Movement&#039;&#039;&#039;) can be helpful to groups.&lt;br /&gt;
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&lt;br /&gt;
===The Weapon-Wielding Melee Monk===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk more about Martial Mastery, the level 0 feat. Although monks have access, it was primarily invented for warriors and rogues as an alternative to learning [[Elemental Targeting (425)|Elemental Targeting]], a Minor Elemental spell that increases AS.&lt;br /&gt;
&lt;br /&gt;
Far enough post-cap, magical warriors or magical rogues have the same AS ceiling as their non-magical counterparts. (Their non-magical counterparts do get there millions of experience points sooner while the magical ones have more DS and TD, but that&#039;s outside the scope of this guide...) Monks, on the other hand, don&#039;t have Elemental Targeting, so a monk maximizing Martial Mastery can have up to 50 more AS and UAF than a monk &#039;&#039;not&#039;&#039; maximizing it! Of course, UAF doesn&#039;t matter nearly as much as AS and the entire monk profession is built around unarmed combat. So I ask:&lt;br /&gt;
&lt;br /&gt;
Is there merit to a weapon-wielding, AS-based monk?&lt;br /&gt;
&lt;br /&gt;
Before I explore it, I&#039;ll repeat that I think people should make whatever kind of character they find fun and that I personally like wacky builds. However, I&#039;m not convinced that a melee monk even &#039;&#039;is&#039;&#039; a wacky build. When people consider making a melee-only character who isn&#039;t stealth-based, a warrior is probably their first thought, but let&#039;s seriously compare these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Training Cost Factor&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
I&#039;ll use my (first) monk and warrior for the sake of illustration since they&#039;re both elves. At level 50, my warrior had a total pool of 2568 PTPs and 2242 MTPs while my monk had a total pool of 2319 PTPs and 2259 MTPs. You might think the warrior is hugely ahead, but no, not at all. I could show you paragraphs upon paragraphs of math I wrote, but let&#039;s just cut to the chase.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say my monk and warrior had both done dual katar builds that shared nearly identical core training. 2x Brawling, 2x Edged Weapons, 1x Thrown Weapons (to buff up Martial Mastery), 2x Two Weapon Combat, 2x Combat Maneuvers, 2x Physical Fitness, 50 Multi-Opponent Combat, and 1x Perception were all in common.&lt;br /&gt;
&lt;br /&gt;
From there, my warrior took 70 Armor Use to get metal breastplate, then trained as many Dodging ranks as possible with her remaining points. My monk learned Iron Skin, took 30 Transformation to buff up Iron Skin, and took 10 Harness Power, then trained as many Dodging ranks as possible with her remaining points. Their skills would be identical in most ways, but here&#039;s where they&#039;d differ:&lt;br /&gt;
&lt;br /&gt;
* Monk in robes that act like chain mail: 153 ranks of Dodging and 102 MTPs spare&lt;br /&gt;
* Warrior in metal breastplate: 109 ranks of Dodging and 21 MTPs spare&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to claim that my monk would basically just be better; there are too many factors to say that. Warriors have their guild skills. Monks have Perfect Self. Warriors have a higher parry chance because of [[Combat Mastery|their level 40 feat]]. Monks have a higher evade chance because of &#039;&#039;their&#039;&#039; level 40 feat. Warriors have [[Whirling Dervish]]. Monks have more DS, at least at this stage of the game. Warriors have [[Weapon Specialization]]. Monks have Burst of Swiftness. Warriors have [[Weapon Bonding]].&lt;br /&gt;
&lt;br /&gt;
My point is that a melee monk is even &#039;&#039;comparable&#039;&#039;--better in some ways and worse in others--to a warrior with the exact same build despite ignoring so much of what the monk skillset is tailored toward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;The Mental Acuity Possibility&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
What if you learned Mental Acuity even without Kroderine Soul? My above training cost example illustrated my monk stopping at two Minor Mental spells for Iron Skin, but another alternative (though this would be during later levels) would be taking Mental Acuity to retain access to the first 20 Minor Mental spells and still even allowing room for Spirit Warding I and Spirit Defense. (If you were okay with Martial Mastery capping out at +45 AS instead of 50, you could even learn Spirit Warding II!)&lt;br /&gt;
&lt;br /&gt;
The hypothetical Martial Mastery and Mental Acuity monk has almost the same AS as a Martial Mastery warrior, but her spells would pull her far ahead in DS while keeping all the silver selling benefits of Glamour and Shroud of Deception, plus saving tons of stamina via Mind Over Body. The tradeoff is making spelling up more of a hassle, but that might be worth the payoff of having a light armored warrior-like character whose combat maneuvers and weapon techniques have 35% stamina cost reduction!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Doubly Perfect Self&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
As great as Perfect Self is for unarmed combat, it&#039;s arguably even better for a melee monk. For UC purposes, it&#039;s mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you&#039;re getting AS--more useful than UAF--and RT reduction for &#039;&#039;two&#039;&#039; types of assault techniques: Brawling&#039;s Fury and Edged Weapons&#039; Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don&#039;t sweat it as much due to Mind Over Body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Specializations and Katars&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
The Grapple, Kick, and Punch Specialization bonuses for their respective techniques &#039;&#039;do&#039;&#039; still apply even if you&#039;re using a brawling weapon instead of unarmed combat!&lt;br /&gt;
&lt;br /&gt;
Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.&lt;br /&gt;
&lt;br /&gt;
Ironically, if there&#039;s anywhere that I even sort of like Punch Specialization-powered Clash, it&#039;s on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash &#039;&#039;with&#039;&#039; Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you&#039;re regularly hunting things like bandits, pirates, warcamps, or areas that swarm.&lt;br /&gt;
&lt;br /&gt;
Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I&#039;d make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It&#039;s also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus Tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk&#039;s stamina cost reduction from Mind Over Body.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it&#039;s a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I&#039;d bring it up.&lt;br /&gt;
&lt;br /&gt;
Instead, after considering all the math and angles I did while writing this, it&#039;s made such a strong case for a bizarrely appealing build that I&#039;ve talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind&#039;s swirling and it seems clear that the melee monk is a very, very real idea that&#039;s gone unexplored because it&#039;s not an intuitive or obvious idea from a glance over the monk skillset.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infrequently Asked (or Imagined) Questions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-faq&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-faq&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This final section covers any random topics that people have asked me or that I can &#039;&#039;imagine&#039;&#039; them asking me if I feel that they&#039;re worth answering in this guide, but not worth a full tip or sidebar of their own.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things actually asked are red.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Things I imagine people should ask are pink.&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Things that are both red and pink come from comments I got that&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;weren&#039;t originally questions, but I&#039;ve reframed them into questions because they&#039;re worth discussing.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Does enchanting UC handwear and footwear help with DS?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Why do you rank half-krolvin monks so low?&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;Flimbo&#039;s Guide and the [[Comprehensive Monk Guide]] really like them!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s guide likes half-krolvin monks because Perfect Self normalizes their Logic penalty and they have &amp;quot;solid physical stats with which to punch things quite well.&amp;quot; I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even kind of agree that if you&#039;re set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I&#039;d rather have a race without a Logic penalty to begin with!&lt;br /&gt;
&lt;br /&gt;
I also agree with Flimbo that half-krolvin have solid physical stats with which to &#039;&#039;punch&#039;&#039; things quite well. I&#039;d just rather have a faster Agidex race who has solid physical stats with which to also &#039;&#039;kick&#039;&#039; things quite well, meaning minimum RT for mstrike kick!&lt;br /&gt;
&lt;br /&gt;
The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn&#039;t matter! (Okay, fine, &#039;&#039;technically&#039;&#039; the math says UAF matters... fractionally.)&lt;br /&gt;
&lt;br /&gt;
Cold damage protection has some appeal if you&#039;re specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that?&lt;br /&gt;
&lt;br /&gt;
The Hinterwilds &#039;&#039;are&#039;&#039; a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you&#039;ve exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you&#039;ll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk.&lt;br /&gt;
&lt;br /&gt;
Like I said, any race can do well as a monk. I&#039;m not down on half-krolvin, exactly, but I&#039;d rather truly excel at &#039;&#039;something&#039;&#039; than be a generalist. Play a half-krolvin if you like their excellent verbs, though!&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Should I train Ambush?&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The short answer is no. Now for the long, fun answer!&lt;br /&gt;
&lt;br /&gt;
Flimbo&#039;s Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but back then, players had no visibility into the aiming formula. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you &#039;&#039;did,&#039;&#039; it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.&lt;br /&gt;
&lt;br /&gt;
In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:&lt;br /&gt;
&lt;br /&gt;
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)&lt;br /&gt;
* Knocking creatures down helps (I don&#039;t remember if we&#039;d known this or not)&lt;br /&gt;
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but we underestimated how much)&lt;br /&gt;
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Intuition Sidebar!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even if you&#039;ve tanked Intuition instead of Discipline, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even &#039;&#039;standing&#039;&#039; foes. Of course, they need Acrobat&#039;s Leap for that.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let&#039;s use that in an example.&lt;br /&gt;
&lt;br /&gt;
With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you&#039;d have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let&#039;s say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.&lt;br /&gt;
&lt;br /&gt;
Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let&#039;s say everything had reached 91%, 86%, and 83%. Even that&#039;s not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you&#039;d need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that&#039;s +17 DS in offensive stance) at 3x costs!&lt;br /&gt;
&lt;br /&gt;
What if you eased back to the old 24 Ambush mark? Then you&#039;d need 148 Combat Maneuvers. Perfect Self has kicked in, so let&#039;s call it 144 Combat Maneuvers needed. Even that&#039;s already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)&lt;br /&gt;
&lt;br /&gt;
In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you &#039;&#039;can&#039;&#039; reach max or near-max success rates with some Ambush, but not &#039;&#039;so&#039;&#039; high that you reach max or near-max success rates even without Ambush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But even then,&#039;&#039; we&#039;re only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your &#039;&#039;unaimed&#039;&#039; attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head!&lt;br /&gt;
&lt;br /&gt;
Like PSM3&#039;s wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I&#039;ve made my choice: forget Ambush and play to my strengths.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The TL;DR Recap: Making Cookie Cutter Monks==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-cookiecutter&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Low on time or thought processing power and just want a cookie cutter build you don&#039;t need to put much thought into? Click here!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-cookiecutter&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(...by my wacky definition of &amp;quot;cookie cutter.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leafi, I love you and all, but I expanded every section, noticed my scroll bar is tiny, noticed your guide is crazy long, and ain&#039;t nobody got time for that. Please tl;dr this nonsense?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Okay, okay, I hear you.&lt;br /&gt;
&lt;br /&gt;
Some of you never wanted the Leafiara treatment where we seek to become real life monks with advanced spiritual and mental understanding by thoroughly exploring the unfathomable mysteries of reality and transcendent metareality (like math and logic).&lt;br /&gt;
&lt;br /&gt;
Some of you instead wanted the Saraphenia treatment where I tell you how to have a functional build that lets you have mechanical fun in an online text-based multiplayer video game and then you embark on your journey.&lt;br /&gt;
&lt;br /&gt;
So I included this section for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Race&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aelotoi, burghal gnomes, dark elves, elves, forest gnomes, half-elves, halflings, and sylvankind are all basically the same power for monks. Faster is better, but more encumbrance is worse, so find your balance. Giantmen have a niche.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Stats&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See the table in the Placing Your Stats section.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Society&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Voln.&lt;br /&gt;
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&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;How do I fight?&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Twinhammer&#039;&#039;&#039; as your opener once you learn it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jab&#039;&#039;&#039; at decent position, &#039;&#039;&#039;punch&#039;&#039;&#039; at good position if you&#039;re not Grapple Specialization and &#039;&#039;&#039;grapple&#039;&#039;&#039; at good position if you are, &#039;&#039;&#039;kick&#039;&#039;&#039; at excellent position. Regardless of those general rules, &#039;&#039;&#039;follow prompts&#039;&#039;&#039; and do what it tells you when it tells you.&lt;br /&gt;
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Against single targets, &#039;&#039;&#039;Weapon Fury&#039;&#039;&#039; until whenever you have enough Agidex for a 5-6 second &#039;&#039;&#039;mstrike kick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Against multiple targets, &#039;&#039;&#039;mstrike grapple&#039;&#039;&#039; if you&#039;re Grapple Specialization or &#039;&#039;&#039;mstrike kick&#039;&#039;&#039; if you&#039;re Kick Specialization. In either case, not until they&#039;re 7 seconds or less. If mstrike grapple is 7 seconds or less, but you&#039;re Kick Specialization and mstrike kick is 8 seconds or more, &#039;&#039;&#039;mstrike punch&#039;&#039;&#039; for now until mstrike kick doesn&#039;t take so long.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Core skills to train every level&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2x &#039;&#039;&#039;Brawling&#039;&#039;&#039;, 2x &#039;&#039;&#039;Physical Fitness&#039;&#039;&#039; (eventually 3x), 2x &#039;&#039;&#039;Dodging&#039;&#039;&#039; (eventually 3x), 1x &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Skills with breakpoints&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 rank of &#039;&#039;&#039;Two Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039; in bursts for various breakpoints to pick up specific maneuvers. (For which ones and when, see the &amp;quot;combat maneuvers and feats&amp;quot; section below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Opponent Combat&#039;&#039;&#039; in bursts to 5, 10, 24, 30, 35, 50, 55, 60, 90, and 100 ranks.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Harness Power&#039;&#039;&#039; early, 20-30 mid-game, then push near cap if you want QoL for spelling up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Mental&#039;&#039;&#039; to 16 so you have both focus spells (1213 and 1216) as options, then slack off with spells until the midgame. Grab 1220 if you feel the DS need, especially if using 1213 instead of 1216.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telepathy&#039;&#039;&#039; lore in bursts to 6, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transformation lore&#039;&#039;&#039; in bursts to 5, 15, and 30.&lt;br /&gt;
&lt;br /&gt;
10 &#039;&#039;&#039;Climbing and Swimming&#039;&#039;&#039; until the midgame or as needs arise.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Tertiary skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spiritual/Mental Mana Control&#039;&#039;&#039; only if sharing mana with friends and alts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid and Survival&#039;&#039;&#039; only if you want skinning.&lt;br /&gt;
&lt;br /&gt;
20 &#039;&#039;&#039;Trading&#039;&#039;&#039; by level 20 because monks make silver via Glamour (1205) and Shroud of Deception (1212). Get to 40 or the nearest multiple of 12 Trading+Influence bonus over time.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Midgame skills&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Spiritual&#039;&#039;&#039; to 2, 3, or 7 ranks, but only after 3x Dodging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Combat maneuvers and feats&#039;&#039;&#039;&amp;lt;/font&amp;gt;:&lt;br /&gt;
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&#039;&#039;&#039;Dragonscale Skin&#039;&#039;&#039; for your level 30 feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1 of Combat Maneuvers, making the super early game not painful:&lt;br /&gt;
&lt;br /&gt;
Get 3 CM ranks ASAP for your first rank of &#039;&#039;&#039;Rolling Krynch Stance&#039;&#039;&#039;, then another 6 CM ranks (so 9 total) for your second rank ASAP.&lt;br /&gt;
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Step 2 of Combat Maneuvers, improving the early game:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up the last rank of Krynch and first three ranks of &#039;&#039;&#039;Grapple Specialization&#039;&#039;&#039; or &#039;&#039;&#039;Kick Specialization&#039;&#039;&#039;. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it&#039;s not necessarily an early game priority since you don&#039;t get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3 of Combat Maneuvers, fleshing out skills and diversifying your abilities through the midgame:&lt;br /&gt;
&lt;br /&gt;
In whatever order, pick up three or more ranks of &#039;&#039;&#039;Bearhug&#039;&#039;&#039;, two or more ranks of &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;, all three ranks of &#039;&#039;&#039;Evade Specialization&#039;&#039;&#039;, three or more ranks of &#039;&#039;&#039;Feint&#039;&#039;&#039;, and the remaining ranks of Grapple or Kick Specialization. If you went Kick Specialization, add &#039;&#039;&#039;Combat Mobility&#039;&#039;&#039; to the list sooner than later. If you picked a halfling or gnome, add Acrobat&#039;s Leap, but otherwise don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4 of Combat Maneuvers, putting the last pieces in place:&lt;br /&gt;
&lt;br /&gt;
Pick up Combat Mobility (if you didn&#039;t already have it) and all three ranks of &#039;&#039;&#039;Ki Focus&#039;&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
Step 5 of Combat Maneuvers, player&#039;s choice:&lt;br /&gt;
&lt;br /&gt;
Whatever you want. Finish Bearhug, Bull Rush, and Feint or don&#039;t, depending how you like them. You can veer off in different directions with more niche maneuver options or not. Up to you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Armor upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy TD-boosting armor of +7 or more from a playershop. It&#039;ll cost 1-5 million silver and serve you fantastically. Add services of Enchant, Sanctify, and Ensorcell over time in roughly that order while adding padding via the WPS wagons. (Enchant and Sanctify can switch places easily enough, but Ensorcell is definitely last.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon upgrade path when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spending almost nothing (~1 million silver): Buy basic lightning flaring handwear and footwear.&lt;br /&gt;
* Spending moderately (~35k pay event currency (equivalent of 35 million silver)): Buy off-the-shelf Animalistic Spirit from Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.&lt;br /&gt;
* Spending a ton (~150k pay event currency): Buy Phytomorphic handwear from Duskruin. Add Phytomorphic upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Phytomorphic upgrades and unlocks.&lt;br /&gt;
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Phytomorphic upgrades and unlocks for your footwear.&lt;br /&gt;
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.&lt;br /&gt;
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.&lt;br /&gt;
&lt;br /&gt;
And if you&#039;re the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you&#039;re probably not reading this guide. &#039;&#039;But just in case&#039;&#039;, for fun, and to entertain the other 99.5%...&lt;br /&gt;
&lt;br /&gt;
* Whaling out beyond most people&#039;s imagination just because you can (~4.24 million pay event currency):  Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Phytomorphic script at Duskruin. Add a slew of Phytomorphic upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate.&lt;br /&gt;
&lt;br /&gt;
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They&#039;ve never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it&#039;s still around. I&#039;m guessing they learned the hard way that top end flares are so astonishingly powerful with UC&#039;s low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Other upgrades when ready&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can&#039;t afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&#039;&#039;&#039;Conclusion&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monks are easy! Go have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Denouement: An Unexpected Journey==&lt;br /&gt;
&lt;br /&gt;
First, thank you for reading The Autumnwinds&#039; Magical Monk Guide.&lt;br /&gt;
&lt;br /&gt;
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I&#039;m thankful for every reader.&lt;br /&gt;
&lt;br /&gt;
Sometimes I write a &amp;quot;guide&amp;quot; partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I&#039;d take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally &#039;&#039;was&#039;&#039; a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters&#039; skills when they want a template of where to take their post-cap training.&lt;br /&gt;
&lt;br /&gt;
This one was for you guys, though. I hope it&#039;s been helpful, I hope it&#039;s gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.&lt;br /&gt;
&lt;br /&gt;
That said, if you were here only for mechanical informational purposes, I&#039;m pretty much done with those. There&#039;s one more at the very end for people with multiple character slots (not multiple accounts, but &#039;&#039;character slots&#039;&#039;), but otherwise, you can head out! I wish you a good day or good night and hopefully I&#039;ll see you around the lands.&lt;br /&gt;
&lt;br /&gt;
Thank you again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-denouement&amp;quot; style=&amp;quot;overflow:auto;color:#0000FF&amp;quot;&amp;gt;Curious on the backstory of why this guide exists and why now? Click here and we&#039;ll close out.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-denouement&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the rest of you, if you&#039;ll indulge my rambling a bit longer...&lt;br /&gt;
&lt;br /&gt;
The Magical Monk Guide existing is an emergent happy accident.&lt;br /&gt;
&lt;br /&gt;
The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK&#039;s strongest.&lt;br /&gt;
&lt;br /&gt;
I thought, but didn&#039;t have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don&#039;t have the history, nostalgia, momentum, or player population of other professions.&lt;br /&gt;
&lt;br /&gt;
To be honest, even if I had said it was impossible, that wouldn&#039;t have stopped Phenia. Even as I type this, I can picture how I&#039;d try to temper her expectations and she&#039;d come back with &amp;quot;Well, I&#039;m going to try anyway!&amp;quot; Phenia aimed high, never mind the odds.&lt;br /&gt;
&lt;br /&gt;
When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia&#039;s name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia.&lt;br /&gt;
&lt;br /&gt;
I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a &amp;quot;Monk tip!&amp;quot;--plus a &amp;quot;Bonus tip!&amp;quot; about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide!&lt;br /&gt;
&lt;br /&gt;
By coincidence, I&#039;d also been answering a few people&#039;s questions in the main GS Discord server&#039;s monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia&#039;s spot as the monk division lead, I agreed. I don&#039;t think I &#039;&#039;could&#039;&#039; have declined. Over that string of seven weeks, I was basically doing what she needed already.&lt;br /&gt;
&lt;br /&gt;
That morning, I decided I should write a new guide to replace Flimbo&#039;s old one.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know what I expected would come out of it, but it wasn&#039;t this. With a motive like honoring my departed friend, I &#039;&#039;knew&#039;&#039; I&#039;d put my all into it--but I didn&#039;t expect to write this much or this in-depth, I didn&#039;t expect to cover the topics I did, and, most of all, I didn&#039;t expect that I&#039;d be learning myself, not just passing along what I knew beforehand.&lt;br /&gt;
&lt;br /&gt;
I&#039;d never thought about a non-Kroderine Soul monk without Mental Acuity. I&#039;d barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I&#039;d barely thought about synergy between monks and other professions. I&#039;d never investigated how one rank of Sanctify interacted with Kai&#039;s Strike. I&#039;d never investigated how or if Stance of the Mongoose worked with unarmed combat. I&#039;d never even investigated how or if Clash worked with a specified UC attack type.&lt;br /&gt;
&lt;br /&gt;
But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you&#039;ve learned too.&lt;br /&gt;
&lt;br /&gt;
When Phenia said she wanted the monk division to be RYSK&#039;s strongest, I assumed she was talking about numbers. Maybe she was; I don&#039;t know either way. I &#039;&#039;do&#039;&#039; know that we want you monk players to be &#039;&#039;your&#039;&#039; strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you&#039;ll be your strongest. Any part I might have played in helping you get there is an honor.&lt;br /&gt;
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&lt;br /&gt;
Now, for fun and because I can, here&#039;s one last obscure mechanical interaction for the road.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;Bonus tip!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have a couple character slots where, even though I don&#039;t play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they&#039;d have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.)&lt;br /&gt;
&lt;br /&gt;
What&#039;s probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one&#039;s login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character &#039;&#039;had&#039;&#039; gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn&#039;t even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains.&lt;br /&gt;
&lt;br /&gt;
Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Farewell, have fun, and be good to one another!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
[[Category:Monk]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>LEAFIARA</name></author>
	</entry>
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